Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/SSkeletonWidget.cpp

881 lines
23 KiB
C++
Raw Normal View History

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SSkeletonWidget.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Modules/ModuleManager.h"
#include "Layout/WidgetPath.h"
#include "Framework/Application/SlateApplication.h"
#include "Widgets/Layout/SSeparator.h"
#include "Widgets/Input/SEditableTextBox.h"
#include "Widgets/Input/SComboButton.h"
#include "Widgets/Input/SCheckBox.h"
#include "Engine/SkeletalMesh.h"
#include "Animation/AnimationAsset.h"
#include "Animation/DebugSkelMeshComponent.h"
#include "Animation/AnimBlueprint.h"
#include "Editor.h"
#include "Animation/AnimSet.h"
#include "Interfaces/IMainFrameModule.h"
#include "IContentBrowserSingleton.h"
#include "ContentBrowserModule.h"
#include "IDocumentation.h"
#include "Animation/Rig.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "AnimPreviewInstance.h"
#include "AssetRegistry/AssetRegistryModule.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "AnimationRuntime.h"
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3555219) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3537750 by Ori.Cohen Added RootBone simulation space to RigidBody node. This is useful for cases where we rotate the skeletal mesh component and counter rotate the root bone and do not want to affect simulated bodies' velocities. Change 3537756 by Ori.Cohen Added ExternalForce to rigid body node for faking inertia while simulating in component space Change 3537758 by Ori.Cohen Made it so that linear and angular velocity are properly computed for kinematic targets in immediate physics and rigid body node. Change 3538308 by Ethan.Geller #jira UE-47169: fix for streaming sources not getting properly destroyed in AudioMixer Change 3538329 by Jon.Nabozny Fix ForEachBodyBelow to use the proper body index. Change 3538528 by Ori.Cohen Fix gravity not being converted into the right simulation space for the RigidBody node Change 3539741 by James.Golding Remove unused HACD library. We use V-HACD now. #jira UE-46618 Change 3539746 by James.Golding Enable research SoftBody plugin in QAGame Change 3540115 by Ori.Cohen Turn joint pre-processing on for immediate mode. This helps with some stability issues. #tests none Change 3543166 by Ori.Cohen Exposed an inertia scale for body instances Change 3544097 by Ori.Cohen Fix incorrect bone mapping for rigid body node. (Only matters when first call to init has a different number of bodies, for example a different skin) Change 3544221 by Ori.Cohen Fix CIS Change 3544289 by Ori.Cohen Fix CIS Change 3544581 by Ori.Cohen Fix CIS Change 3545415 by Ethan.Geller Changes to AudioMixer's Delay class: Addition of SetDelayInSamples method, fix for delay line not working when being set to maximum delay Change 3545426 by Ethan.Geller #jira UEAP-282 Add Flexiverb submix effect to Synthesis plugin. Change 3545570 by Ethan.Geller Add Blueprint function library to sound utilities plugin Change 3548160 by Martin.Wilson Clean up animation compression logging (change to compression category and downgraded from warning #Jira UE-47424 Change 3548368 by Danny.Bouimad Changing an audio test on TM-AnimPhys as it isn't supported on a large number of platforms (Yet) Change 3548630 by Aaron.McLeran Don't send or mix built-in reverb submix if there's a plugin reverb enabled. Change 3548631 by Aaron.McLeran Adding ability to define default device using macro vs assuming index 0. Change 3548782 by Aaron.McLeran SDL backend implementation for windows, linux, and HTML. - Still need to hook up SDL to HTML5, but should be workable in Linux. Change 3549034 by Aaron.McLeran Adding missed file for SDL2.lib Change 3549102 by Aaron.McLeran Adding missing include Change 3550388 by James.Golding Fix ApexDestructionLib project generation #jira UE-47637 Change 3550412 by James.Golding More fixes to ApexDestruction.Build.cs Change 3550856 by Ori.Cohen Fix analysis for shared headers. #jira UE-47593 Change 3551046 by Aaron.McLeran Fix CIS build Change 3551056 by Aaron.McLeran Fixing assert on launch of audio mixer, invalid assert. Change 3552685 by Thomas.Sarkanen Fixed Fortnite warnings on editor startup/cook APEX destruction plugin was accessing the thumbnail manager before UnrealEd (and more pertinently, FortniteGame module) was loaded. Defering registration of the thumbnail rendering until later in the startup sequence means the the appropriate classes can be found. #jira UE-47595 - //UE4/Dev-AnimPhys: Cook Fortnite Win64 completed with 16 Warnings Change 3552847 by Ori.Cohen Fix CIS Change 3552916 by James.Golding Fix Win64 SDL2 deployment (path was wrong) #jira UE-47679 Change 3552919 by James.Golding Add 'RemapDirectories' entry for SoftBody plugin in QAGame (avoids package error) Also fix warning to give correct syntax #jira UE-47682 Change 3553168 by Ori.Cohen Fix CIS [CL 3555263 by Thomas Sarkanen in Main branch]
2017-07-26 09:23:14 -04:00
#include "Settings/SkeletalMeshEditorSettings.h"
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3358367 by tim.gautier Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters Change 3624848 by Jamie.Dale Added a composite font for the editor (and Slate core) This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor. This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font. This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support. Change 3654993 by Jamie.Dale 'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer Breaking changes: - Native has been renamed to FNativeFuncPtr. - The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair). - Use P_THIS if you were previously using the 'this' pointer in your native function. Change 3699591 by Jamie.Dale Added support for displaying and editing numbers in a culture correct way Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game). #jira UE-4028 Change 3719568 by Jamie.Dale Allow platforms to override the default ICU timezone calculation Change 3622366 by Bradut.Palas #jira UE-46677 Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode. Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions. Change 3622378 by Bradut.Palas #jira UE-46590 we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width. The bug is that the size of the last element is incorrectly reported, after we drag back and forth. Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value. Change 3622552 by Jamie.Dale Added support for per-culture sub-fonts within a composite font This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this). Change 3623170 by Jamie.Dale Fixing warning Change 3624846 by Jamie.Dale Composite font cache optimizations - Converted a typically small sized map to a sorted array + binary search. - Converted the already sorted range array to use binary search. - Contiguous ranges using the same typeface are now merged in the cache. Change 3625576 by Cody.Albert We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified. #jira UE-47971 Change 3626057 by Matt.Kuhlenschmidt Expose EUmgSequencePlayMode to blueprints #jira UE-49255 Change 3626556 by Matt.Kuhlenschmidt Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning. #jira UE-48922, UE-48957 Change 3627692 by Matt.Kuhlenschmidt PR #3977: Source control submenu menu customization (Contributed by Kryofenix) Change 3628600 by Arciel.Rekman Added AutoCheckout to FAssetRenameManager for commandlet usage. Change 3630561 by Richard.Hinckley Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter. Change 3630656 by Richard.Hinckley Compile fix. Change 3630964 by Arciel.Rekman Fix CrashReporterClient headless build. Change 3631050 by Matt.Kuhlenschmidt Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp Causes major problems with resizing splitters in editor Change 3631140 by Arciel.Rekman OpenAL: update Linux version to 1.18.1 (UETOOL-1253) - Also remove a hack for RPATH and make it use a generic RPATH mechanism. - Bulk of the change from Cengiz.Terzibas #jira UETOOL-1253 Change 3632924 by Jamie.Dale Added support for a catch-all fallback font within composite fonts This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles. Change 3633055 by Jamie.Dale Fixed some refresh issues in the font editor Change 3633062 by Jamie.Dale Fixed localization commands being reported as unknown Change 3633906 by Nick.Darnell UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working. Change 3634070 by Arciel.Rekman Display actually used values of material overrides. Change 3634254 by Arciel.Rekman Fix ResavePackages working poorly with projects on other drives (UE-49465). #jira UE-49465 Change 3635985 by Matt.Kuhlenschmidt Fixed typo in function name used by maps PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist) Change 3636012 by Matt.Kuhlenschmidt PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist) Change 3636706 by Lauren.Ridge Epic Friday: Save parameters to child or sibling instance functionality Change 3638706 by Jamie.Dale Added an improved Japanese font to the editor This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters). #jira UE-33268 Change 3639438 by Arciel.Rekman Linux: Repaired ARM server build (UE-49635). - Made Steam* plugins compile. - Disabled OpenEXR as the libs aren't compiled (need to be done separately). (Edigrating CL 3639429 from Release-4.17 to Dev-Editor) Change 3640625 by Matt.Kuhlenschmidt PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist) Change 3640626 by Matt.Kuhlenschmidt PR #4011: Remove space from filename (Contributed by projectgheist) Change 3640697 by Matt.Kuhlenschmidt PR #4010: PNG alpha fix (Contributed by mmdanggg2) Change 3641137 by Jamie.Dale Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately. Change 3641351 by Jamie.Dale Fixing incorrect weights on the Japanese sub-font Change 3641356 by Jamie.Dale Fixing inconsistent font sizes between CoreStyle and EditorStyle Change 3641710 by Jamie.Dale Fixed pure-virtual function call on UMulticastDelegateProperty Change 3641941 by Lauren.Ridge Adding a Parameter Details tab to the Material Editor so users can change default parameter details Change 3644141 by Jamie.Dale Added an improved Korean font to the editor This is only used when displaying Korean text when the editor is set to Korean Change 3644213 by Arciel.Rekman Fix the side effects of a fix for UE-49465. - Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later. #jira UE-49465 Change 3644777 by Jamie.Dale Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished Change 3644879 by tim.gautier QAGame: Optimized assets for Procedural Foliage testing - Added camera bookmarks to Stations in QA-Foliage - Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape - Fixed up redirectors Change 3645109 by Matt.Kuhlenschmidt PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts) Change 3645114 by Matt.Kuhlenschmidt PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts) Change 3645116 by Matt.Kuhlenschmidt PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts) Change 3645118 by Matt.Kuhlenschmidt PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts) Change 3645876 by Arciel.Rekman Linux: fix submenus of context menu not working (UE-47639). - Change by icculus (Ryan Gordon). - QA-ClickHUD seems to be not affected by this change (it is already broken alas). #jira UE-47639 Change 3648088 by Jamie.Dale Fixed some case-sensitivity issues with FText format argument names/pins These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior. #jira UE-47122 Change 3648097 by Jamie.Dale Moved common macOS/iOS localization implementation into FApplePlatformMisc #jira UE-49940 Change 3650858 by Arciel.Rekman UBT: improve CodeLite project generator (UE-49400). - PR #3987 submitted by yaakuro (Cengiz Terzibas). #jira UE-49400 Change 3651231 by Arciel.Rekman Linux: default to SM5 for Vulkan. - Change by Timothee.Bessett. Change 3653627 by Matt.Kuhlenschmidt PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts) Change 3653628 by Matt.Kuhlenschmidt PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz) Change 3653984 by Jamie.Dale Fixed some redundant string construction Change 3658528 by Joe.Graf UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files Change 3658594 by Jamie.Dale Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues #jira UE-27263 Change 3659643 by Michael.Trepka Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior #jira UETOOL-1238 Change 3661908 by Matt.Kuhlenschmidt USD asset importing improvements Change 3664100 by Matt.Kuhlenschmidt Fix static analysis Change 3664107 by Matt.Kuhlenschmidt PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist) Change 3664125 by Matt.Kuhlenschmidt PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist) Change 3664340 by Jamie.Dale PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist) Change 3664403 by Jamie.Dale PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed) Change 3664539 by Jamie.Dale PR #3280: Added EditableText functionality (Contributed by projectgheist) Change 3665433 by Alexis.Matte When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target. #jira UE-50231 Change 3666747 by Cody.Albert Change 3669280 by Jamie.Dale PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist) Change 3669718 by Jamie.Dale PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist) Change 3670838 by Alexis.Matte Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button. #jira UE-50387 Change 3671559 by Matt.Kuhlenschmidt Update SimpleUI automation test ground truth #jira UE-50325 Change 3671587 by Alexis.Matte Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file. #jira UE-50147 Change 3671730 by Jamie.Dale Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances Change 3672104 by Michael.Dupuis #jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings Change 3674906 by Alexis.Matte Make sure the export LOD option is taken in consideration when exporting a level or the current level selection #jira UE-50248 Change 3674942 by Matt.Kuhlenschmidt Fix static analysis Change 3675401 by Alexis.Matte -fix export animation, do not truncate the last frame anymore -fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves. #jira UE-48231 Change 3675990 by Alexis.Matte Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx. This is to avoid driving random vertex with old morph target. #jira UE-50391 Change 3676169 by Alexis.Matte When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import. Change 3676396 by Alexis.Matte Make all LOD 0 name consistent in staticmesh editor #jira UE-49461 Change 3677730 by Cody.Albert Enable locking of Persistent Level in Levels tab #jira UE-50686 Change 3677838 by Jamie.Dale Replaced broken version of Roboto Light Change 3679619 by Alexis.Matte Integrate GitHub pr #4029 to fix import fbx chunk material assignation. #jira UE-50001 Change 3680093 by Alexis.Matte Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh. Change 3680931 by Arciel.Rekman SlateDialogs: show image icon for *.tga (UE-25106). - Also reworked the logic somewhat. #jira UE-25106 Change 3681966 by Yannick.Lange MaterialEditor post-process preview. #jira UE-45307 Change 3682407 by Lauren.Ridge Fixes for material editor compile errors Change 3682628 by Lauren.Ridge Content browser filters for Material Layers, Blends, and their instances Change 3682725 by Lauren.Ridge Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default Change 3682921 by Lauren.Ridge Fix for instance layers not initializing fully Change 3682954 by Lauren.Ridge Creating Material Layer Test Assets Change 3683582 by Alexis.Matte Fix static analysis build Change 3683614 by Matt.Kuhlenschmidt PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts) Change 3684130 by Lauren.Ridge Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3686289 by Arciel.Rekman Remove the pessimization (UE-23791). Change 3686455 by Lauren.Ridge Fixes for adding/removing a layer parameter from the parent not updating the child Change 3686829 by Jamie.Dale No longer include trailing whitespace in the justification calculation for soft-wrapped lines #jira UE-50266 Change 3686970 by Lauren.Ridge Making material parameter preview work for functions as well Change 3687077 by Jamie.Dale Fixed crash using FActorDetails with the struct details panel Change 3687152 by Jamie.Dale Fixed the row structure tag not appearing in the Content Browser for Data Table assets The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables. #jira UE-48691 Change 3687174 by Lauren.Ridge Fix for material layer sub-parameters showing up in the default material parameters panel Change 3688100 by Lauren.Ridge Fixing static analysis error Change 3688317 by Jamie.Dale Fixed crash using the widget reflector in a cooked game Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector. Change 3689054 by Jamie.Dale Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes #jira UE-45751 Change 3689513 by Jamie.Dale Fixed justification bug with RTL text caused by CL# 3686829 Also implemented the same alignment fix for visually left-aligned RTL text. #jira UE-50266 Change 3690231 by Lauren.Ridge Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor Change 3690234 by Lauren.Ridge Adding Material Layers Function Parameter to Static Parameter Compare Change 3690750 by Chris.Bunner Potential nullptr crash. Change 3690751 by Chris.Bunner Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter. Change 3691010 by Jamie.Dale Fixed some clipping issues that could occur with right-aligned text FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment) #jira UE-46760 Change 3691091 by Jamie.Dale Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type Change 3691134 by Alexis.Matte Make sure we instance also the collision mesh when exporting a level to fbx file. #jira UE-51066 Change 3691157 by Lauren.Ridge Fix for reset to default not refreshing sub-parameters Change 3691192 by Jamie.Dale Fixed Content Browser selection resetting when changing certain view settings #jira UE-49611 Change 3691204 by Alexis.Matte Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011. #jira UE-51023 Change 3692335 by Lauren.Ridge Setting displayed asset to equal filter asset if no instance has been selected Change 3692479 by Jamie.Dale Fixed whitespace Change 3692508 by Alexis.Matte Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu. We also prevent the export dialog to show #jira UE-50973 Change 3692639 by Jamie.Dale Translation Editor now shows stale translations as "Untranslated" Change 3692743 by Lauren.Ridge Smaller blend icons, added icon size override to FObjectEntryBox Change 3692830 by Alexis.Matte Fix linux build Change 3692894 by Lauren.Ridge Tooltip on "Parent" in material layers Change 3693141 by Jamie.Dale Removed dead code FastDecimalFormat made this redundant Change 3693580 by Jamie.Dale Added AlwaysSign number formatting option #jira UE-10310 Change 3693784 by Jamie.Dale Fixed assert extracting the number formatting rules for Arabic It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that. #jira UE-10310 Change 3694428 by Arciel.Rekman Linux: make directory watch request a warning so they don't block cooking. - See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html Change 3694458 by Matt.Kuhlenschmidt Made duplicate keybinding warning non-fatal Change 3694496 by Alexis.Matte fix static analysis build Change 3694515 by Jamie.Dale Added support for culture correct parsing of decimal numbers #jira UE-4028 Change 3694621 by Jamie.Dale Added a variant of FastDecimalFormat::StringToNumber that takes a string length This can be useful if you want to convert a number from within a non-null terminated string #jira UE-4028 Change 3694958 by Jamie.Dale Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail. #jira UE-4028 Change 3695083 by Alexis.Matte Optimisation of the morph target import - We now compute only the normal for the shape the tangent are not necessary - The async tasks are create when there is some available cpu thread to avoid filling the memory - When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets #jira UE-50945 Change 3695122 by Jamie.Dale GetCultureAgnosticFormattingRules no longer returns a copy Change 3695835 by Arciel.Rekman TestPAL: greatly expanded malloc test. Change 3695918 by Arciel.Rekman TestPAL: Added thread priority test. Change 3696589 by Arciel.Rekman TestPAL: tweak thread priorities test (better readability). Change 3697345 by Alexis.Matte Fix reorder of material when importing a LOD with new material #jira UE-51135 Change 3699590 by Jamie.Dale Updated SGraphPinNum to use a numeric editor #jira UE-4028 Change 3699698 by Matt.Kuhlenschmidt Fix crash opening the level viewport context menu if the actor-component selection is out of sync #jira UE-48444 Change 3700158 by Arciel.Rekman Enable packaging for Android Vulkan on Linux (UETOOL-1232). - Change by Cengiz Terzibas Change 3700224 by Arciel.Rekman TestPAL: fixed a memory leak. Change 3700775 by Cody.Albert Don't need to initialize EnvironmentCubeMap twice. Change 3700866 by Michael.Trepka PR #3223: Remove unnecessary reallocation. (Contributed by foollbar) #jira UE-41643 Change 3701132 by Michael.Trepka Copy of CL 3671538 Fixed issues with editor's game mode in high DPI on Mac. #jira UE-49947, UE-51063 Change 3701421 by Michael.Trepka Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression Change 3701495 by Alexis.Matte Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them. #jira UE-UE-51359 Change 3702982 by Jamie.Dale Cleaned up some localization setting names These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting. Change 3703517 by Arciel.Rekman TestPAL: improved thread test. - Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic). Change 3704378 by Michael.Trepka Disable Zoom button on Mac if project requests a resizeable window without it. #jira UE-51335 Change 3706316 by Jamie.Dale Fixed the asset search suggestions list closing if you clicked on its scrollbar #jira UE-28885 Change 3706855 by Alexis.Matte Support importing animation that has some keys with negative time #jira UE-51305 Change 3709634 by Matt.Kuhlenschmidt PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist) Change 3711085 by Michael.Trepka Reenabled UBT makefiles on Mac Change 3713049 by Josh.Engebretson The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect. #jira UE-51319 Change 3713144 by Lauren.Ridge Fixing automated test error #jira UE-50982 Change 3713395 by Alexis.Matte Fix auto import mountpoint #jira UE-51524 Change 3713881 by Michael.Trepka Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets. #jira UE-31093 Change 3714197 by Michael.Trepka Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields. #jira UE-47915 Change 3714911 by Joe.Graf Merge of cmake changes from Dev-Rendering Change 3715973 by Michael.Trepka Disable OS close button on Windows if project settings request that #jira UE-45522 Change 3716390 by Lauren.Ridge The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior. #jira UE-50916 Change 3716529 by Josh.Engebretson Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1 #jira UE-51341 Change 3716885 by Josh.Engebretson Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary. #jira UE-48572 Change 3716929 by Josh.Engebretson Unshelved from pending changelist '3364093': PR #3420: Exe's icons and properties (Contributed by projectgheist) Change 3716937 by Josh.Engebretson Unshelved from pending changelist '3647428': PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik) Change 3717002 by Josh.Engebretson Fix FileReference/string conversion Change 3717355 by Joe.Graf Fixed CMake file generation on Windows including Engine/Source/ThirdParty source Change 3718256 by Arciel.Rekman TestPAL: slight mod to the malloc test. - Touch the allocated memory to check actual resident usage. Change 3718290 by Arciel.Rekman BAFO: place descriptor after the allocation to save some VIRT memory. - We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor. Change 3718508 by Michael.Trepka Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer) #jira UE-46148 Change 3718855 by Lauren.Ridge Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options. Change 3718932 by Cody.Albert Update ActorSequence plugin loading phase to PreDefault #jira UE-51612 Change 3719378 by tim.gautier QAGame: Renamed multiTxt_Justification > UMG_TextJustification. Added additional Text Widgets for testing Change 3719413 by Lauren.Ridge Resubmit of content browser favorites Change 3719803 by Yannick.Lange VREditor: Fix crash with null GEditor #jira UE-50103 Change 3721127 by tim.gautier QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials - Added M_ParamDefaults and MF_ParamDefaults - Moved legacy MeshPaint materials into /Content/Materials/MeshPaint - Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions Change 3721255 by Alexis.Matte Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds. #jira UE-51363 Change 3721594 by Lauren.Ridge Material Blends now have plane mesh previews in their icons. Change 3722072 by tim.gautier QAGame: Updated MF_ParamDefaults - using red channel as roughness Updated M_ParamDefaults - tweaked Scalar values Change 3722180 by Michael.Trepka Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator. #jira UE-25941 Change 3722220 by Michael.Trepka Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly #jira UE-40246 Change 3722806 by Lauren.Ridge Fixing non-editor compiles Change 3722914 by Alexis.Matte Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import. #jira UE-51665 Change 3723446 by Michael.Trepka Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window. #jira UE-48257 Change 3723505 by Matt.Kuhlenschmidt Fix duplicate actors being created for USD primitives that specify a custom actor class Change 3723555 by Matt.Kuhlenschmidt Fix crash loading the gameplayabilities module #jira UE-51693 Change 3723557 by Matt.Kuhlenschmidt Fixed tooltip on viewport dpi scaling option Change 3723870 by Lauren.Ridge Fixing incorrect reset to default visibility, adding clear behavior to fields Change 3723917 by Arciel.Rekman Linux: fix compilation with glibc 2.26+ (UE-51699). - Fixes compilation on Ubuntu 17.10 among others. (Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3723918 by Arciel.Rekman Linux: do not test for popcnt presence unnecessarily (UE-51677). (Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3724229 by Arciel.Rekman Fix FOutputDeviceStdOutput to use printf() on Unix platforms. Change 3724261 by Arciel.Rekman TestPAL: fix thread priority test (zero the counter). Change 3724978 by Arciel.Rekman Linux: fix priority calculation. - Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0. Change 3725382 by Matt.Kuhlenschmidt Guard against crashes and add more logging when actor creation fails. Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed #jira UE-47464 Change 3725559 by Matt.Kuhlenschmidt Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows. Moved some files around for better consistency Change 3725640 by Arciel.Rekman Fix Linux thread/process priorities. - Should also speed up SCW on Linux by deprioritizing them less. Change 3726101 by Matt.Kuhlenschmidt Fix logic bug in USD child "kind" type resolving Change 3726244 by Joe.Graf Added an option to generate a minimal set of targets for cmake files Added shader and config files to cmake file generation for searching within IDEs Change 3726506 by Arciel.Rekman Fix compile issue after DPI change. Change 3726549 by Matt.Kuhlenschmidt Remove unnecessary indirection to cached widgets in the hit test grid Change 3726660 by Arciel.Rekman Enable DPI switch on Linux. Change 3726763 by Arciel.Rekman Fix mismatching "noperspective" qualifier (UE-50807). - Pull request #4080 by TTimo. Change 3727080 by Michael.Trepka Added support for editor's EnableHighDPIAwareness setting on Mac Change 3727658 by Matt.Kuhlenschmidt Fix shutdown crash if level editor is still referenced after the object system has been gc'd #jira UE-51630 Change 3728270 by Matt.Kuhlenschmidt Remove propertyeditor dependency from editorstyle Change 3728291 by Arciel.Rekman Linux: fix for a crash on a headless system (UE-51714). - Preliminary change before merging to 4.18. Change 3728293 by Arciel.Rekman Linux: remove unneeded dependency on CEF. - Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs. Change 3728524 by Michael.Trepka Copy of CL 3725570 Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240) #jira UE-51709 Change 3728875 by Michael.Trepka Fixed compile error in Mac SlateOpenGLContext.cpp Change 3728880 by Matt.Kuhlenschmidt Guard against invalid worlds in thumbnail renderers Change 3728924 by Michael.Trepka Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call. #jira UE-51711 Change 3729288 by Joe.Graf Added the .idea/misc.xml file generation to speed up CLion indexing Change 3729935 by Michael.Dupuis #jira UE-51722: Hide from UI invalid enum values Change 3730234 by Matt.Kuhlenschmidt Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured. #jira UE-51801 Change 3730349 by Michael.Dupuis #jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item Change 3730438 by Lauren.Ridge Cleaning up material layering UI functions Change 3730723 by Jamie.Dale Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers #jira UE-51799 Change 3731008 by Lauren.Ridge Changing Layers and Blends from proxy assets to real assets Change 3731026 by Arciel.Rekman libelf: make elf_end() visible (UE-51843). - This repairs compilation for a case when CUDA is being used. - Also added some missing files for ARM 32-bit. Change 3731081 by Lauren.Ridge New material layer test assets Change 3731186 by Josh.Engebretson Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets #jira UE-50104 Change 3731188 by Mike.Erwin Improve responsiveness of Open Asset dialog. On large projects, there's a noticeable delay when opening and searching/filtering assets. Stopwatch measurements on my machine (seconds for ~122,000 assets): before with this CL ctrl-P 1.4 0.45 search 1.8 0.55 CollectionManagerModule was the main culprit for search/filter slowness. Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation. Change 3731682 by Arciel.Rekman UnrealEd: Allow unattended commandlets to rename/save packages. Change 3732305 by Michael.Dupuis #jira UE-48434 : Only register if the foliage type still has a valid mesh Change 3732361 by Matt.Kuhlenschmidt Fix two settings objects being created in the transient package with the same name #jira UE-51891 Change 3732895 by Josh.Engebretson https://jira.it.epicgames.net/browse/UE-51706 If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC. Adds DDC notification events for check/put and query for whether a shared DDC is in use. #jira UE-51706 Change 3733025 by Arciel.Rekman UBT: make sure new clang versions are invoked. Change 3733311 by Mike.Erwin Fix Linux compile warning from CL 3731188 It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder. Change 3733658 by Josh.Engebretson Add a missing #undef LOCTEXT_NAMESPACE Change 3734003 by Arciel.Rekman Fix Windows attempting to use printf %ls and crashing at that (UE-51934). Change 3734039 by Michael.Trepka Fixed a couple of merge issues in Mac ApplicationCore Change 3734052 by Michael.Trepka One more Mac ApplicationCore fix Change 3734244 by Lauren.Ridge Fix for accessing Slate window on render thread Change 3734950 by Josh.Engebretson Fixing clang warning Change 3734978 by Jamie.Dale Relaxed enum property importing to allow valid numeric values to be imported too This was previously made more strict which caused a regression in Data Table importing #jira UE-51848 Change 3734999 by Arciel.Rekman Linux: add LTO support and more. - Adds ability to use link-time opitimization (reusing current target property bAllowLTCG). - Supports using llvm-ar and lld instead of ar/ranlib and ld. - More build information printed (and in a better organized way). - Native scripts updated to install packages with the appropriate tools on supported systems - AutoSDKs updated to require a new toolchain (already checked in). - Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089 Change 3735268 by Matt.Kuhlenschmidt Added support for canvas based DPI scaling. -Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI -The debug canvas for stats is always dpi scaled in editor and pie. -Eliminated text scaling workaround now that the entire canvas is properly scaled -Enabled canvas scaling in cascade UI Change 3735329 by Matt.Kuhlenschmidt Fix potential crash if an asset editor has an object deleted out from under it #jira UE-51941 Change 3735502 by Arciel.Rekman Fix compile issue (bShouldUpdateScreenPercentage). Change 3735878 by Jamie.Dale Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers. Change 3735881 by Jamie.Dale JsonValue no longer stringifies whole numbers as floats Change 3735884 by Jamie.Dale Only allow enums to import integral values Change 3735912 by Josh.Engebretson Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications #jira UE-48131 Change 3736280 by Matt.Kuhlenschmidt Fix 0 dpi scale for canvases #jira UE-51995 Change 3736298 by Matt.Kuhlenschmidt Force focus of game viewports in vr mode Change 3736374 by Jamie.Dale Fixed some places where input chords were being used without testing that they had a valid key set #jira UE-51799 Change 3738543 by Matt.Kuhlenschmidt Better fix for edit condition crashes #jira UE-51886 Change 3738603 by Lauren.Ridge Copy over of drag and drop non-array onto array fix Change 3739701 by Chris.Babcock Fix crashlytics merge error #jira UE-52064 #ue4 #android [CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
#include "Styling/CoreStyle.h"
#include "Styling/AppStyle.h"
#define LOCTEXT_NAMESPACE "SkeletonWidget"
void SSkeletonListWidget::Construct(const FArguments& InArgs)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2994668) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2970637 on 2016/05/09 by Martin.Wilson Fix incorrect conflict resolve in merge from main Change 2976393 on 2016/05/12 by Zak.Middleton #ue4 - Set AudioComponent bUseAttachParentBounds=true to reduce cost of transform updates (avoids virtual CalcBounds() when transform changes). #tests PIE w/ audio Change 2976770 on 2016/05/13 by Lina.Halper Improvement on mirroring fix branch #code review: Zak.Middleton Change 2976774 on 2016/05/13 by Lukasz.Furman fixed missing memory callbacks for instanced behavior tree nodes #jira UE-30305 Change 2976775 on 2016/05/13 by Lukasz.Furman fixed multiple calls to behavior tree's instance cleanup #jira UE-30593 Change 2976801 on 2016/05/13 by Jon.Nabozny Add an optional argument FSkeletalMeshMerge. When set to EMeshBufferAccess::ForceCPUAndGPU, keeps a reference to the vertex buffer on CPU (e.g. for spawning particle effects). #JIRA UE-30405 Change 2976985 on 2016/05/13 by Jon.Nabozny Fix initializer list ordering for FSkeletalMeshMerge. Change 2977532 on 2016/05/13 by Marc.Audy PR #2348: [Local Multiplayer] Gamepad player assignment improvements (Contributed by kukiric) #jira UE-30162 Change 2977637 on 2016/05/13 by Marc.Audy Add Get/Set controller ID for a player in gameplay statics #jira UE-28718 Change 2979387 on 2016/05/16 by Jon.Nabozny Initialize FBox used to store results for CalculateQuatACF96Bounds. #JIRA UE-30846 Change 2979968 on 2016/05/17 by bruce.nesbit Added comment in FCanvasLineItem to warn only SE_BLEND_Opaque will be used when rendering. Change 2979969 on 2016/05/17 by bruce.nesbit Added comment in AddLine/AddPoint to warn only SE_BLEND_Opaque will be used when rendering. Change 2980271 on 2016/05/17 by Lina.Halper Improved comment #code review: Benn.Gallagher Change 2980317 on 2016/05/17 by Lukasz.Furman removing NavCollision from static mesh on property change and PostLoad if static mesh is not supposed to have one #ue4 Change 2980717 on 2016/05/17 by Zak.Middleton #ue4 - Optimize UCapsuleComponent::CalcBounds() to remove sqrt and use tighter bounding sphere radius. Change 2981193 on 2016/05/17 by Lukasz.Furman fixed missing observers in behavior tree when dynamic subtree is changed while waiting for full restart (out of nodes) #ue4 Change 2981927 on 2016/05/18 by Lina.Halper - Remove vertex animation code - Removing UVertexAnimation - Fixed reinitialization issue that was triggered by SetVertexAnimation - todo: consolidate UMorphtarget and UVertexAnimBase #code review: James.Golding, Martin.Wilson Change 2981957 on 2016/05/18 by Lina.Halper Add recursive stack check on update animation #code review: Martin.Wilson Change 2982116 on 2016/05/18 by Benn.Gallagher Removed optimize macros accidentally left after bounds extension feature for skel meshes Change 2982255 on 2016/05/18 by Jon.Nabozny FSkeletalMeshMerge constructor "MeshBufferAccess" default should be EMeshBufferAccess:Default instead of EMeshBufferAccess::ForceCPUAndGPU. Change 2982607 on 2016/05/18 by Marc.Audy Cleanup places calling GetWorld() multiple times Change 2982621 on 2016/05/18 by Marc.Audy Make UActorComponent::GetWorld final and inlined to avoid unnecessary function calls Put uncached logic in to a separate function Change 2983424 on 2016/05/19 by Marc.Audy Minor tweaks to reduce GetWorld calls Change 2983465 on 2016/05/19 by Lina.Halper Combine VertexAnimBase and MorphTarget to just MorphTarget - VertexAnimBase is gone - Modified most of VertexAnim to MorphTarget - Removed state, time related data #code review: James.Golding, Rolando.Caloca Change 2983609 on 2016/05/19 by Marc.Audy Inline AActor::GetLevel Half GetWorld() calls from AActor::GetNetMode() Change 2983772 on 2016/05/19 by Marc.Audy Fix Mac compile Change 2983931 on 2016/05/19 by Marc.Audy Remove pointless AccelMouse function Change 2984061 on 2016/05/19 by Marc.Audy Reorg some headers to fix compilation issues Change 2984409 on 2016/05/19 by Aaron.McLeran #jira UE-31049 Updating the Oculus Audio SDK to vs 1.02 Implementing 2984316 from Releases/4.12 to Dev-Framework Change 2984574 on 2016/05/19 by Aaron.McLeran Fix for platform headroom scalar. Using correct dB to linear formula (not one for power) dB = 20 * log(Linear), not dB = 10 * log(Linear) Change 2985041 on 2016/05/20 by Jon.Nabozny ConvertQueryOverlap only returns the base actor if multiple actors have bSimulatePhysics enabled and are welded together. #JIRA UE-30484 Change 2985118 on 2016/05/20 by Marc.Audy Another attempt to convince Mac to build Change 2985192 on 2016/05/20 by Marc.Audy Properly forward declare ABrush Change 2985724 on 2016/05/20 by Zak.Middleton #ue4 - Optimize NaN and Infinite checks for FVector, FQuat, FRotator, FMatrix, FTransform. SIMD version VectorContainsNaNOrInfinite() also optimized on relevant platforms. Added startup tests for VectorContainsNaNOrInfinite(). - All our "ContainsNaN()" tests are in fact "IsNaN() || IsInfinite()", which is the same as "!IsFinite()", so exploited this to simplify the tests. Both NaN and +/-Inf are not finite (http://en.cppreference.com/w/cpp/numeric/math/isfinite). In the future we should rename ContainsNaN(). - Still need to audit some uses in shipping configs. #jira UE-30999 Change 2986016 on 2016/05/20 by Zak.Middleton #ue4 - Fix uint32 used for int32 values. Behavior was unaffected. Change 2986017 on 2016/05/20 by Zak.Middleton #ue4 - Fix overlaps being dropped from within a FScopedMoveUpdate when rotation occurs. Remove invalid assert. Change 2986833 on 2016/05/23 by Zak.Middleton #ue4 - Move ETeleportType from ActorComponent.h to EngineTypes.h. Add comment to FHitResult for ImpactPoint when it's penetrating. Change 2986916 on 2016/05/23 by Rolando.Caloca DF - GPU morph targets proof of concept - Disabled by default - Not compatible with gpu skin cache - No extra memory required yet until it's used; creates buffers per frame (very slow!) Change 2987539 on 2016/05/23 by Rolando.Caloca DF - Remove unused member and downgrade FActiveMorphTarget to not be a USTRUCT Change 2987981 on 2016/05/24 by James.Golding PR #2162 : Exported AAudioVolume so that projects can derive custom classes. https://github.com/EpicGames/UnrealEngine/pull/2162 #github 2162 #jira UE-28533 Change 2987982 on 2016/05/24 by James.Golding PR #2318 : Fix memory allocation in CustomMeshComponent.cpp https://github.com/EpicGames/UnrealEngine/pull/2318 #github 2318 #jira UE-29864 Change 2987983 on 2016/05/24 by James.Golding Merging engine changes back from GDC demo: - Export FFIRFilterTimeBased from Engine module - Add FFIRFilterTimeBased::SetWindowDuration - Add FBaseCompactPose::CopyBonesTo Change 2987984 on 2016/05/24 by James.Golding UE-30137 No longer include collision in StatiMeshComponent bounds (bounds no longer user for any collision calculation) Change 2987985 on 2016/05/24 by James.Golding UE-27801 Export ConvertToCollisionChannel, ConvertToObjectType, and ConvertToTraceType members of UCollisionProfile Change 2987987 on 2016/05/24 by James.Golding OR-17910 : Support 'show collision' in Test configuration Change 2988123 on 2016/05/24 by Jon.Nabozny Prevent FBodyInstance::Weld causing duplicate PhsyXShapes to be created / added to ShapeToBodiesMap when toggling SimulatePhysics on PrimitiveComponent. #JIRA UE-31189 Change 2988449 on 2016/05/24 by Rolando.Caloca DF - Split FActiveMorphTarget's weight into its own array in prep for GPU friendly data Change 2988485 on 2016/05/24 by Jon.Nabozny Swap order of setRigidBodyFlag and setRigidDynamicFlag inside UpdateInstanceSimulatePhysics to prevent PhysX error about Kinematic bodies not using CCD. #JIRA UE-30993 Change 2988969 on 2016/05/24 by Rolando.Caloca DF - GPU morph targets - Enable using r.MorphTarget.Mode 1 Change 2989645 on 2016/05/25 by Marc.Audy Apply CL# 2989481 to Dev-Framework #jira UE-31055 Change 2989987 on 2016/05/25 by Wes.Hunt Redo of CL#2982707 2982716 2982723 2983780 2983864 from //Orion/Dev-General in preparation for continuing Analytics refactor in a Dev branch. AnalyticsET support for arbitrary Json events. * AnalyticsET supports a new API, RecordEventJson. * API supports rvalue refs to avoid unnecessary copies of the attribute array. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982707 by Wes.Hunt on 2016/05/18 17:22:20. Remove Analytics code to divert legacy code to source data collector. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982716 by Wes.Hunt on 2016/05/18 17:27:25. Analytics no longer adds IsEditor attribute to all events. Wasn't actually used by anyone anymore. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982723 by Wes.Hunt on 2016/05/18 17:29:40. Modernize FAnalyticsEventAttribute usage. Replaced FAnalyticsEventAttribute various ctors with a perfect forwarding one that can convert them to strings. * The Name must be convertible to a string * The value must be convertible to a string via an AnalyticsConversion::ToString() overload. * Added/expanded the supported conversions to strings to analytics attribute values. See AnalyticsConversion.h which contains all the previously supported conversions and more. Added MakeAnalyticsEventAttributeArray(), which uses variadic templates to create an array of event attributes inline, which can be passed to RecordEvent[Json] and efficiently taken ownership of: RecordEvent("EventName", MakeAnalyticsEventAttributeArray( "Attr1", false, "Attr2", 42.0, "Attr3", SomeMap, "Attr4", SomeArray); #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983780 by Wes.Hunt on 2016/05/19 13:51:48. Added missing assignment copy/move ops to FAnalyticsEventAttribute. Doh, should have looked at more usages of PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS... #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983864 by Wes.Hunt on 2016/05/19 14:17:05. Change 2989988 on 2016/05/25 by Wes.Hunt Fix usage of FAnalyticsEventAttribute constructor using a bitfield that was invalidated by the change to make FAnalyticsEventAttribute use a perfect forwarding constructor. bitfields cannot be perfect-forwarded... :( Change 2990493 on 2016/05/25 by Joe.Graf Added tooltips to the collision analyzer's buttons #CodeReview: james.golding Change 2991064 on 2016/05/26 by James.Golding - Remove many Animation headers from Engine.h - Remove AnimationAsset.h from SkeletalMeshComponent.h, Character.h, CharacterMovementComponent.h Change 2991113 on 2016/05/26 by Benn.Gallagher Fixed edge case in random sequence player where we might trigger an extra loop when waiting on a blend to finish. And made it impossible for a shuffle list to start with the animation that is currently playing (seemingly duplicating the anim). Change 2991163 on 2016/05/26 by Rolando.Caloca DF - Rename and refactor some morph target compute shader in prep for interop with skin cache Change 2991167 on 2016/05/26 by Jon.Nabozny Add `#include "DataTable.h"` to GameplayTagsManager.h. FGameplayTagTableRow is derived from FTableRowBase which isn't necessarily included. This issue is hidden in most cases as "Engine.h" includes "DataTable.h". Change 2991183 on 2016/05/26 by Wes.Hunt Disable general forwarding constructor for AnalyticsEventAttribute for non arithmetic types, so they are free to choose other overloads more appropriately. Change 2991199 on 2016/05/26 by Wes.Hunt Drastically reducing the headers dependencies on analytics headers. Analytics headers no longer appear in PCH files, and rarely if ever appear in a header file. IAnalyticsProviderModule.h only touches 8 source files. Analytics.h only touches 8 source files. IAnalyticsProvider.h only touches 5 headers and 97 source files. AnalyticsET.h only touches 12 source files. Change 2991301 on 2016/05/26 by James.Golding Fix CIS for Fortnite Change 2991319 on 2016/05/26 by James.Golding Fix CIS for Orion Change 2991373 on 2016/05/26 by Joe.Graf Tweaked the tooltip text for the collision analyzer record button to be correct for both states Added a common button style so that the buttons have a consistent look #CodeReview: james.golding Change 2991401 on 2016/05/26 by James.Golding Fix UT CIS Change 2991406 on 2016/05/26 by James.Golding Fix Ocean CIS Change 2991491 on 2016/05/26 by Lina.Halper Moved MorphTarget.h - Checked in modified functions fo AnimationRuntime for other features coming up - Should not change any behavior of existing content #code review: James.Golding, Rolando.Caloca Change 2991494 on 2016/05/26 by Wes.Hunt Fix for Unity error in AnalyticsET module after hedaer dependency reduction Change 2991503 on 2016/05/26 by Jon.Nabozny Fix issue where FConstraintInstance (inside UPhysicsConstraintComponent) is not editable in InstanceEditor but is editable in BlueprintEditor. #JIRA UE-31267 Change 2991562 on 2016/05/26 by Zak.Middleton #ue4 - Reduce allocations during movement and overlap queries and when grabbing shapes from physx actors. Change 2991586 on 2016/05/26 by James.Golding More CIS fixes for Orion and Fortnite Change 2991673 on 2016/05/26 by Wes.Hunt Another non-unity fix for Analytics include dependency reduction. Change 2991733 on 2016/05/26 by Zak.Middleton #dev - Test map, 50 walking dudes. Change 2991781 on 2016/05/26 by Lina.Halper Back out revision 15 from //UE4/Dev-Framework/Engine/Source/Runtime/Engine/Private/Animation/AnimationRuntime.cpp - Back out a part of changes that I didn't mean to check in. Change 2991922 on 2016/05/26 by Zak.Middleton #ue4 - Maybe fix Mac build. Change 2991957 on 2016/05/26 by Joe.Graf Fixed the collision analyzer file open text (said project instead of collision) Change 2991991 on 2016/05/26 by Lina.Halper Fix compile error Change 2992089 on 2016/05/26 by Zak.Middleton #ue4 - Fix Mac/PS4 build. Change 2992108 on 2016/05/26 by Wes.Hunt Yet another non-unity fix for Analytics header inclusion reduction. Change 2992190 on 2016/05/26 by Zak.Middleton #ue4 - Mark FHitResult, FOverlapResult, FOverlapInfo as POD types. Avoids destructors etc when in TArrays. Change 2992593 on 2016/05/27 by Martin.Wilson Build fixes for non editor platforms Change 2992885 on 2016/05/27 by Rolando.Caloca DF - Fix crash on thumbnails #jira UE-31398 Change 2993058 on 2016/05/27 by Lukasz.Furman fixed behavior tree getting stuck on ResumeLogic call #jira OR-22498 Change 2993064 on 2016/05/27 by Zak.Middleton #ue4 - Fix root motion network corrections not clearing root motion data. udn: https://udn.unrealengine.com/questions/294985/jittering-in-character-movement-during-networked-m.html #jira UE-31316 Change 2993215 on 2016/05/27 by Lukasz.Furman gameplay debugger fixes: navmesh rendering is not hidden after disabling tool, player stuck in spectator mode after disabling tool, confusing version description for categories without data packs added replicated input bindings for debugger's categories #ue4 Change 2993521 on 2016/05/27 by Zak.Middleton #ue4 - Reduce allocations in UI Canvas items. Change 2993995 on 2016/05/30 by Mieszko.Zielinski Temporary fix for BBKeySelector not handling properly multiple UObject subtypes #UE4 #jira UE-31435 Change 2993998 on 2016/05/30 by Mieszko.Zielinski Improves handling of a special case in EQS score normalization, where all items have the same score #UE4 We used to set the normalized score of 1 for all items, which was counter intuitive if all items have scored 0 in an unnormalized test. The improve handling detects that and assigns score of 0 in that case. Change 2993999 on 2016/05/30 by Mieszko.Zielinski Fixed FEQSParametrizedQueryExecutionRequest converting non-BB values into EQS params wrong #UE4 Change 2994000 on 2016/05/30 by Mieszko.Zielinski Exposed UNavigationInvokerComponent as part of ENGINE_API so that it can be spawned procedurally in C++ in game specific code #UE4 Change 2994003 on 2016/05/30 by Mieszko.Zielinski Fixed naming of console variable controllin v-logging of FGameplayAttribute #UE4 The old name was copy-pasted from somewhere. Change 2994007 on 2016/05/30 by Mieszko.Zielinski Fixed unregistering listeners from perception system not clearing up all data #UE4 Also, introduced two precisely named functions, GetCurrentlyPerceivedActors and GetKnownPerceivedActors to replace ambiguous GetPerceivedActors Also, renamed UAIPerceptionComponent::TActorPerceptionContainer to UAIPerceptionComponent::FActorPerceptionContainer Change 2994475 on 2016/05/31 by Wes.Hunt Fix Unity build failure for analytics inclusion reduction for IOSFlurry. [CL 2994701 by Marc Audy in Main branch]
2016-05-31 13:51:34 -04:00
CurSelectedSkeleton = nullptr;
FContentBrowserModule& ContentBrowserModule = FModuleManager::Get().LoadModuleChecked<FContentBrowserModule>(TEXT("ContentBrowser"));
FAssetPickerConfig AssetPickerConfig;
Deprecating ANY_PACKAGE. This change consists of multiple changes: Core: - Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject) - Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter - Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses - Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names - Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed. - Added static UClass::TryConvertShortNameToPathName utility function - Added static UClass::TryFixShortClassNameExportPath utility function - Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass') - All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath - Added a new startup test that checks for short type names in UClass/FProperty MetaData values AssetRegistry: - Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath - Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names - This also applies to a few other modules' APIs to match AssetRegistry changes Everything else: - Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input) - Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName() - Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names #jira UE-99463 #rb many.people [FYI] Marcus.Wassmer #preflight 629248ec2256738f75de9b32 #codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786 #ROBOMERGE-OWNER: robert.manuszewski #ROBOMERGE-AUTHOR: robert.manuszewski #ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246) [CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
AssetPickerConfig.Filter.ClassPaths.Add(USkeleton::StaticClass()->GetClassPathName());
AssetPickerConfig.OnAssetSelected = FOnAssetSelected::CreateSP(this, &SSkeletonListWidget::SkeletonSelectionChanged);
AssetPickerConfig.InitialAssetViewType = EAssetViewType::Column;
AssetPickerConfig.SelectionMode = ESelectionMode::Single;
AssetPickerConfig.bShowPathInColumnView = true;
AssetPickerConfig.bShowTypeInColumnView = false;
this->ChildSlot
[
SNew(SVerticalBox)
+SVerticalBox::Slot()
.AutoHeight()
[
SNew(STextBlock)
.Text(LOCTEXT("SelectSkeletonLabel", "Select Skeleton: "))
]
+SVerticalBox::Slot() .FillHeight(1) .Padding(2)
[
SNew(SBorder)
.Content()
[
ContentBrowserModule.Get().CreateAssetPicker(AssetPickerConfig)
]
]
+SVerticalBox::Slot() .FillHeight(1) .Padding(2)
.Expose(BoneListSlot)
];
// Construct the BoneListSlot by clearing the skeleton selection.
SkeletonSelectionChanged(FAssetData());
}
void SSkeletonListWidget::SkeletonSelectionChanged(const FAssetData& AssetData)
{
BoneList.Empty();
CurSelectedSkeleton = Cast<USkeleton>(AssetData.GetAsset());
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2994668) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2970637 on 2016/05/09 by Martin.Wilson Fix incorrect conflict resolve in merge from main Change 2976393 on 2016/05/12 by Zak.Middleton #ue4 - Set AudioComponent bUseAttachParentBounds=true to reduce cost of transform updates (avoids virtual CalcBounds() when transform changes). #tests PIE w/ audio Change 2976770 on 2016/05/13 by Lina.Halper Improvement on mirroring fix branch #code review: Zak.Middleton Change 2976774 on 2016/05/13 by Lukasz.Furman fixed missing memory callbacks for instanced behavior tree nodes #jira UE-30305 Change 2976775 on 2016/05/13 by Lukasz.Furman fixed multiple calls to behavior tree's instance cleanup #jira UE-30593 Change 2976801 on 2016/05/13 by Jon.Nabozny Add an optional argument FSkeletalMeshMerge. When set to EMeshBufferAccess::ForceCPUAndGPU, keeps a reference to the vertex buffer on CPU (e.g. for spawning particle effects). #JIRA UE-30405 Change 2976985 on 2016/05/13 by Jon.Nabozny Fix initializer list ordering for FSkeletalMeshMerge. Change 2977532 on 2016/05/13 by Marc.Audy PR #2348: [Local Multiplayer] Gamepad player assignment improvements (Contributed by kukiric) #jira UE-30162 Change 2977637 on 2016/05/13 by Marc.Audy Add Get/Set controller ID for a player in gameplay statics #jira UE-28718 Change 2979387 on 2016/05/16 by Jon.Nabozny Initialize FBox used to store results for CalculateQuatACF96Bounds. #JIRA UE-30846 Change 2979968 on 2016/05/17 by bruce.nesbit Added comment in FCanvasLineItem to warn only SE_BLEND_Opaque will be used when rendering. Change 2979969 on 2016/05/17 by bruce.nesbit Added comment in AddLine/AddPoint to warn only SE_BLEND_Opaque will be used when rendering. Change 2980271 on 2016/05/17 by Lina.Halper Improved comment #code review: Benn.Gallagher Change 2980317 on 2016/05/17 by Lukasz.Furman removing NavCollision from static mesh on property change and PostLoad if static mesh is not supposed to have one #ue4 Change 2980717 on 2016/05/17 by Zak.Middleton #ue4 - Optimize UCapsuleComponent::CalcBounds() to remove sqrt and use tighter bounding sphere radius. Change 2981193 on 2016/05/17 by Lukasz.Furman fixed missing observers in behavior tree when dynamic subtree is changed while waiting for full restart (out of nodes) #ue4 Change 2981927 on 2016/05/18 by Lina.Halper - Remove vertex animation code - Removing UVertexAnimation - Fixed reinitialization issue that was triggered by SetVertexAnimation - todo: consolidate UMorphtarget and UVertexAnimBase #code review: James.Golding, Martin.Wilson Change 2981957 on 2016/05/18 by Lina.Halper Add recursive stack check on update animation #code review: Martin.Wilson Change 2982116 on 2016/05/18 by Benn.Gallagher Removed optimize macros accidentally left after bounds extension feature for skel meshes Change 2982255 on 2016/05/18 by Jon.Nabozny FSkeletalMeshMerge constructor "MeshBufferAccess" default should be EMeshBufferAccess:Default instead of EMeshBufferAccess::ForceCPUAndGPU. Change 2982607 on 2016/05/18 by Marc.Audy Cleanup places calling GetWorld() multiple times Change 2982621 on 2016/05/18 by Marc.Audy Make UActorComponent::GetWorld final and inlined to avoid unnecessary function calls Put uncached logic in to a separate function Change 2983424 on 2016/05/19 by Marc.Audy Minor tweaks to reduce GetWorld calls Change 2983465 on 2016/05/19 by Lina.Halper Combine VertexAnimBase and MorphTarget to just MorphTarget - VertexAnimBase is gone - Modified most of VertexAnim to MorphTarget - Removed state, time related data #code review: James.Golding, Rolando.Caloca Change 2983609 on 2016/05/19 by Marc.Audy Inline AActor::GetLevel Half GetWorld() calls from AActor::GetNetMode() Change 2983772 on 2016/05/19 by Marc.Audy Fix Mac compile Change 2983931 on 2016/05/19 by Marc.Audy Remove pointless AccelMouse function Change 2984061 on 2016/05/19 by Marc.Audy Reorg some headers to fix compilation issues Change 2984409 on 2016/05/19 by Aaron.McLeran #jira UE-31049 Updating the Oculus Audio SDK to vs 1.02 Implementing 2984316 from Releases/4.12 to Dev-Framework Change 2984574 on 2016/05/19 by Aaron.McLeran Fix for platform headroom scalar. Using correct dB to linear formula (not one for power) dB = 20 * log(Linear), not dB = 10 * log(Linear) Change 2985041 on 2016/05/20 by Jon.Nabozny ConvertQueryOverlap only returns the base actor if multiple actors have bSimulatePhysics enabled and are welded together. #JIRA UE-30484 Change 2985118 on 2016/05/20 by Marc.Audy Another attempt to convince Mac to build Change 2985192 on 2016/05/20 by Marc.Audy Properly forward declare ABrush Change 2985724 on 2016/05/20 by Zak.Middleton #ue4 - Optimize NaN and Infinite checks for FVector, FQuat, FRotator, FMatrix, FTransform. SIMD version VectorContainsNaNOrInfinite() also optimized on relevant platforms. Added startup tests for VectorContainsNaNOrInfinite(). - All our "ContainsNaN()" tests are in fact "IsNaN() || IsInfinite()", which is the same as "!IsFinite()", so exploited this to simplify the tests. Both NaN and +/-Inf are not finite (http://en.cppreference.com/w/cpp/numeric/math/isfinite). In the future we should rename ContainsNaN(). - Still need to audit some uses in shipping configs. #jira UE-30999 Change 2986016 on 2016/05/20 by Zak.Middleton #ue4 - Fix uint32 used for int32 values. Behavior was unaffected. Change 2986017 on 2016/05/20 by Zak.Middleton #ue4 - Fix overlaps being dropped from within a FScopedMoveUpdate when rotation occurs. Remove invalid assert. Change 2986833 on 2016/05/23 by Zak.Middleton #ue4 - Move ETeleportType from ActorComponent.h to EngineTypes.h. Add comment to FHitResult for ImpactPoint when it's penetrating. Change 2986916 on 2016/05/23 by Rolando.Caloca DF - GPU morph targets proof of concept - Disabled by default - Not compatible with gpu skin cache - No extra memory required yet until it's used; creates buffers per frame (very slow!) Change 2987539 on 2016/05/23 by Rolando.Caloca DF - Remove unused member and downgrade FActiveMorphTarget to not be a USTRUCT Change 2987981 on 2016/05/24 by James.Golding PR #2162 : Exported AAudioVolume so that projects can derive custom classes. https://github.com/EpicGames/UnrealEngine/pull/2162 #github 2162 #jira UE-28533 Change 2987982 on 2016/05/24 by James.Golding PR #2318 : Fix memory allocation in CustomMeshComponent.cpp https://github.com/EpicGames/UnrealEngine/pull/2318 #github 2318 #jira UE-29864 Change 2987983 on 2016/05/24 by James.Golding Merging engine changes back from GDC demo: - Export FFIRFilterTimeBased from Engine module - Add FFIRFilterTimeBased::SetWindowDuration - Add FBaseCompactPose::CopyBonesTo Change 2987984 on 2016/05/24 by James.Golding UE-30137 No longer include collision in StatiMeshComponent bounds (bounds no longer user for any collision calculation) Change 2987985 on 2016/05/24 by James.Golding UE-27801 Export ConvertToCollisionChannel, ConvertToObjectType, and ConvertToTraceType members of UCollisionProfile Change 2987987 on 2016/05/24 by James.Golding OR-17910 : Support 'show collision' in Test configuration Change 2988123 on 2016/05/24 by Jon.Nabozny Prevent FBodyInstance::Weld causing duplicate PhsyXShapes to be created / added to ShapeToBodiesMap when toggling SimulatePhysics on PrimitiveComponent. #JIRA UE-31189 Change 2988449 on 2016/05/24 by Rolando.Caloca DF - Split FActiveMorphTarget's weight into its own array in prep for GPU friendly data Change 2988485 on 2016/05/24 by Jon.Nabozny Swap order of setRigidBodyFlag and setRigidDynamicFlag inside UpdateInstanceSimulatePhysics to prevent PhysX error about Kinematic bodies not using CCD. #JIRA UE-30993 Change 2988969 on 2016/05/24 by Rolando.Caloca DF - GPU morph targets - Enable using r.MorphTarget.Mode 1 Change 2989645 on 2016/05/25 by Marc.Audy Apply CL# 2989481 to Dev-Framework #jira UE-31055 Change 2989987 on 2016/05/25 by Wes.Hunt Redo of CL#2982707 2982716 2982723 2983780 2983864 from //Orion/Dev-General in preparation for continuing Analytics refactor in a Dev branch. AnalyticsET support for arbitrary Json events. * AnalyticsET supports a new API, RecordEventJson. * API supports rvalue refs to avoid unnecessary copies of the attribute array. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982707 by Wes.Hunt on 2016/05/18 17:22:20. Remove Analytics code to divert legacy code to source data collector. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982716 by Wes.Hunt on 2016/05/18 17:27:25. Analytics no longer adds IsEditor attribute to all events. Wasn't actually used by anyone anymore. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982723 by Wes.Hunt on 2016/05/18 17:29:40. Modernize FAnalyticsEventAttribute usage. Replaced FAnalyticsEventAttribute various ctors with a perfect forwarding one that can convert them to strings. * The Name must be convertible to a string * The value must be convertible to a string via an AnalyticsConversion::ToString() overload. * Added/expanded the supported conversions to strings to analytics attribute values. See AnalyticsConversion.h which contains all the previously supported conversions and more. Added MakeAnalyticsEventAttributeArray(), which uses variadic templates to create an array of event attributes inline, which can be passed to RecordEvent[Json] and efficiently taken ownership of: RecordEvent("EventName", MakeAnalyticsEventAttributeArray( "Attr1", false, "Attr2", 42.0, "Attr3", SomeMap, "Attr4", SomeArray); #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983780 by Wes.Hunt on 2016/05/19 13:51:48. Added missing assignment copy/move ops to FAnalyticsEventAttribute. Doh, should have looked at more usages of PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS... #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983864 by Wes.Hunt on 2016/05/19 14:17:05. Change 2989988 on 2016/05/25 by Wes.Hunt Fix usage of FAnalyticsEventAttribute constructor using a bitfield that was invalidated by the change to make FAnalyticsEventAttribute use a perfect forwarding constructor. bitfields cannot be perfect-forwarded... :( Change 2990493 on 2016/05/25 by Joe.Graf Added tooltips to the collision analyzer's buttons #CodeReview: james.golding Change 2991064 on 2016/05/26 by James.Golding - Remove many Animation headers from Engine.h - Remove AnimationAsset.h from SkeletalMeshComponent.h, Character.h, CharacterMovementComponent.h Change 2991113 on 2016/05/26 by Benn.Gallagher Fixed edge case in random sequence player where we might trigger an extra loop when waiting on a blend to finish. And made it impossible for a shuffle list to start with the animation that is currently playing (seemingly duplicating the anim). Change 2991163 on 2016/05/26 by Rolando.Caloca DF - Rename and refactor some morph target compute shader in prep for interop with skin cache Change 2991167 on 2016/05/26 by Jon.Nabozny Add `#include "DataTable.h"` to GameplayTagsManager.h. FGameplayTagTableRow is derived from FTableRowBase which isn't necessarily included. This issue is hidden in most cases as "Engine.h" includes "DataTable.h". Change 2991183 on 2016/05/26 by Wes.Hunt Disable general forwarding constructor for AnalyticsEventAttribute for non arithmetic types, so they are free to choose other overloads more appropriately. Change 2991199 on 2016/05/26 by Wes.Hunt Drastically reducing the headers dependencies on analytics headers. Analytics headers no longer appear in PCH files, and rarely if ever appear in a header file. IAnalyticsProviderModule.h only touches 8 source files. Analytics.h only touches 8 source files. IAnalyticsProvider.h only touches 5 headers and 97 source files. AnalyticsET.h only touches 12 source files. Change 2991301 on 2016/05/26 by James.Golding Fix CIS for Fortnite Change 2991319 on 2016/05/26 by James.Golding Fix CIS for Orion Change 2991373 on 2016/05/26 by Joe.Graf Tweaked the tooltip text for the collision analyzer record button to be correct for both states Added a common button style so that the buttons have a consistent look #CodeReview: james.golding Change 2991401 on 2016/05/26 by James.Golding Fix UT CIS Change 2991406 on 2016/05/26 by James.Golding Fix Ocean CIS Change 2991491 on 2016/05/26 by Lina.Halper Moved MorphTarget.h - Checked in modified functions fo AnimationRuntime for other features coming up - Should not change any behavior of existing content #code review: James.Golding, Rolando.Caloca Change 2991494 on 2016/05/26 by Wes.Hunt Fix for Unity error in AnalyticsET module after hedaer dependency reduction Change 2991503 on 2016/05/26 by Jon.Nabozny Fix issue where FConstraintInstance (inside UPhysicsConstraintComponent) is not editable in InstanceEditor but is editable in BlueprintEditor. #JIRA UE-31267 Change 2991562 on 2016/05/26 by Zak.Middleton #ue4 - Reduce allocations during movement and overlap queries and when grabbing shapes from physx actors. Change 2991586 on 2016/05/26 by James.Golding More CIS fixes for Orion and Fortnite Change 2991673 on 2016/05/26 by Wes.Hunt Another non-unity fix for Analytics include dependency reduction. Change 2991733 on 2016/05/26 by Zak.Middleton #dev - Test map, 50 walking dudes. Change 2991781 on 2016/05/26 by Lina.Halper Back out revision 15 from //UE4/Dev-Framework/Engine/Source/Runtime/Engine/Private/Animation/AnimationRuntime.cpp - Back out a part of changes that I didn't mean to check in. Change 2991922 on 2016/05/26 by Zak.Middleton #ue4 - Maybe fix Mac build. Change 2991957 on 2016/05/26 by Joe.Graf Fixed the collision analyzer file open text (said project instead of collision) Change 2991991 on 2016/05/26 by Lina.Halper Fix compile error Change 2992089 on 2016/05/26 by Zak.Middleton #ue4 - Fix Mac/PS4 build. Change 2992108 on 2016/05/26 by Wes.Hunt Yet another non-unity fix for Analytics header inclusion reduction. Change 2992190 on 2016/05/26 by Zak.Middleton #ue4 - Mark FHitResult, FOverlapResult, FOverlapInfo as POD types. Avoids destructors etc when in TArrays. Change 2992593 on 2016/05/27 by Martin.Wilson Build fixes for non editor platforms Change 2992885 on 2016/05/27 by Rolando.Caloca DF - Fix crash on thumbnails #jira UE-31398 Change 2993058 on 2016/05/27 by Lukasz.Furman fixed behavior tree getting stuck on ResumeLogic call #jira OR-22498 Change 2993064 on 2016/05/27 by Zak.Middleton #ue4 - Fix root motion network corrections not clearing root motion data. udn: https://udn.unrealengine.com/questions/294985/jittering-in-character-movement-during-networked-m.html #jira UE-31316 Change 2993215 on 2016/05/27 by Lukasz.Furman gameplay debugger fixes: navmesh rendering is not hidden after disabling tool, player stuck in spectator mode after disabling tool, confusing version description for categories without data packs added replicated input bindings for debugger's categories #ue4 Change 2993521 on 2016/05/27 by Zak.Middleton #ue4 - Reduce allocations in UI Canvas items. Change 2993995 on 2016/05/30 by Mieszko.Zielinski Temporary fix for BBKeySelector not handling properly multiple UObject subtypes #UE4 #jira UE-31435 Change 2993998 on 2016/05/30 by Mieszko.Zielinski Improves handling of a special case in EQS score normalization, where all items have the same score #UE4 We used to set the normalized score of 1 for all items, which was counter intuitive if all items have scored 0 in an unnormalized test. The improve handling detects that and assigns score of 0 in that case. Change 2993999 on 2016/05/30 by Mieszko.Zielinski Fixed FEQSParametrizedQueryExecutionRequest converting non-BB values into EQS params wrong #UE4 Change 2994000 on 2016/05/30 by Mieszko.Zielinski Exposed UNavigationInvokerComponent as part of ENGINE_API so that it can be spawned procedurally in C++ in game specific code #UE4 Change 2994003 on 2016/05/30 by Mieszko.Zielinski Fixed naming of console variable controllin v-logging of FGameplayAttribute #UE4 The old name was copy-pasted from somewhere. Change 2994007 on 2016/05/30 by Mieszko.Zielinski Fixed unregistering listeners from perception system not clearing up all data #UE4 Also, introduced two precisely named functions, GetCurrentlyPerceivedActors and GetKnownPerceivedActors to replace ambiguous GetPerceivedActors Also, renamed UAIPerceptionComponent::TActorPerceptionContainer to UAIPerceptionComponent::FActorPerceptionContainer Change 2994475 on 2016/05/31 by Wes.Hunt Fix Unity build failure for analytics inclusion reduction for IOSFlurry. [CL 2994701 by Marc Audy in Main branch]
2016-05-31 13:51:34 -04:00
if (CurSelectedSkeleton != nullptr)
{
const FReferenceSkeleton& RefSkeleton = CurSelectedSkeleton->GetReferenceSkeleton();
for (int32 I=0; I<RefSkeleton.GetNum(); ++I)
{
BoneList.Add( MakeShareable(new FName(RefSkeleton.GetBoneName(I))) ) ;
}
(*BoneListSlot)
[
SNew(SBorder) .Padding(2)
.Content()
[
SNew(SListView< TSharedPtr<FName> >)
.OnGenerateRow(this, &SSkeletonListWidget::GenerateSkeletonBoneRow)
.ListItemsSource(&BoneList)
.HeaderRow
(
SNew(SHeaderRow)
+SHeaderRow::Column(TEXT("Bone Name"))
.DefaultLabel(NSLOCTEXT("SkeletonWidget", "BoneName", "Bone Name"))
)
]
];
}
else
{
(*BoneListSlot)
[
SNew(SBorder) .Padding(2)
.Content()
[
SNew(STextBlock)
.Text(NSLOCTEXT("SkeletonWidget", "NoSkeletonIsSelected", "No skeleton is selected!"))
]
];
}
}
void SSkeletonCompareWidget::Construct(const FArguments& InArgs)
{
const UObject* Object = InArgs._Object;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2994668) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2970637 on 2016/05/09 by Martin.Wilson Fix incorrect conflict resolve in merge from main Change 2976393 on 2016/05/12 by Zak.Middleton #ue4 - Set AudioComponent bUseAttachParentBounds=true to reduce cost of transform updates (avoids virtual CalcBounds() when transform changes). #tests PIE w/ audio Change 2976770 on 2016/05/13 by Lina.Halper Improvement on mirroring fix branch #code review: Zak.Middleton Change 2976774 on 2016/05/13 by Lukasz.Furman fixed missing memory callbacks for instanced behavior tree nodes #jira UE-30305 Change 2976775 on 2016/05/13 by Lukasz.Furman fixed multiple calls to behavior tree's instance cleanup #jira UE-30593 Change 2976801 on 2016/05/13 by Jon.Nabozny Add an optional argument FSkeletalMeshMerge. When set to EMeshBufferAccess::ForceCPUAndGPU, keeps a reference to the vertex buffer on CPU (e.g. for spawning particle effects). #JIRA UE-30405 Change 2976985 on 2016/05/13 by Jon.Nabozny Fix initializer list ordering for FSkeletalMeshMerge. Change 2977532 on 2016/05/13 by Marc.Audy PR #2348: [Local Multiplayer] Gamepad player assignment improvements (Contributed by kukiric) #jira UE-30162 Change 2977637 on 2016/05/13 by Marc.Audy Add Get/Set controller ID for a player in gameplay statics #jira UE-28718 Change 2979387 on 2016/05/16 by Jon.Nabozny Initialize FBox used to store results for CalculateQuatACF96Bounds. #JIRA UE-30846 Change 2979968 on 2016/05/17 by bruce.nesbit Added comment in FCanvasLineItem to warn only SE_BLEND_Opaque will be used when rendering. Change 2979969 on 2016/05/17 by bruce.nesbit Added comment in AddLine/AddPoint to warn only SE_BLEND_Opaque will be used when rendering. Change 2980271 on 2016/05/17 by Lina.Halper Improved comment #code review: Benn.Gallagher Change 2980317 on 2016/05/17 by Lukasz.Furman removing NavCollision from static mesh on property change and PostLoad if static mesh is not supposed to have one #ue4 Change 2980717 on 2016/05/17 by Zak.Middleton #ue4 - Optimize UCapsuleComponent::CalcBounds() to remove sqrt and use tighter bounding sphere radius. Change 2981193 on 2016/05/17 by Lukasz.Furman fixed missing observers in behavior tree when dynamic subtree is changed while waiting for full restart (out of nodes) #ue4 Change 2981927 on 2016/05/18 by Lina.Halper - Remove vertex animation code - Removing UVertexAnimation - Fixed reinitialization issue that was triggered by SetVertexAnimation - todo: consolidate UMorphtarget and UVertexAnimBase #code review: James.Golding, Martin.Wilson Change 2981957 on 2016/05/18 by Lina.Halper Add recursive stack check on update animation #code review: Martin.Wilson Change 2982116 on 2016/05/18 by Benn.Gallagher Removed optimize macros accidentally left after bounds extension feature for skel meshes Change 2982255 on 2016/05/18 by Jon.Nabozny FSkeletalMeshMerge constructor "MeshBufferAccess" default should be EMeshBufferAccess:Default instead of EMeshBufferAccess::ForceCPUAndGPU. Change 2982607 on 2016/05/18 by Marc.Audy Cleanup places calling GetWorld() multiple times Change 2982621 on 2016/05/18 by Marc.Audy Make UActorComponent::GetWorld final and inlined to avoid unnecessary function calls Put uncached logic in to a separate function Change 2983424 on 2016/05/19 by Marc.Audy Minor tweaks to reduce GetWorld calls Change 2983465 on 2016/05/19 by Lina.Halper Combine VertexAnimBase and MorphTarget to just MorphTarget - VertexAnimBase is gone - Modified most of VertexAnim to MorphTarget - Removed state, time related data #code review: James.Golding, Rolando.Caloca Change 2983609 on 2016/05/19 by Marc.Audy Inline AActor::GetLevel Half GetWorld() calls from AActor::GetNetMode() Change 2983772 on 2016/05/19 by Marc.Audy Fix Mac compile Change 2983931 on 2016/05/19 by Marc.Audy Remove pointless AccelMouse function Change 2984061 on 2016/05/19 by Marc.Audy Reorg some headers to fix compilation issues Change 2984409 on 2016/05/19 by Aaron.McLeran #jira UE-31049 Updating the Oculus Audio SDK to vs 1.02 Implementing 2984316 from Releases/4.12 to Dev-Framework Change 2984574 on 2016/05/19 by Aaron.McLeran Fix for platform headroom scalar. Using correct dB to linear formula (not one for power) dB = 20 * log(Linear), not dB = 10 * log(Linear) Change 2985041 on 2016/05/20 by Jon.Nabozny ConvertQueryOverlap only returns the base actor if multiple actors have bSimulatePhysics enabled and are welded together. #JIRA UE-30484 Change 2985118 on 2016/05/20 by Marc.Audy Another attempt to convince Mac to build Change 2985192 on 2016/05/20 by Marc.Audy Properly forward declare ABrush Change 2985724 on 2016/05/20 by Zak.Middleton #ue4 - Optimize NaN and Infinite checks for FVector, FQuat, FRotator, FMatrix, FTransform. SIMD version VectorContainsNaNOrInfinite() also optimized on relevant platforms. Added startup tests for VectorContainsNaNOrInfinite(). - All our "ContainsNaN()" tests are in fact "IsNaN() || IsInfinite()", which is the same as "!IsFinite()", so exploited this to simplify the tests. Both NaN and +/-Inf are not finite (http://en.cppreference.com/w/cpp/numeric/math/isfinite). In the future we should rename ContainsNaN(). - Still need to audit some uses in shipping configs. #jira UE-30999 Change 2986016 on 2016/05/20 by Zak.Middleton #ue4 - Fix uint32 used for int32 values. Behavior was unaffected. Change 2986017 on 2016/05/20 by Zak.Middleton #ue4 - Fix overlaps being dropped from within a FScopedMoveUpdate when rotation occurs. Remove invalid assert. Change 2986833 on 2016/05/23 by Zak.Middleton #ue4 - Move ETeleportType from ActorComponent.h to EngineTypes.h. Add comment to FHitResult for ImpactPoint when it's penetrating. Change 2986916 on 2016/05/23 by Rolando.Caloca DF - GPU morph targets proof of concept - Disabled by default - Not compatible with gpu skin cache - No extra memory required yet until it's used; creates buffers per frame (very slow!) Change 2987539 on 2016/05/23 by Rolando.Caloca DF - Remove unused member and downgrade FActiveMorphTarget to not be a USTRUCT Change 2987981 on 2016/05/24 by James.Golding PR #2162 : Exported AAudioVolume so that projects can derive custom classes. https://github.com/EpicGames/UnrealEngine/pull/2162 #github 2162 #jira UE-28533 Change 2987982 on 2016/05/24 by James.Golding PR #2318 : Fix memory allocation in CustomMeshComponent.cpp https://github.com/EpicGames/UnrealEngine/pull/2318 #github 2318 #jira UE-29864 Change 2987983 on 2016/05/24 by James.Golding Merging engine changes back from GDC demo: - Export FFIRFilterTimeBased from Engine module - Add FFIRFilterTimeBased::SetWindowDuration - Add FBaseCompactPose::CopyBonesTo Change 2987984 on 2016/05/24 by James.Golding UE-30137 No longer include collision in StatiMeshComponent bounds (bounds no longer user for any collision calculation) Change 2987985 on 2016/05/24 by James.Golding UE-27801 Export ConvertToCollisionChannel, ConvertToObjectType, and ConvertToTraceType members of UCollisionProfile Change 2987987 on 2016/05/24 by James.Golding OR-17910 : Support 'show collision' in Test configuration Change 2988123 on 2016/05/24 by Jon.Nabozny Prevent FBodyInstance::Weld causing duplicate PhsyXShapes to be created / added to ShapeToBodiesMap when toggling SimulatePhysics on PrimitiveComponent. #JIRA UE-31189 Change 2988449 on 2016/05/24 by Rolando.Caloca DF - Split FActiveMorphTarget's weight into its own array in prep for GPU friendly data Change 2988485 on 2016/05/24 by Jon.Nabozny Swap order of setRigidBodyFlag and setRigidDynamicFlag inside UpdateInstanceSimulatePhysics to prevent PhysX error about Kinematic bodies not using CCD. #JIRA UE-30993 Change 2988969 on 2016/05/24 by Rolando.Caloca DF - GPU morph targets - Enable using r.MorphTarget.Mode 1 Change 2989645 on 2016/05/25 by Marc.Audy Apply CL# 2989481 to Dev-Framework #jira UE-31055 Change 2989987 on 2016/05/25 by Wes.Hunt Redo of CL#2982707 2982716 2982723 2983780 2983864 from //Orion/Dev-General in preparation for continuing Analytics refactor in a Dev branch. AnalyticsET support for arbitrary Json events. * AnalyticsET supports a new API, RecordEventJson. * API supports rvalue refs to avoid unnecessary copies of the attribute array. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982707 by Wes.Hunt on 2016/05/18 17:22:20. Remove Analytics code to divert legacy code to source data collector. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982716 by Wes.Hunt on 2016/05/18 17:27:25. Analytics no longer adds IsEditor attribute to all events. Wasn't actually used by anyone anymore. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982723 by Wes.Hunt on 2016/05/18 17:29:40. Modernize FAnalyticsEventAttribute usage. Replaced FAnalyticsEventAttribute various ctors with a perfect forwarding one that can convert them to strings. * The Name must be convertible to a string * The value must be convertible to a string via an AnalyticsConversion::ToString() overload. * Added/expanded the supported conversions to strings to analytics attribute values. See AnalyticsConversion.h which contains all the previously supported conversions and more. Added MakeAnalyticsEventAttributeArray(), which uses variadic templates to create an array of event attributes inline, which can be passed to RecordEvent[Json] and efficiently taken ownership of: RecordEvent("EventName", MakeAnalyticsEventAttributeArray( "Attr1", false, "Attr2", 42.0, "Attr3", SomeMap, "Attr4", SomeArray); #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983780 by Wes.Hunt on 2016/05/19 13:51:48. Added missing assignment copy/move ops to FAnalyticsEventAttribute. Doh, should have looked at more usages of PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS... #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983864 by Wes.Hunt on 2016/05/19 14:17:05. Change 2989988 on 2016/05/25 by Wes.Hunt Fix usage of FAnalyticsEventAttribute constructor using a bitfield that was invalidated by the change to make FAnalyticsEventAttribute use a perfect forwarding constructor. bitfields cannot be perfect-forwarded... :( Change 2990493 on 2016/05/25 by Joe.Graf Added tooltips to the collision analyzer's buttons #CodeReview: james.golding Change 2991064 on 2016/05/26 by James.Golding - Remove many Animation headers from Engine.h - Remove AnimationAsset.h from SkeletalMeshComponent.h, Character.h, CharacterMovementComponent.h Change 2991113 on 2016/05/26 by Benn.Gallagher Fixed edge case in random sequence player where we might trigger an extra loop when waiting on a blend to finish. And made it impossible for a shuffle list to start with the animation that is currently playing (seemingly duplicating the anim). Change 2991163 on 2016/05/26 by Rolando.Caloca DF - Rename and refactor some morph target compute shader in prep for interop with skin cache Change 2991167 on 2016/05/26 by Jon.Nabozny Add `#include "DataTable.h"` to GameplayTagsManager.h. FGameplayTagTableRow is derived from FTableRowBase which isn't necessarily included. This issue is hidden in most cases as "Engine.h" includes "DataTable.h". Change 2991183 on 2016/05/26 by Wes.Hunt Disable general forwarding constructor for AnalyticsEventAttribute for non arithmetic types, so they are free to choose other overloads more appropriately. Change 2991199 on 2016/05/26 by Wes.Hunt Drastically reducing the headers dependencies on analytics headers. Analytics headers no longer appear in PCH files, and rarely if ever appear in a header file. IAnalyticsProviderModule.h only touches 8 source files. Analytics.h only touches 8 source files. IAnalyticsProvider.h only touches 5 headers and 97 source files. AnalyticsET.h only touches 12 source files. Change 2991301 on 2016/05/26 by James.Golding Fix CIS for Fortnite Change 2991319 on 2016/05/26 by James.Golding Fix CIS for Orion Change 2991373 on 2016/05/26 by Joe.Graf Tweaked the tooltip text for the collision analyzer record button to be correct for both states Added a common button style so that the buttons have a consistent look #CodeReview: james.golding Change 2991401 on 2016/05/26 by James.Golding Fix UT CIS Change 2991406 on 2016/05/26 by James.Golding Fix Ocean CIS Change 2991491 on 2016/05/26 by Lina.Halper Moved MorphTarget.h - Checked in modified functions fo AnimationRuntime for other features coming up - Should not change any behavior of existing content #code review: James.Golding, Rolando.Caloca Change 2991494 on 2016/05/26 by Wes.Hunt Fix for Unity error in AnalyticsET module after hedaer dependency reduction Change 2991503 on 2016/05/26 by Jon.Nabozny Fix issue where FConstraintInstance (inside UPhysicsConstraintComponent) is not editable in InstanceEditor but is editable in BlueprintEditor. #JIRA UE-31267 Change 2991562 on 2016/05/26 by Zak.Middleton #ue4 - Reduce allocations during movement and overlap queries and when grabbing shapes from physx actors. Change 2991586 on 2016/05/26 by James.Golding More CIS fixes for Orion and Fortnite Change 2991673 on 2016/05/26 by Wes.Hunt Another non-unity fix for Analytics include dependency reduction. Change 2991733 on 2016/05/26 by Zak.Middleton #dev - Test map, 50 walking dudes. Change 2991781 on 2016/05/26 by Lina.Halper Back out revision 15 from //UE4/Dev-Framework/Engine/Source/Runtime/Engine/Private/Animation/AnimationRuntime.cpp - Back out a part of changes that I didn't mean to check in. Change 2991922 on 2016/05/26 by Zak.Middleton #ue4 - Maybe fix Mac build. Change 2991957 on 2016/05/26 by Joe.Graf Fixed the collision analyzer file open text (said project instead of collision) Change 2991991 on 2016/05/26 by Lina.Halper Fix compile error Change 2992089 on 2016/05/26 by Zak.Middleton #ue4 - Fix Mac/PS4 build. Change 2992108 on 2016/05/26 by Wes.Hunt Yet another non-unity fix for Analytics header inclusion reduction. Change 2992190 on 2016/05/26 by Zak.Middleton #ue4 - Mark FHitResult, FOverlapResult, FOverlapInfo as POD types. Avoids destructors etc when in TArrays. Change 2992593 on 2016/05/27 by Martin.Wilson Build fixes for non editor platforms Change 2992885 on 2016/05/27 by Rolando.Caloca DF - Fix crash on thumbnails #jira UE-31398 Change 2993058 on 2016/05/27 by Lukasz.Furman fixed behavior tree getting stuck on ResumeLogic call #jira OR-22498 Change 2993064 on 2016/05/27 by Zak.Middleton #ue4 - Fix root motion network corrections not clearing root motion data. udn: https://udn.unrealengine.com/questions/294985/jittering-in-character-movement-during-networked-m.html #jira UE-31316 Change 2993215 on 2016/05/27 by Lukasz.Furman gameplay debugger fixes: navmesh rendering is not hidden after disabling tool, player stuck in spectator mode after disabling tool, confusing version description for categories without data packs added replicated input bindings for debugger's categories #ue4 Change 2993521 on 2016/05/27 by Zak.Middleton #ue4 - Reduce allocations in UI Canvas items. Change 2993995 on 2016/05/30 by Mieszko.Zielinski Temporary fix for BBKeySelector not handling properly multiple UObject subtypes #UE4 #jira UE-31435 Change 2993998 on 2016/05/30 by Mieszko.Zielinski Improves handling of a special case in EQS score normalization, where all items have the same score #UE4 We used to set the normalized score of 1 for all items, which was counter intuitive if all items have scored 0 in an unnormalized test. The improve handling detects that and assigns score of 0 in that case. Change 2993999 on 2016/05/30 by Mieszko.Zielinski Fixed FEQSParametrizedQueryExecutionRequest converting non-BB values into EQS params wrong #UE4 Change 2994000 on 2016/05/30 by Mieszko.Zielinski Exposed UNavigationInvokerComponent as part of ENGINE_API so that it can be spawned procedurally in C++ in game specific code #UE4 Change 2994003 on 2016/05/30 by Mieszko.Zielinski Fixed naming of console variable controllin v-logging of FGameplayAttribute #UE4 The old name was copy-pasted from somewhere. Change 2994007 on 2016/05/30 by Mieszko.Zielinski Fixed unregistering listeners from perception system not clearing up all data #UE4 Also, introduced two precisely named functions, GetCurrentlyPerceivedActors and GetKnownPerceivedActors to replace ambiguous GetPerceivedActors Also, renamed UAIPerceptionComponent::TActorPerceptionContainer to UAIPerceptionComponent::FActorPerceptionContainer Change 2994475 on 2016/05/31 by Wes.Hunt Fix Unity build failure for analytics inclusion reduction for IOSFlurry. [CL 2994701 by Marc Audy in Main branch]
2016-05-31 13:51:34 -04:00
CurSelectedSkeleton = nullptr;
BoneNames = *InArgs._BoneNames;
FContentBrowserModule& ContentBrowserModule = FModuleManager::Get().LoadModuleChecked<FContentBrowserModule>(TEXT("ContentBrowser"));
FAssetPickerConfig AssetPickerConfig;
Deprecating ANY_PACKAGE. This change consists of multiple changes: Core: - Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject) - Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter - Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses - Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names - Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed. - Added static UClass::TryConvertShortNameToPathName utility function - Added static UClass::TryFixShortClassNameExportPath utility function - Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass') - All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath - Added a new startup test that checks for short type names in UClass/FProperty MetaData values AssetRegistry: - Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath - Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names - This also applies to a few other modules' APIs to match AssetRegistry changes Everything else: - Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input) - Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName() - Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names #jira UE-99463 #rb many.people [FYI] Marcus.Wassmer #preflight 629248ec2256738f75de9b32 #codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786 #ROBOMERGE-OWNER: robert.manuszewski #ROBOMERGE-AUTHOR: robert.manuszewski #ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246) [CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
AssetPickerConfig.Filter.ClassPaths.Add(USkeleton::StaticClass()->GetClassPathName());
AssetPickerConfig.OnAssetSelected = FOnAssetSelected::CreateSP(this, &SSkeletonCompareWidget::SkeletonSelectionChanged);
AssetPickerConfig.InitialAssetViewType = EAssetViewType::Column;
AssetPickerConfig.bShowPathInColumnView = true;
AssetPickerConfig.bShowTypeInColumnView = false;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2994668) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2970637 on 2016/05/09 by Martin.Wilson Fix incorrect conflict resolve in merge from main Change 2976393 on 2016/05/12 by Zak.Middleton #ue4 - Set AudioComponent bUseAttachParentBounds=true to reduce cost of transform updates (avoids virtual CalcBounds() when transform changes). #tests PIE w/ audio Change 2976770 on 2016/05/13 by Lina.Halper Improvement on mirroring fix branch #code review: Zak.Middleton Change 2976774 on 2016/05/13 by Lukasz.Furman fixed missing memory callbacks for instanced behavior tree nodes #jira UE-30305 Change 2976775 on 2016/05/13 by Lukasz.Furman fixed multiple calls to behavior tree's instance cleanup #jira UE-30593 Change 2976801 on 2016/05/13 by Jon.Nabozny Add an optional argument FSkeletalMeshMerge. When set to EMeshBufferAccess::ForceCPUAndGPU, keeps a reference to the vertex buffer on CPU (e.g. for spawning particle effects). #JIRA UE-30405 Change 2976985 on 2016/05/13 by Jon.Nabozny Fix initializer list ordering for FSkeletalMeshMerge. Change 2977532 on 2016/05/13 by Marc.Audy PR #2348: [Local Multiplayer] Gamepad player assignment improvements (Contributed by kukiric) #jira UE-30162 Change 2977637 on 2016/05/13 by Marc.Audy Add Get/Set controller ID for a player in gameplay statics #jira UE-28718 Change 2979387 on 2016/05/16 by Jon.Nabozny Initialize FBox used to store results for CalculateQuatACF96Bounds. #JIRA UE-30846 Change 2979968 on 2016/05/17 by bruce.nesbit Added comment in FCanvasLineItem to warn only SE_BLEND_Opaque will be used when rendering. Change 2979969 on 2016/05/17 by bruce.nesbit Added comment in AddLine/AddPoint to warn only SE_BLEND_Opaque will be used when rendering. Change 2980271 on 2016/05/17 by Lina.Halper Improved comment #code review: Benn.Gallagher Change 2980317 on 2016/05/17 by Lukasz.Furman removing NavCollision from static mesh on property change and PostLoad if static mesh is not supposed to have one #ue4 Change 2980717 on 2016/05/17 by Zak.Middleton #ue4 - Optimize UCapsuleComponent::CalcBounds() to remove sqrt and use tighter bounding sphere radius. Change 2981193 on 2016/05/17 by Lukasz.Furman fixed missing observers in behavior tree when dynamic subtree is changed while waiting for full restart (out of nodes) #ue4 Change 2981927 on 2016/05/18 by Lina.Halper - Remove vertex animation code - Removing UVertexAnimation - Fixed reinitialization issue that was triggered by SetVertexAnimation - todo: consolidate UMorphtarget and UVertexAnimBase #code review: James.Golding, Martin.Wilson Change 2981957 on 2016/05/18 by Lina.Halper Add recursive stack check on update animation #code review: Martin.Wilson Change 2982116 on 2016/05/18 by Benn.Gallagher Removed optimize macros accidentally left after bounds extension feature for skel meshes Change 2982255 on 2016/05/18 by Jon.Nabozny FSkeletalMeshMerge constructor "MeshBufferAccess" default should be EMeshBufferAccess:Default instead of EMeshBufferAccess::ForceCPUAndGPU. Change 2982607 on 2016/05/18 by Marc.Audy Cleanup places calling GetWorld() multiple times Change 2982621 on 2016/05/18 by Marc.Audy Make UActorComponent::GetWorld final and inlined to avoid unnecessary function calls Put uncached logic in to a separate function Change 2983424 on 2016/05/19 by Marc.Audy Minor tweaks to reduce GetWorld calls Change 2983465 on 2016/05/19 by Lina.Halper Combine VertexAnimBase and MorphTarget to just MorphTarget - VertexAnimBase is gone - Modified most of VertexAnim to MorphTarget - Removed state, time related data #code review: James.Golding, Rolando.Caloca Change 2983609 on 2016/05/19 by Marc.Audy Inline AActor::GetLevel Half GetWorld() calls from AActor::GetNetMode() Change 2983772 on 2016/05/19 by Marc.Audy Fix Mac compile Change 2983931 on 2016/05/19 by Marc.Audy Remove pointless AccelMouse function Change 2984061 on 2016/05/19 by Marc.Audy Reorg some headers to fix compilation issues Change 2984409 on 2016/05/19 by Aaron.McLeran #jira UE-31049 Updating the Oculus Audio SDK to vs 1.02 Implementing 2984316 from Releases/4.12 to Dev-Framework Change 2984574 on 2016/05/19 by Aaron.McLeran Fix for platform headroom scalar. Using correct dB to linear formula (not one for power) dB = 20 * log(Linear), not dB = 10 * log(Linear) Change 2985041 on 2016/05/20 by Jon.Nabozny ConvertQueryOverlap only returns the base actor if multiple actors have bSimulatePhysics enabled and are welded together. #JIRA UE-30484 Change 2985118 on 2016/05/20 by Marc.Audy Another attempt to convince Mac to build Change 2985192 on 2016/05/20 by Marc.Audy Properly forward declare ABrush Change 2985724 on 2016/05/20 by Zak.Middleton #ue4 - Optimize NaN and Infinite checks for FVector, FQuat, FRotator, FMatrix, FTransform. SIMD version VectorContainsNaNOrInfinite() also optimized on relevant platforms. Added startup tests for VectorContainsNaNOrInfinite(). - All our "ContainsNaN()" tests are in fact "IsNaN() || IsInfinite()", which is the same as "!IsFinite()", so exploited this to simplify the tests. Both NaN and +/-Inf are not finite (http://en.cppreference.com/w/cpp/numeric/math/isfinite). In the future we should rename ContainsNaN(). - Still need to audit some uses in shipping configs. #jira UE-30999 Change 2986016 on 2016/05/20 by Zak.Middleton #ue4 - Fix uint32 used for int32 values. Behavior was unaffected. Change 2986017 on 2016/05/20 by Zak.Middleton #ue4 - Fix overlaps being dropped from within a FScopedMoveUpdate when rotation occurs. Remove invalid assert. Change 2986833 on 2016/05/23 by Zak.Middleton #ue4 - Move ETeleportType from ActorComponent.h to EngineTypes.h. Add comment to FHitResult for ImpactPoint when it's penetrating. Change 2986916 on 2016/05/23 by Rolando.Caloca DF - GPU morph targets proof of concept - Disabled by default - Not compatible with gpu skin cache - No extra memory required yet until it's used; creates buffers per frame (very slow!) Change 2987539 on 2016/05/23 by Rolando.Caloca DF - Remove unused member and downgrade FActiveMorphTarget to not be a USTRUCT Change 2987981 on 2016/05/24 by James.Golding PR #2162 : Exported AAudioVolume so that projects can derive custom classes. https://github.com/EpicGames/UnrealEngine/pull/2162 #github 2162 #jira UE-28533 Change 2987982 on 2016/05/24 by James.Golding PR #2318 : Fix memory allocation in CustomMeshComponent.cpp https://github.com/EpicGames/UnrealEngine/pull/2318 #github 2318 #jira UE-29864 Change 2987983 on 2016/05/24 by James.Golding Merging engine changes back from GDC demo: - Export FFIRFilterTimeBased from Engine module - Add FFIRFilterTimeBased::SetWindowDuration - Add FBaseCompactPose::CopyBonesTo Change 2987984 on 2016/05/24 by James.Golding UE-30137 No longer include collision in StatiMeshComponent bounds (bounds no longer user for any collision calculation) Change 2987985 on 2016/05/24 by James.Golding UE-27801 Export ConvertToCollisionChannel, ConvertToObjectType, and ConvertToTraceType members of UCollisionProfile Change 2987987 on 2016/05/24 by James.Golding OR-17910 : Support 'show collision' in Test configuration Change 2988123 on 2016/05/24 by Jon.Nabozny Prevent FBodyInstance::Weld causing duplicate PhsyXShapes to be created / added to ShapeToBodiesMap when toggling SimulatePhysics on PrimitiveComponent. #JIRA UE-31189 Change 2988449 on 2016/05/24 by Rolando.Caloca DF - Split FActiveMorphTarget's weight into its own array in prep for GPU friendly data Change 2988485 on 2016/05/24 by Jon.Nabozny Swap order of setRigidBodyFlag and setRigidDynamicFlag inside UpdateInstanceSimulatePhysics to prevent PhysX error about Kinematic bodies not using CCD. #JIRA UE-30993 Change 2988969 on 2016/05/24 by Rolando.Caloca DF - GPU morph targets - Enable using r.MorphTarget.Mode 1 Change 2989645 on 2016/05/25 by Marc.Audy Apply CL# 2989481 to Dev-Framework #jira UE-31055 Change 2989987 on 2016/05/25 by Wes.Hunt Redo of CL#2982707 2982716 2982723 2983780 2983864 from //Orion/Dev-General in preparation for continuing Analytics refactor in a Dev branch. AnalyticsET support for arbitrary Json events. * AnalyticsET supports a new API, RecordEventJson. * API supports rvalue refs to avoid unnecessary copies of the attribute array. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982707 by Wes.Hunt on 2016/05/18 17:22:20. Remove Analytics code to divert legacy code to source data collector. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982716 by Wes.Hunt on 2016/05/18 17:27:25. Analytics no longer adds IsEditor attribute to all events. Wasn't actually used by anyone anymore. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982723 by Wes.Hunt on 2016/05/18 17:29:40. Modernize FAnalyticsEventAttribute usage. Replaced FAnalyticsEventAttribute various ctors with a perfect forwarding one that can convert them to strings. * The Name must be convertible to a string * The value must be convertible to a string via an AnalyticsConversion::ToString() overload. * Added/expanded the supported conversions to strings to analytics attribute values. See AnalyticsConversion.h which contains all the previously supported conversions and more. Added MakeAnalyticsEventAttributeArray(), which uses variadic templates to create an array of event attributes inline, which can be passed to RecordEvent[Json] and efficiently taken ownership of: RecordEvent("EventName", MakeAnalyticsEventAttributeArray( "Attr1", false, "Attr2", 42.0, "Attr3", SomeMap, "Attr4", SomeArray); #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983780 by Wes.Hunt on 2016/05/19 13:51:48. Added missing assignment copy/move ops to FAnalyticsEventAttribute. Doh, should have looked at more usages of PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS... #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983864 by Wes.Hunt on 2016/05/19 14:17:05. Change 2989988 on 2016/05/25 by Wes.Hunt Fix usage of FAnalyticsEventAttribute constructor using a bitfield that was invalidated by the change to make FAnalyticsEventAttribute use a perfect forwarding constructor. bitfields cannot be perfect-forwarded... :( Change 2990493 on 2016/05/25 by Joe.Graf Added tooltips to the collision analyzer's buttons #CodeReview: james.golding Change 2991064 on 2016/05/26 by James.Golding - Remove many Animation headers from Engine.h - Remove AnimationAsset.h from SkeletalMeshComponent.h, Character.h, CharacterMovementComponent.h Change 2991113 on 2016/05/26 by Benn.Gallagher Fixed edge case in random sequence player where we might trigger an extra loop when waiting on a blend to finish. And made it impossible for a shuffle list to start with the animation that is currently playing (seemingly duplicating the anim). Change 2991163 on 2016/05/26 by Rolando.Caloca DF - Rename and refactor some morph target compute shader in prep for interop with skin cache Change 2991167 on 2016/05/26 by Jon.Nabozny Add `#include "DataTable.h"` to GameplayTagsManager.h. FGameplayTagTableRow is derived from FTableRowBase which isn't necessarily included. This issue is hidden in most cases as "Engine.h" includes "DataTable.h". Change 2991183 on 2016/05/26 by Wes.Hunt Disable general forwarding constructor for AnalyticsEventAttribute for non arithmetic types, so they are free to choose other overloads more appropriately. Change 2991199 on 2016/05/26 by Wes.Hunt Drastically reducing the headers dependencies on analytics headers. Analytics headers no longer appear in PCH files, and rarely if ever appear in a header file. IAnalyticsProviderModule.h only touches 8 source files. Analytics.h only touches 8 source files. IAnalyticsProvider.h only touches 5 headers and 97 source files. AnalyticsET.h only touches 12 source files. Change 2991301 on 2016/05/26 by James.Golding Fix CIS for Fortnite Change 2991319 on 2016/05/26 by James.Golding Fix CIS for Orion Change 2991373 on 2016/05/26 by Joe.Graf Tweaked the tooltip text for the collision analyzer record button to be correct for both states Added a common button style so that the buttons have a consistent look #CodeReview: james.golding Change 2991401 on 2016/05/26 by James.Golding Fix UT CIS Change 2991406 on 2016/05/26 by James.Golding Fix Ocean CIS Change 2991491 on 2016/05/26 by Lina.Halper Moved MorphTarget.h - Checked in modified functions fo AnimationRuntime for other features coming up - Should not change any behavior of existing content #code review: James.Golding, Rolando.Caloca Change 2991494 on 2016/05/26 by Wes.Hunt Fix for Unity error in AnalyticsET module after hedaer dependency reduction Change 2991503 on 2016/05/26 by Jon.Nabozny Fix issue where FConstraintInstance (inside UPhysicsConstraintComponent) is not editable in InstanceEditor but is editable in BlueprintEditor. #JIRA UE-31267 Change 2991562 on 2016/05/26 by Zak.Middleton #ue4 - Reduce allocations during movement and overlap queries and when grabbing shapes from physx actors. Change 2991586 on 2016/05/26 by James.Golding More CIS fixes for Orion and Fortnite Change 2991673 on 2016/05/26 by Wes.Hunt Another non-unity fix for Analytics include dependency reduction. Change 2991733 on 2016/05/26 by Zak.Middleton #dev - Test map, 50 walking dudes. Change 2991781 on 2016/05/26 by Lina.Halper Back out revision 15 from //UE4/Dev-Framework/Engine/Source/Runtime/Engine/Private/Animation/AnimationRuntime.cpp - Back out a part of changes that I didn't mean to check in. Change 2991922 on 2016/05/26 by Zak.Middleton #ue4 - Maybe fix Mac build. Change 2991957 on 2016/05/26 by Joe.Graf Fixed the collision analyzer file open text (said project instead of collision) Change 2991991 on 2016/05/26 by Lina.Halper Fix compile error Change 2992089 on 2016/05/26 by Zak.Middleton #ue4 - Fix Mac/PS4 build. Change 2992108 on 2016/05/26 by Wes.Hunt Yet another non-unity fix for Analytics header inclusion reduction. Change 2992190 on 2016/05/26 by Zak.Middleton #ue4 - Mark FHitResult, FOverlapResult, FOverlapInfo as POD types. Avoids destructors etc when in TArrays. Change 2992593 on 2016/05/27 by Martin.Wilson Build fixes for non editor platforms Change 2992885 on 2016/05/27 by Rolando.Caloca DF - Fix crash on thumbnails #jira UE-31398 Change 2993058 on 2016/05/27 by Lukasz.Furman fixed behavior tree getting stuck on ResumeLogic call #jira OR-22498 Change 2993064 on 2016/05/27 by Zak.Middleton #ue4 - Fix root motion network corrections not clearing root motion data. udn: https://udn.unrealengine.com/questions/294985/jittering-in-character-movement-during-networked-m.html #jira UE-31316 Change 2993215 on 2016/05/27 by Lukasz.Furman gameplay debugger fixes: navmesh rendering is not hidden after disabling tool, player stuck in spectator mode after disabling tool, confusing version description for categories without data packs added replicated input bindings for debugger's categories #ue4 Change 2993521 on 2016/05/27 by Zak.Middleton #ue4 - Reduce allocations in UI Canvas items. Change 2993995 on 2016/05/30 by Mieszko.Zielinski Temporary fix for BBKeySelector not handling properly multiple UObject subtypes #UE4 #jira UE-31435 Change 2993998 on 2016/05/30 by Mieszko.Zielinski Improves handling of a special case in EQS score normalization, where all items have the same score #UE4 We used to set the normalized score of 1 for all items, which was counter intuitive if all items have scored 0 in an unnormalized test. The improve handling detects that and assigns score of 0 in that case. Change 2993999 on 2016/05/30 by Mieszko.Zielinski Fixed FEQSParametrizedQueryExecutionRequest converting non-BB values into EQS params wrong #UE4 Change 2994000 on 2016/05/30 by Mieszko.Zielinski Exposed UNavigationInvokerComponent as part of ENGINE_API so that it can be spawned procedurally in C++ in game specific code #UE4 Change 2994003 on 2016/05/30 by Mieszko.Zielinski Fixed naming of console variable controllin v-logging of FGameplayAttribute #UE4 The old name was copy-pasted from somewhere. Change 2994007 on 2016/05/30 by Mieszko.Zielinski Fixed unregistering listeners from perception system not clearing up all data #UE4 Also, introduced two precisely named functions, GetCurrentlyPerceivedActors and GetKnownPerceivedActors to replace ambiguous GetPerceivedActors Also, renamed UAIPerceptionComponent::TActorPerceptionContainer to UAIPerceptionComponent::FActorPerceptionContainer Change 2994475 on 2016/05/31 by Wes.Hunt Fix Unity build failure for analytics inclusion reduction for IOSFlurry. [CL 2994701 by Marc Audy in Main branch]
2016-05-31 13:51:34 -04:00
TSharedPtr<SToolTip> SkeletonTooltip = IDocumentation::Get()->CreateToolTip(FText::FromString("Pick a skeleton for this mesh"), nullptr, FString("Shared/Editors/Persona"), FString("Skeleton"));
this->ChildSlot
[
SNew(SVerticalBox)
+SVerticalBox::Slot()
.AutoHeight()
[
SNew(SVerticalBox)
+SVerticalBox::Slot()
.AutoHeight()
.Padding(2)
.HAlign(HAlign_Fill)
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Center)
+SHorizontalBox::Slot()
[
SNew(STextBlock)
.Text(LOCTEXT("CurrentlySelectedSkeletonLabel_SelectSkeleton", "Select Skeleton"))
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3358367 by tim.gautier Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters Change 3624848 by Jamie.Dale Added a composite font for the editor (and Slate core) This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor. This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font. This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support. Change 3654993 by Jamie.Dale 'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer Breaking changes: - Native has been renamed to FNativeFuncPtr. - The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair). - Use P_THIS if you were previously using the 'this' pointer in your native function. Change 3699591 by Jamie.Dale Added support for displaying and editing numbers in a culture correct way Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game). #jira UE-4028 Change 3719568 by Jamie.Dale Allow platforms to override the default ICU timezone calculation Change 3622366 by Bradut.Palas #jira UE-46677 Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode. Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions. Change 3622378 by Bradut.Palas #jira UE-46590 we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width. The bug is that the size of the last element is incorrectly reported, after we drag back and forth. Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value. Change 3622552 by Jamie.Dale Added support for per-culture sub-fonts within a composite font This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this). Change 3623170 by Jamie.Dale Fixing warning Change 3624846 by Jamie.Dale Composite font cache optimizations - Converted a typically small sized map to a sorted array + binary search. - Converted the already sorted range array to use binary search. - Contiguous ranges using the same typeface are now merged in the cache. Change 3625576 by Cody.Albert We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified. #jira UE-47971 Change 3626057 by Matt.Kuhlenschmidt Expose EUmgSequencePlayMode to blueprints #jira UE-49255 Change 3626556 by Matt.Kuhlenschmidt Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning. #jira UE-48922, UE-48957 Change 3627692 by Matt.Kuhlenschmidt PR #3977: Source control submenu menu customization (Contributed by Kryofenix) Change 3628600 by Arciel.Rekman Added AutoCheckout to FAssetRenameManager for commandlet usage. Change 3630561 by Richard.Hinckley Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter. Change 3630656 by Richard.Hinckley Compile fix. Change 3630964 by Arciel.Rekman Fix CrashReporterClient headless build. Change 3631050 by Matt.Kuhlenschmidt Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp Causes major problems with resizing splitters in editor Change 3631140 by Arciel.Rekman OpenAL: update Linux version to 1.18.1 (UETOOL-1253) - Also remove a hack for RPATH and make it use a generic RPATH mechanism. - Bulk of the change from Cengiz.Terzibas #jira UETOOL-1253 Change 3632924 by Jamie.Dale Added support for a catch-all fallback font within composite fonts This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles. Change 3633055 by Jamie.Dale Fixed some refresh issues in the font editor Change 3633062 by Jamie.Dale Fixed localization commands being reported as unknown Change 3633906 by Nick.Darnell UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working. Change 3634070 by Arciel.Rekman Display actually used values of material overrides. Change 3634254 by Arciel.Rekman Fix ResavePackages working poorly with projects on other drives (UE-49465). #jira UE-49465 Change 3635985 by Matt.Kuhlenschmidt Fixed typo in function name used by maps PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist) Change 3636012 by Matt.Kuhlenschmidt PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist) Change 3636706 by Lauren.Ridge Epic Friday: Save parameters to child or sibling instance functionality Change 3638706 by Jamie.Dale Added an improved Japanese font to the editor This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters). #jira UE-33268 Change 3639438 by Arciel.Rekman Linux: Repaired ARM server build (UE-49635). - Made Steam* plugins compile. - Disabled OpenEXR as the libs aren't compiled (need to be done separately). (Edigrating CL 3639429 from Release-4.17 to Dev-Editor) Change 3640625 by Matt.Kuhlenschmidt PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist) Change 3640626 by Matt.Kuhlenschmidt PR #4011: Remove space from filename (Contributed by projectgheist) Change 3640697 by Matt.Kuhlenschmidt PR #4010: PNG alpha fix (Contributed by mmdanggg2) Change 3641137 by Jamie.Dale Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately. Change 3641351 by Jamie.Dale Fixing incorrect weights on the Japanese sub-font Change 3641356 by Jamie.Dale Fixing inconsistent font sizes between CoreStyle and EditorStyle Change 3641710 by Jamie.Dale Fixed pure-virtual function call on UMulticastDelegateProperty Change 3641941 by Lauren.Ridge Adding a Parameter Details tab to the Material Editor so users can change default parameter details Change 3644141 by Jamie.Dale Added an improved Korean font to the editor This is only used when displaying Korean text when the editor is set to Korean Change 3644213 by Arciel.Rekman Fix the side effects of a fix for UE-49465. - Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later. #jira UE-49465 Change 3644777 by Jamie.Dale Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished Change 3644879 by tim.gautier QAGame: Optimized assets for Procedural Foliage testing - Added camera bookmarks to Stations in QA-Foliage - Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape - Fixed up redirectors Change 3645109 by Matt.Kuhlenschmidt PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts) Change 3645114 by Matt.Kuhlenschmidt PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts) Change 3645116 by Matt.Kuhlenschmidt PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts) Change 3645118 by Matt.Kuhlenschmidt PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts) Change 3645876 by Arciel.Rekman Linux: fix submenus of context menu not working (UE-47639). - Change by icculus (Ryan Gordon). - QA-ClickHUD seems to be not affected by this change (it is already broken alas). #jira UE-47639 Change 3648088 by Jamie.Dale Fixed some case-sensitivity issues with FText format argument names/pins These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior. #jira UE-47122 Change 3648097 by Jamie.Dale Moved common macOS/iOS localization implementation into FApplePlatformMisc #jira UE-49940 Change 3650858 by Arciel.Rekman UBT: improve CodeLite project generator (UE-49400). - PR #3987 submitted by yaakuro (Cengiz Terzibas). #jira UE-49400 Change 3651231 by Arciel.Rekman Linux: default to SM5 for Vulkan. - Change by Timothee.Bessett. Change 3653627 by Matt.Kuhlenschmidt PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts) Change 3653628 by Matt.Kuhlenschmidt PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz) Change 3653984 by Jamie.Dale Fixed some redundant string construction Change 3658528 by Joe.Graf UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files Change 3658594 by Jamie.Dale Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues #jira UE-27263 Change 3659643 by Michael.Trepka Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior #jira UETOOL-1238 Change 3661908 by Matt.Kuhlenschmidt USD asset importing improvements Change 3664100 by Matt.Kuhlenschmidt Fix static analysis Change 3664107 by Matt.Kuhlenschmidt PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist) Change 3664125 by Matt.Kuhlenschmidt PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist) Change 3664340 by Jamie.Dale PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist) Change 3664403 by Jamie.Dale PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed) Change 3664539 by Jamie.Dale PR #3280: Added EditableText functionality (Contributed by projectgheist) Change 3665433 by Alexis.Matte When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target. #jira UE-50231 Change 3666747 by Cody.Albert Change 3669280 by Jamie.Dale PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist) Change 3669718 by Jamie.Dale PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist) Change 3670838 by Alexis.Matte Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button. #jira UE-50387 Change 3671559 by Matt.Kuhlenschmidt Update SimpleUI automation test ground truth #jira UE-50325 Change 3671587 by Alexis.Matte Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file. #jira UE-50147 Change 3671730 by Jamie.Dale Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances Change 3672104 by Michael.Dupuis #jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings Change 3674906 by Alexis.Matte Make sure the export LOD option is taken in consideration when exporting a level or the current level selection #jira UE-50248 Change 3674942 by Matt.Kuhlenschmidt Fix static analysis Change 3675401 by Alexis.Matte -fix export animation, do not truncate the last frame anymore -fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves. #jira UE-48231 Change 3675990 by Alexis.Matte Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx. This is to avoid driving random vertex with old morph target. #jira UE-50391 Change 3676169 by Alexis.Matte When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import. Change 3676396 by Alexis.Matte Make all LOD 0 name consistent in staticmesh editor #jira UE-49461 Change 3677730 by Cody.Albert Enable locking of Persistent Level in Levels tab #jira UE-50686 Change 3677838 by Jamie.Dale Replaced broken version of Roboto Light Change 3679619 by Alexis.Matte Integrate GitHub pr #4029 to fix import fbx chunk material assignation. #jira UE-50001 Change 3680093 by Alexis.Matte Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh. Change 3680931 by Arciel.Rekman SlateDialogs: show image icon for *.tga (UE-25106). - Also reworked the logic somewhat. #jira UE-25106 Change 3681966 by Yannick.Lange MaterialEditor post-process preview. #jira UE-45307 Change 3682407 by Lauren.Ridge Fixes for material editor compile errors Change 3682628 by Lauren.Ridge Content browser filters for Material Layers, Blends, and their instances Change 3682725 by Lauren.Ridge Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default Change 3682921 by Lauren.Ridge Fix for instance layers not initializing fully Change 3682954 by Lauren.Ridge Creating Material Layer Test Assets Change 3683582 by Alexis.Matte Fix static analysis build Change 3683614 by Matt.Kuhlenschmidt PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts) Change 3684130 by Lauren.Ridge Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3686289 by Arciel.Rekman Remove the pessimization (UE-23791). Change 3686455 by Lauren.Ridge Fixes for adding/removing a layer parameter from the parent not updating the child Change 3686829 by Jamie.Dale No longer include trailing whitespace in the justification calculation for soft-wrapped lines #jira UE-50266 Change 3686970 by Lauren.Ridge Making material parameter preview work for functions as well Change 3687077 by Jamie.Dale Fixed crash using FActorDetails with the struct details panel Change 3687152 by Jamie.Dale Fixed the row structure tag not appearing in the Content Browser for Data Table assets The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables. #jira UE-48691 Change 3687174 by Lauren.Ridge Fix for material layer sub-parameters showing up in the default material parameters panel Change 3688100 by Lauren.Ridge Fixing static analysis error Change 3688317 by Jamie.Dale Fixed crash using the widget reflector in a cooked game Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector. Change 3689054 by Jamie.Dale Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes #jira UE-45751 Change 3689513 by Jamie.Dale Fixed justification bug with RTL text caused by CL# 3686829 Also implemented the same alignment fix for visually left-aligned RTL text. #jira UE-50266 Change 3690231 by Lauren.Ridge Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor Change 3690234 by Lauren.Ridge Adding Material Layers Function Parameter to Static Parameter Compare Change 3690750 by Chris.Bunner Potential nullptr crash. Change 3690751 by Chris.Bunner Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter. Change 3691010 by Jamie.Dale Fixed some clipping issues that could occur with right-aligned text FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment) #jira UE-46760 Change 3691091 by Jamie.Dale Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type Change 3691134 by Alexis.Matte Make sure we instance also the collision mesh when exporting a level to fbx file. #jira UE-51066 Change 3691157 by Lauren.Ridge Fix for reset to default not refreshing sub-parameters Change 3691192 by Jamie.Dale Fixed Content Browser selection resetting when changing certain view settings #jira UE-49611 Change 3691204 by Alexis.Matte Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011. #jira UE-51023 Change 3692335 by Lauren.Ridge Setting displayed asset to equal filter asset if no instance has been selected Change 3692479 by Jamie.Dale Fixed whitespace Change 3692508 by Alexis.Matte Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu. We also prevent the export dialog to show #jira UE-50973 Change 3692639 by Jamie.Dale Translation Editor now shows stale translations as "Untranslated" Change 3692743 by Lauren.Ridge Smaller blend icons, added icon size override to FObjectEntryBox Change 3692830 by Alexis.Matte Fix linux build Change 3692894 by Lauren.Ridge Tooltip on "Parent" in material layers Change 3693141 by Jamie.Dale Removed dead code FastDecimalFormat made this redundant Change 3693580 by Jamie.Dale Added AlwaysSign number formatting option #jira UE-10310 Change 3693784 by Jamie.Dale Fixed assert extracting the number formatting rules for Arabic It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that. #jira UE-10310 Change 3694428 by Arciel.Rekman Linux: make directory watch request a warning so they don't block cooking. - See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html Change 3694458 by Matt.Kuhlenschmidt Made duplicate keybinding warning non-fatal Change 3694496 by Alexis.Matte fix static analysis build Change 3694515 by Jamie.Dale Added support for culture correct parsing of decimal numbers #jira UE-4028 Change 3694621 by Jamie.Dale Added a variant of FastDecimalFormat::StringToNumber that takes a string length This can be useful if you want to convert a number from within a non-null terminated string #jira UE-4028 Change 3694958 by Jamie.Dale Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail. #jira UE-4028 Change 3695083 by Alexis.Matte Optimisation of the morph target import - We now compute only the normal for the shape the tangent are not necessary - The async tasks are create when there is some available cpu thread to avoid filling the memory - When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets #jira UE-50945 Change 3695122 by Jamie.Dale GetCultureAgnosticFormattingRules no longer returns a copy Change 3695835 by Arciel.Rekman TestPAL: greatly expanded malloc test. Change 3695918 by Arciel.Rekman TestPAL: Added thread priority test. Change 3696589 by Arciel.Rekman TestPAL: tweak thread priorities test (better readability). Change 3697345 by Alexis.Matte Fix reorder of material when importing a LOD with new material #jira UE-51135 Change 3699590 by Jamie.Dale Updated SGraphPinNum to use a numeric editor #jira UE-4028 Change 3699698 by Matt.Kuhlenschmidt Fix crash opening the level viewport context menu if the actor-component selection is out of sync #jira UE-48444 Change 3700158 by Arciel.Rekman Enable packaging for Android Vulkan on Linux (UETOOL-1232). - Change by Cengiz Terzibas Change 3700224 by Arciel.Rekman TestPAL: fixed a memory leak. Change 3700775 by Cody.Albert Don't need to initialize EnvironmentCubeMap twice. Change 3700866 by Michael.Trepka PR #3223: Remove unnecessary reallocation. (Contributed by foollbar) #jira UE-41643 Change 3701132 by Michael.Trepka Copy of CL 3671538 Fixed issues with editor's game mode in high DPI on Mac. #jira UE-49947, UE-51063 Change 3701421 by Michael.Trepka Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression Change 3701495 by Alexis.Matte Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them. #jira UE-UE-51359 Change 3702982 by Jamie.Dale Cleaned up some localization setting names These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting. Change 3703517 by Arciel.Rekman TestPAL: improved thread test. - Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic). Change 3704378 by Michael.Trepka Disable Zoom button on Mac if project requests a resizeable window without it. #jira UE-51335 Change 3706316 by Jamie.Dale Fixed the asset search suggestions list closing if you clicked on its scrollbar #jira UE-28885 Change 3706855 by Alexis.Matte Support importing animation that has some keys with negative time #jira UE-51305 Change 3709634 by Matt.Kuhlenschmidt PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist) Change 3711085 by Michael.Trepka Reenabled UBT makefiles on Mac Change 3713049 by Josh.Engebretson The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect. #jira UE-51319 Change 3713144 by Lauren.Ridge Fixing automated test error #jira UE-50982 Change 3713395 by Alexis.Matte Fix auto import mountpoint #jira UE-51524 Change 3713881 by Michael.Trepka Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets. #jira UE-31093 Change 3714197 by Michael.Trepka Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields. #jira UE-47915 Change 3714911 by Joe.Graf Merge of cmake changes from Dev-Rendering Change 3715973 by Michael.Trepka Disable OS close button on Windows if project settings request that #jira UE-45522 Change 3716390 by Lauren.Ridge The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior. #jira UE-50916 Change 3716529 by Josh.Engebretson Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1 #jira UE-51341 Change 3716885 by Josh.Engebretson Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary. #jira UE-48572 Change 3716929 by Josh.Engebretson Unshelved from pending changelist '3364093': PR #3420: Exe's icons and properties (Contributed by projectgheist) Change 3716937 by Josh.Engebretson Unshelved from pending changelist '3647428': PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik) Change 3717002 by Josh.Engebretson Fix FileReference/string conversion Change 3717355 by Joe.Graf Fixed CMake file generation on Windows including Engine/Source/ThirdParty source Change 3718256 by Arciel.Rekman TestPAL: slight mod to the malloc test. - Touch the allocated memory to check actual resident usage. Change 3718290 by Arciel.Rekman BAFO: place descriptor after the allocation to save some VIRT memory. - We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor. Change 3718508 by Michael.Trepka Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer) #jira UE-46148 Change 3718855 by Lauren.Ridge Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options. Change 3718932 by Cody.Albert Update ActorSequence plugin loading phase to PreDefault #jira UE-51612 Change 3719378 by tim.gautier QAGame: Renamed multiTxt_Justification > UMG_TextJustification. Added additional Text Widgets for testing Change 3719413 by Lauren.Ridge Resubmit of content browser favorites Change 3719803 by Yannick.Lange VREditor: Fix crash with null GEditor #jira UE-50103 Change 3721127 by tim.gautier QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials - Added M_ParamDefaults and MF_ParamDefaults - Moved legacy MeshPaint materials into /Content/Materials/MeshPaint - Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions Change 3721255 by Alexis.Matte Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds. #jira UE-51363 Change 3721594 by Lauren.Ridge Material Blends now have plane mesh previews in their icons. Change 3722072 by tim.gautier QAGame: Updated MF_ParamDefaults - using red channel as roughness Updated M_ParamDefaults - tweaked Scalar values Change 3722180 by Michael.Trepka Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator. #jira UE-25941 Change 3722220 by Michael.Trepka Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly #jira UE-40246 Change 3722806 by Lauren.Ridge Fixing non-editor compiles Change 3722914 by Alexis.Matte Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import. #jira UE-51665 Change 3723446 by Michael.Trepka Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window. #jira UE-48257 Change 3723505 by Matt.Kuhlenschmidt Fix duplicate actors being created for USD primitives that specify a custom actor class Change 3723555 by Matt.Kuhlenschmidt Fix crash loading the gameplayabilities module #jira UE-51693 Change 3723557 by Matt.Kuhlenschmidt Fixed tooltip on viewport dpi scaling option Change 3723870 by Lauren.Ridge Fixing incorrect reset to default visibility, adding clear behavior to fields Change 3723917 by Arciel.Rekman Linux: fix compilation with glibc 2.26+ (UE-51699). - Fixes compilation on Ubuntu 17.10 among others. (Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3723918 by Arciel.Rekman Linux: do not test for popcnt presence unnecessarily (UE-51677). (Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3724229 by Arciel.Rekman Fix FOutputDeviceStdOutput to use printf() on Unix platforms. Change 3724261 by Arciel.Rekman TestPAL: fix thread priority test (zero the counter). Change 3724978 by Arciel.Rekman Linux: fix priority calculation. - Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0. Change 3725382 by Matt.Kuhlenschmidt Guard against crashes and add more logging when actor creation fails. Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed #jira UE-47464 Change 3725559 by Matt.Kuhlenschmidt Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows. Moved some files around for better consistency Change 3725640 by Arciel.Rekman Fix Linux thread/process priorities. - Should also speed up SCW on Linux by deprioritizing them less. Change 3726101 by Matt.Kuhlenschmidt Fix logic bug in USD child "kind" type resolving Change 3726244 by Joe.Graf Added an option to generate a minimal set of targets for cmake files Added shader and config files to cmake file generation for searching within IDEs Change 3726506 by Arciel.Rekman Fix compile issue after DPI change. Change 3726549 by Matt.Kuhlenschmidt Remove unnecessary indirection to cached widgets in the hit test grid Change 3726660 by Arciel.Rekman Enable DPI switch on Linux. Change 3726763 by Arciel.Rekman Fix mismatching "noperspective" qualifier (UE-50807). - Pull request #4080 by TTimo. Change 3727080 by Michael.Trepka Added support for editor's EnableHighDPIAwareness setting on Mac Change 3727658 by Matt.Kuhlenschmidt Fix shutdown crash if level editor is still referenced after the object system has been gc'd #jira UE-51630 Change 3728270 by Matt.Kuhlenschmidt Remove propertyeditor dependency from editorstyle Change 3728291 by Arciel.Rekman Linux: fix for a crash on a headless system (UE-51714). - Preliminary change before merging to 4.18. Change 3728293 by Arciel.Rekman Linux: remove unneeded dependency on CEF. - Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs. Change 3728524 by Michael.Trepka Copy of CL 3725570 Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240) #jira UE-51709 Change 3728875 by Michael.Trepka Fixed compile error in Mac SlateOpenGLContext.cpp Change 3728880 by Matt.Kuhlenschmidt Guard against invalid worlds in thumbnail renderers Change 3728924 by Michael.Trepka Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call. #jira UE-51711 Change 3729288 by Joe.Graf Added the .idea/misc.xml file generation to speed up CLion indexing Change 3729935 by Michael.Dupuis #jira UE-51722: Hide from UI invalid enum values Change 3730234 by Matt.Kuhlenschmidt Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured. #jira UE-51801 Change 3730349 by Michael.Dupuis #jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item Change 3730438 by Lauren.Ridge Cleaning up material layering UI functions Change 3730723 by Jamie.Dale Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers #jira UE-51799 Change 3731008 by Lauren.Ridge Changing Layers and Blends from proxy assets to real assets Change 3731026 by Arciel.Rekman libelf: make elf_end() visible (UE-51843). - This repairs compilation for a case when CUDA is being used. - Also added some missing files for ARM 32-bit. Change 3731081 by Lauren.Ridge New material layer test assets Change 3731186 by Josh.Engebretson Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets #jira UE-50104 Change 3731188 by Mike.Erwin Improve responsiveness of Open Asset dialog. On large projects, there's a noticeable delay when opening and searching/filtering assets. Stopwatch measurements on my machine (seconds for ~122,000 assets): before with this CL ctrl-P 1.4 0.45 search 1.8 0.55 CollectionManagerModule was the main culprit for search/filter slowness. Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation. Change 3731682 by Arciel.Rekman UnrealEd: Allow unattended commandlets to rename/save packages. Change 3732305 by Michael.Dupuis #jira UE-48434 : Only register if the foliage type still has a valid mesh Change 3732361 by Matt.Kuhlenschmidt Fix two settings objects being created in the transient package with the same name #jira UE-51891 Change 3732895 by Josh.Engebretson https://jira.it.epicgames.net/browse/UE-51706 If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC. Adds DDC notification events for check/put and query for whether a shared DDC is in use. #jira UE-51706 Change 3733025 by Arciel.Rekman UBT: make sure new clang versions are invoked. Change 3733311 by Mike.Erwin Fix Linux compile warning from CL 3731188 It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder. Change 3733658 by Josh.Engebretson Add a missing #undef LOCTEXT_NAMESPACE Change 3734003 by Arciel.Rekman Fix Windows attempting to use printf %ls and crashing at that (UE-51934). Change 3734039 by Michael.Trepka Fixed a couple of merge issues in Mac ApplicationCore Change 3734052 by Michael.Trepka One more Mac ApplicationCore fix Change 3734244 by Lauren.Ridge Fix for accessing Slate window on render thread Change 3734950 by Josh.Engebretson Fixing clang warning Change 3734978 by Jamie.Dale Relaxed enum property importing to allow valid numeric values to be imported too This was previously made more strict which caused a regression in Data Table importing #jira UE-51848 Change 3734999 by Arciel.Rekman Linux: add LTO support and more. - Adds ability to use link-time opitimization (reusing current target property bAllowLTCG). - Supports using llvm-ar and lld instead of ar/ranlib and ld. - More build information printed (and in a better organized way). - Native scripts updated to install packages with the appropriate tools on supported systems - AutoSDKs updated to require a new toolchain (already checked in). - Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089 Change 3735268 by Matt.Kuhlenschmidt Added support for canvas based DPI scaling. -Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI -The debug canvas for stats is always dpi scaled in editor and pie. -Eliminated text scaling workaround now that the entire canvas is properly scaled -Enabled canvas scaling in cascade UI Change 3735329 by Matt.Kuhlenschmidt Fix potential crash if an asset editor has an object deleted out from under it #jira UE-51941 Change 3735502 by Arciel.Rekman Fix compile issue (bShouldUpdateScreenPercentage). Change 3735878 by Jamie.Dale Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers. Change 3735881 by Jamie.Dale JsonValue no longer stringifies whole numbers as floats Change 3735884 by Jamie.Dale Only allow enums to import integral values Change 3735912 by Josh.Engebretson Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications #jira UE-48131 Change 3736280 by Matt.Kuhlenschmidt Fix 0 dpi scale for canvases #jira UE-51995 Change 3736298 by Matt.Kuhlenschmidt Force focus of game viewports in vr mode Change 3736374 by Jamie.Dale Fixed some places where input chords were being used without testing that they had a valid key set #jira UE-51799 Change 3738543 by Matt.Kuhlenschmidt Better fix for edit condition crashes #jira UE-51886 Change 3738603 by Lauren.Ridge Copy over of drag and drop non-array onto array fix Change 3739701 by Chris.Babcock Fix crashlytics merge error #jira UE-52064 #ue4 #android [CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
.Font(FCoreStyle::GetDefaultFontStyle("Regular", 16))
.ToolTip(SkeletonTooltip)
]
+SHorizontalBox::Slot()
.FillWidth(1)
.HAlign(HAlign_Left)
.VAlign(VAlign_Center)
[
IDocumentation::Get()->CreateAnchor(FString("Engine/Animation/Skeleton"))
]
]
+SVerticalBox::Slot()
.AutoHeight()
.Padding(2, 10)
.HAlign(HAlign_Fill)
[
SNew(SSeparator)
.Orientation(Orient_Horizontal)
]
+SVerticalBox::Slot()
.AutoHeight()
.Padding(2)
.HAlign(HAlign_Fill)
[
SNew(STextBlock)
.Text(LOCTEXT("CurrentlySelectedSkeletonLabel", "Currently Selected : "))
]
+SVerticalBox::Slot()
.AutoHeight()
.Padding(2)
.HAlign(HAlign_Fill)
[
SNew(STextBlock)
.Text(FText::FromString(Object->GetFullName()))
]
]
+SVerticalBox::Slot() .FillHeight(1) .Padding(2)
[
SNew(SBorder)
.Content()
[
ContentBrowserModule.Get().CreateAssetPicker(AssetPickerConfig)
]
]
+SVerticalBox::Slot() .FillHeight(1) .Padding(2)
.Expose(BonePairSlot)
];
// Construct the BonePairSlot by clearing the skeleton selection.
SkeletonSelectionChanged(FAssetData());
}
void SSkeletonCompareWidget::SkeletonSelectionChanged(const FAssetData& AssetData)
{
BonePairList.Empty();
CurSelectedSkeleton = Cast<USkeleton>(AssetData.GetAsset());
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2994668) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2970637 on 2016/05/09 by Martin.Wilson Fix incorrect conflict resolve in merge from main Change 2976393 on 2016/05/12 by Zak.Middleton #ue4 - Set AudioComponent bUseAttachParentBounds=true to reduce cost of transform updates (avoids virtual CalcBounds() when transform changes). #tests PIE w/ audio Change 2976770 on 2016/05/13 by Lina.Halper Improvement on mirroring fix branch #code review: Zak.Middleton Change 2976774 on 2016/05/13 by Lukasz.Furman fixed missing memory callbacks for instanced behavior tree nodes #jira UE-30305 Change 2976775 on 2016/05/13 by Lukasz.Furman fixed multiple calls to behavior tree's instance cleanup #jira UE-30593 Change 2976801 on 2016/05/13 by Jon.Nabozny Add an optional argument FSkeletalMeshMerge. When set to EMeshBufferAccess::ForceCPUAndGPU, keeps a reference to the vertex buffer on CPU (e.g. for spawning particle effects). #JIRA UE-30405 Change 2976985 on 2016/05/13 by Jon.Nabozny Fix initializer list ordering for FSkeletalMeshMerge. Change 2977532 on 2016/05/13 by Marc.Audy PR #2348: [Local Multiplayer] Gamepad player assignment improvements (Contributed by kukiric) #jira UE-30162 Change 2977637 on 2016/05/13 by Marc.Audy Add Get/Set controller ID for a player in gameplay statics #jira UE-28718 Change 2979387 on 2016/05/16 by Jon.Nabozny Initialize FBox used to store results for CalculateQuatACF96Bounds. #JIRA UE-30846 Change 2979968 on 2016/05/17 by bruce.nesbit Added comment in FCanvasLineItem to warn only SE_BLEND_Opaque will be used when rendering. Change 2979969 on 2016/05/17 by bruce.nesbit Added comment in AddLine/AddPoint to warn only SE_BLEND_Opaque will be used when rendering. Change 2980271 on 2016/05/17 by Lina.Halper Improved comment #code review: Benn.Gallagher Change 2980317 on 2016/05/17 by Lukasz.Furman removing NavCollision from static mesh on property change and PostLoad if static mesh is not supposed to have one #ue4 Change 2980717 on 2016/05/17 by Zak.Middleton #ue4 - Optimize UCapsuleComponent::CalcBounds() to remove sqrt and use tighter bounding sphere radius. Change 2981193 on 2016/05/17 by Lukasz.Furman fixed missing observers in behavior tree when dynamic subtree is changed while waiting for full restart (out of nodes) #ue4 Change 2981927 on 2016/05/18 by Lina.Halper - Remove vertex animation code - Removing UVertexAnimation - Fixed reinitialization issue that was triggered by SetVertexAnimation - todo: consolidate UMorphtarget and UVertexAnimBase #code review: James.Golding, Martin.Wilson Change 2981957 on 2016/05/18 by Lina.Halper Add recursive stack check on update animation #code review: Martin.Wilson Change 2982116 on 2016/05/18 by Benn.Gallagher Removed optimize macros accidentally left after bounds extension feature for skel meshes Change 2982255 on 2016/05/18 by Jon.Nabozny FSkeletalMeshMerge constructor "MeshBufferAccess" default should be EMeshBufferAccess:Default instead of EMeshBufferAccess::ForceCPUAndGPU. Change 2982607 on 2016/05/18 by Marc.Audy Cleanup places calling GetWorld() multiple times Change 2982621 on 2016/05/18 by Marc.Audy Make UActorComponent::GetWorld final and inlined to avoid unnecessary function calls Put uncached logic in to a separate function Change 2983424 on 2016/05/19 by Marc.Audy Minor tweaks to reduce GetWorld calls Change 2983465 on 2016/05/19 by Lina.Halper Combine VertexAnimBase and MorphTarget to just MorphTarget - VertexAnimBase is gone - Modified most of VertexAnim to MorphTarget - Removed state, time related data #code review: James.Golding, Rolando.Caloca Change 2983609 on 2016/05/19 by Marc.Audy Inline AActor::GetLevel Half GetWorld() calls from AActor::GetNetMode() Change 2983772 on 2016/05/19 by Marc.Audy Fix Mac compile Change 2983931 on 2016/05/19 by Marc.Audy Remove pointless AccelMouse function Change 2984061 on 2016/05/19 by Marc.Audy Reorg some headers to fix compilation issues Change 2984409 on 2016/05/19 by Aaron.McLeran #jira UE-31049 Updating the Oculus Audio SDK to vs 1.02 Implementing 2984316 from Releases/4.12 to Dev-Framework Change 2984574 on 2016/05/19 by Aaron.McLeran Fix for platform headroom scalar. Using correct dB to linear formula (not one for power) dB = 20 * log(Linear), not dB = 10 * log(Linear) Change 2985041 on 2016/05/20 by Jon.Nabozny ConvertQueryOverlap only returns the base actor if multiple actors have bSimulatePhysics enabled and are welded together. #JIRA UE-30484 Change 2985118 on 2016/05/20 by Marc.Audy Another attempt to convince Mac to build Change 2985192 on 2016/05/20 by Marc.Audy Properly forward declare ABrush Change 2985724 on 2016/05/20 by Zak.Middleton #ue4 - Optimize NaN and Infinite checks for FVector, FQuat, FRotator, FMatrix, FTransform. SIMD version VectorContainsNaNOrInfinite() also optimized on relevant platforms. Added startup tests for VectorContainsNaNOrInfinite(). - All our "ContainsNaN()" tests are in fact "IsNaN() || IsInfinite()", which is the same as "!IsFinite()", so exploited this to simplify the tests. Both NaN and +/-Inf are not finite (http://en.cppreference.com/w/cpp/numeric/math/isfinite). In the future we should rename ContainsNaN(). - Still need to audit some uses in shipping configs. #jira UE-30999 Change 2986016 on 2016/05/20 by Zak.Middleton #ue4 - Fix uint32 used for int32 values. Behavior was unaffected. Change 2986017 on 2016/05/20 by Zak.Middleton #ue4 - Fix overlaps being dropped from within a FScopedMoveUpdate when rotation occurs. Remove invalid assert. Change 2986833 on 2016/05/23 by Zak.Middleton #ue4 - Move ETeleportType from ActorComponent.h to EngineTypes.h. Add comment to FHitResult for ImpactPoint when it's penetrating. Change 2986916 on 2016/05/23 by Rolando.Caloca DF - GPU morph targets proof of concept - Disabled by default - Not compatible with gpu skin cache - No extra memory required yet until it's used; creates buffers per frame (very slow!) Change 2987539 on 2016/05/23 by Rolando.Caloca DF - Remove unused member and downgrade FActiveMorphTarget to not be a USTRUCT Change 2987981 on 2016/05/24 by James.Golding PR #2162 : Exported AAudioVolume so that projects can derive custom classes. https://github.com/EpicGames/UnrealEngine/pull/2162 #github 2162 #jira UE-28533 Change 2987982 on 2016/05/24 by James.Golding PR #2318 : Fix memory allocation in CustomMeshComponent.cpp https://github.com/EpicGames/UnrealEngine/pull/2318 #github 2318 #jira UE-29864 Change 2987983 on 2016/05/24 by James.Golding Merging engine changes back from GDC demo: - Export FFIRFilterTimeBased from Engine module - Add FFIRFilterTimeBased::SetWindowDuration - Add FBaseCompactPose::CopyBonesTo Change 2987984 on 2016/05/24 by James.Golding UE-30137 No longer include collision in StatiMeshComponent bounds (bounds no longer user for any collision calculation) Change 2987985 on 2016/05/24 by James.Golding UE-27801 Export ConvertToCollisionChannel, ConvertToObjectType, and ConvertToTraceType members of UCollisionProfile Change 2987987 on 2016/05/24 by James.Golding OR-17910 : Support 'show collision' in Test configuration Change 2988123 on 2016/05/24 by Jon.Nabozny Prevent FBodyInstance::Weld causing duplicate PhsyXShapes to be created / added to ShapeToBodiesMap when toggling SimulatePhysics on PrimitiveComponent. #JIRA UE-31189 Change 2988449 on 2016/05/24 by Rolando.Caloca DF - Split FActiveMorphTarget's weight into its own array in prep for GPU friendly data Change 2988485 on 2016/05/24 by Jon.Nabozny Swap order of setRigidBodyFlag and setRigidDynamicFlag inside UpdateInstanceSimulatePhysics to prevent PhysX error about Kinematic bodies not using CCD. #JIRA UE-30993 Change 2988969 on 2016/05/24 by Rolando.Caloca DF - GPU morph targets - Enable using r.MorphTarget.Mode 1 Change 2989645 on 2016/05/25 by Marc.Audy Apply CL# 2989481 to Dev-Framework #jira UE-31055 Change 2989987 on 2016/05/25 by Wes.Hunt Redo of CL#2982707 2982716 2982723 2983780 2983864 from //Orion/Dev-General in preparation for continuing Analytics refactor in a Dev branch. AnalyticsET support for arbitrary Json events. * AnalyticsET supports a new API, RecordEventJson. * API supports rvalue refs to avoid unnecessary copies of the attribute array. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982707 by Wes.Hunt on 2016/05/18 17:22:20. Remove Analytics code to divert legacy code to source data collector. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982716 by Wes.Hunt on 2016/05/18 17:27:25. Analytics no longer adds IsEditor attribute to all events. Wasn't actually used by anyone anymore. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982723 by Wes.Hunt on 2016/05/18 17:29:40. Modernize FAnalyticsEventAttribute usage. Replaced FAnalyticsEventAttribute various ctors with a perfect forwarding one that can convert them to strings. * The Name must be convertible to a string * The value must be convertible to a string via an AnalyticsConversion::ToString() overload. * Added/expanded the supported conversions to strings to analytics attribute values. See AnalyticsConversion.h which contains all the previously supported conversions and more. Added MakeAnalyticsEventAttributeArray(), which uses variadic templates to create an array of event attributes inline, which can be passed to RecordEvent[Json] and efficiently taken ownership of: RecordEvent("EventName", MakeAnalyticsEventAttributeArray( "Attr1", false, "Attr2", 42.0, "Attr3", SomeMap, "Attr4", SomeArray); #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983780 by Wes.Hunt on 2016/05/19 13:51:48. Added missing assignment copy/move ops to FAnalyticsEventAttribute. Doh, should have looked at more usages of PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS... #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983864 by Wes.Hunt on 2016/05/19 14:17:05. Change 2989988 on 2016/05/25 by Wes.Hunt Fix usage of FAnalyticsEventAttribute constructor using a bitfield that was invalidated by the change to make FAnalyticsEventAttribute use a perfect forwarding constructor. bitfields cannot be perfect-forwarded... :( Change 2990493 on 2016/05/25 by Joe.Graf Added tooltips to the collision analyzer's buttons #CodeReview: james.golding Change 2991064 on 2016/05/26 by James.Golding - Remove many Animation headers from Engine.h - Remove AnimationAsset.h from SkeletalMeshComponent.h, Character.h, CharacterMovementComponent.h Change 2991113 on 2016/05/26 by Benn.Gallagher Fixed edge case in random sequence player where we might trigger an extra loop when waiting on a blend to finish. And made it impossible for a shuffle list to start with the animation that is currently playing (seemingly duplicating the anim). Change 2991163 on 2016/05/26 by Rolando.Caloca DF - Rename and refactor some morph target compute shader in prep for interop with skin cache Change 2991167 on 2016/05/26 by Jon.Nabozny Add `#include "DataTable.h"` to GameplayTagsManager.h. FGameplayTagTableRow is derived from FTableRowBase which isn't necessarily included. This issue is hidden in most cases as "Engine.h" includes "DataTable.h". Change 2991183 on 2016/05/26 by Wes.Hunt Disable general forwarding constructor for AnalyticsEventAttribute for non arithmetic types, so they are free to choose other overloads more appropriately. Change 2991199 on 2016/05/26 by Wes.Hunt Drastically reducing the headers dependencies on analytics headers. Analytics headers no longer appear in PCH files, and rarely if ever appear in a header file. IAnalyticsProviderModule.h only touches 8 source files. Analytics.h only touches 8 source files. IAnalyticsProvider.h only touches 5 headers and 97 source files. AnalyticsET.h only touches 12 source files. Change 2991301 on 2016/05/26 by James.Golding Fix CIS for Fortnite Change 2991319 on 2016/05/26 by James.Golding Fix CIS for Orion Change 2991373 on 2016/05/26 by Joe.Graf Tweaked the tooltip text for the collision analyzer record button to be correct for both states Added a common button style so that the buttons have a consistent look #CodeReview: james.golding Change 2991401 on 2016/05/26 by James.Golding Fix UT CIS Change 2991406 on 2016/05/26 by James.Golding Fix Ocean CIS Change 2991491 on 2016/05/26 by Lina.Halper Moved MorphTarget.h - Checked in modified functions fo AnimationRuntime for other features coming up - Should not change any behavior of existing content #code review: James.Golding, Rolando.Caloca Change 2991494 on 2016/05/26 by Wes.Hunt Fix for Unity error in AnalyticsET module after hedaer dependency reduction Change 2991503 on 2016/05/26 by Jon.Nabozny Fix issue where FConstraintInstance (inside UPhysicsConstraintComponent) is not editable in InstanceEditor but is editable in BlueprintEditor. #JIRA UE-31267 Change 2991562 on 2016/05/26 by Zak.Middleton #ue4 - Reduce allocations during movement and overlap queries and when grabbing shapes from physx actors. Change 2991586 on 2016/05/26 by James.Golding More CIS fixes for Orion and Fortnite Change 2991673 on 2016/05/26 by Wes.Hunt Another non-unity fix for Analytics include dependency reduction. Change 2991733 on 2016/05/26 by Zak.Middleton #dev - Test map, 50 walking dudes. Change 2991781 on 2016/05/26 by Lina.Halper Back out revision 15 from //UE4/Dev-Framework/Engine/Source/Runtime/Engine/Private/Animation/AnimationRuntime.cpp - Back out a part of changes that I didn't mean to check in. Change 2991922 on 2016/05/26 by Zak.Middleton #ue4 - Maybe fix Mac build. Change 2991957 on 2016/05/26 by Joe.Graf Fixed the collision analyzer file open text (said project instead of collision) Change 2991991 on 2016/05/26 by Lina.Halper Fix compile error Change 2992089 on 2016/05/26 by Zak.Middleton #ue4 - Fix Mac/PS4 build. Change 2992108 on 2016/05/26 by Wes.Hunt Yet another non-unity fix for Analytics header inclusion reduction. Change 2992190 on 2016/05/26 by Zak.Middleton #ue4 - Mark FHitResult, FOverlapResult, FOverlapInfo as POD types. Avoids destructors etc when in TArrays. Change 2992593 on 2016/05/27 by Martin.Wilson Build fixes for non editor platforms Change 2992885 on 2016/05/27 by Rolando.Caloca DF - Fix crash on thumbnails #jira UE-31398 Change 2993058 on 2016/05/27 by Lukasz.Furman fixed behavior tree getting stuck on ResumeLogic call #jira OR-22498 Change 2993064 on 2016/05/27 by Zak.Middleton #ue4 - Fix root motion network corrections not clearing root motion data. udn: https://udn.unrealengine.com/questions/294985/jittering-in-character-movement-during-networked-m.html #jira UE-31316 Change 2993215 on 2016/05/27 by Lukasz.Furman gameplay debugger fixes: navmesh rendering is not hidden after disabling tool, player stuck in spectator mode after disabling tool, confusing version description for categories without data packs added replicated input bindings for debugger's categories #ue4 Change 2993521 on 2016/05/27 by Zak.Middleton #ue4 - Reduce allocations in UI Canvas items. Change 2993995 on 2016/05/30 by Mieszko.Zielinski Temporary fix for BBKeySelector not handling properly multiple UObject subtypes #UE4 #jira UE-31435 Change 2993998 on 2016/05/30 by Mieszko.Zielinski Improves handling of a special case in EQS score normalization, where all items have the same score #UE4 We used to set the normalized score of 1 for all items, which was counter intuitive if all items have scored 0 in an unnormalized test. The improve handling detects that and assigns score of 0 in that case. Change 2993999 on 2016/05/30 by Mieszko.Zielinski Fixed FEQSParametrizedQueryExecutionRequest converting non-BB values into EQS params wrong #UE4 Change 2994000 on 2016/05/30 by Mieszko.Zielinski Exposed UNavigationInvokerComponent as part of ENGINE_API so that it can be spawned procedurally in C++ in game specific code #UE4 Change 2994003 on 2016/05/30 by Mieszko.Zielinski Fixed naming of console variable controllin v-logging of FGameplayAttribute #UE4 The old name was copy-pasted from somewhere. Change 2994007 on 2016/05/30 by Mieszko.Zielinski Fixed unregistering listeners from perception system not clearing up all data #UE4 Also, introduced two precisely named functions, GetCurrentlyPerceivedActors and GetKnownPerceivedActors to replace ambiguous GetPerceivedActors Also, renamed UAIPerceptionComponent::TActorPerceptionContainer to UAIPerceptionComponent::FActorPerceptionContainer Change 2994475 on 2016/05/31 by Wes.Hunt Fix Unity build failure for analytics inclusion reduction for IOSFlurry. [CL 2994701 by Marc Audy in Main branch]
2016-05-31 13:51:34 -04:00
if (CurSelectedSkeleton != nullptr)
{
for (int32 I=0; I<BoneNames.Num(); ++I)
{
if ( CurSelectedSkeleton->GetReferenceSkeleton().FindBoneIndex(BoneNames[I]) != INDEX_NONE )
{
BonePairList.Add( MakeShareable(new FBoneTrackPair(BoneNames[I], BoneNames[I])) );
}
else
{
BonePairList.Add( MakeShareable(new FBoneTrackPair(BoneNames[I], TEXT(""))) );
}
}
(*BonePairSlot)
[
SNew(SBorder) .Padding(2)
.Content()
[
SNew(SListView< TSharedPtr<FBoneTrackPair> >)
.OnGenerateRow(this, &SSkeletonCompareWidget::GenerateBonePairRow)
.ListItemsSource(&BonePairList)
.HeaderRow
(
SNew(SHeaderRow)
+SHeaderRow::Column(TEXT("Curretly Selected"))
.DefaultLabel(NSLOCTEXT("SkeletonWidget", "CurrentlySelected", "Currently Selected"))
+SHeaderRow::Column(TEXT("Target Skeleton Bone"))
.DefaultLabel(NSLOCTEXT("SkeletonWidget", "TargetSkeletonBone", "Target Skeleton Bone"))
)
]
];
}
else
{
(*BonePairSlot)
[
SNew(SBorder) .Padding(2)
.Content()
[
SNew(STextBlock)
.Text(LOCTEXT("NoSkeletonSelectedLabel", "No skeleton is selected!"))
]
];
}
}
void SSkeletonSelectorWindow::Construct(const FArguments& InArgs)
{
UObject* Object = InArgs._Object;
WidgetWindow = InArgs._WidgetWindow;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2994668) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2970637 on 2016/05/09 by Martin.Wilson Fix incorrect conflict resolve in merge from main Change 2976393 on 2016/05/12 by Zak.Middleton #ue4 - Set AudioComponent bUseAttachParentBounds=true to reduce cost of transform updates (avoids virtual CalcBounds() when transform changes). #tests PIE w/ audio Change 2976770 on 2016/05/13 by Lina.Halper Improvement on mirroring fix branch #code review: Zak.Middleton Change 2976774 on 2016/05/13 by Lukasz.Furman fixed missing memory callbacks for instanced behavior tree nodes #jira UE-30305 Change 2976775 on 2016/05/13 by Lukasz.Furman fixed multiple calls to behavior tree's instance cleanup #jira UE-30593 Change 2976801 on 2016/05/13 by Jon.Nabozny Add an optional argument FSkeletalMeshMerge. When set to EMeshBufferAccess::ForceCPUAndGPU, keeps a reference to the vertex buffer on CPU (e.g. for spawning particle effects). #JIRA UE-30405 Change 2976985 on 2016/05/13 by Jon.Nabozny Fix initializer list ordering for FSkeletalMeshMerge. Change 2977532 on 2016/05/13 by Marc.Audy PR #2348: [Local Multiplayer] Gamepad player assignment improvements (Contributed by kukiric) #jira UE-30162 Change 2977637 on 2016/05/13 by Marc.Audy Add Get/Set controller ID for a player in gameplay statics #jira UE-28718 Change 2979387 on 2016/05/16 by Jon.Nabozny Initialize FBox used to store results for CalculateQuatACF96Bounds. #JIRA UE-30846 Change 2979968 on 2016/05/17 by bruce.nesbit Added comment in FCanvasLineItem to warn only SE_BLEND_Opaque will be used when rendering. Change 2979969 on 2016/05/17 by bruce.nesbit Added comment in AddLine/AddPoint to warn only SE_BLEND_Opaque will be used when rendering. Change 2980271 on 2016/05/17 by Lina.Halper Improved comment #code review: Benn.Gallagher Change 2980317 on 2016/05/17 by Lukasz.Furman removing NavCollision from static mesh on property change and PostLoad if static mesh is not supposed to have one #ue4 Change 2980717 on 2016/05/17 by Zak.Middleton #ue4 - Optimize UCapsuleComponent::CalcBounds() to remove sqrt and use tighter bounding sphere radius. Change 2981193 on 2016/05/17 by Lukasz.Furman fixed missing observers in behavior tree when dynamic subtree is changed while waiting for full restart (out of nodes) #ue4 Change 2981927 on 2016/05/18 by Lina.Halper - Remove vertex animation code - Removing UVertexAnimation - Fixed reinitialization issue that was triggered by SetVertexAnimation - todo: consolidate UMorphtarget and UVertexAnimBase #code review: James.Golding, Martin.Wilson Change 2981957 on 2016/05/18 by Lina.Halper Add recursive stack check on update animation #code review: Martin.Wilson Change 2982116 on 2016/05/18 by Benn.Gallagher Removed optimize macros accidentally left after bounds extension feature for skel meshes Change 2982255 on 2016/05/18 by Jon.Nabozny FSkeletalMeshMerge constructor "MeshBufferAccess" default should be EMeshBufferAccess:Default instead of EMeshBufferAccess::ForceCPUAndGPU. Change 2982607 on 2016/05/18 by Marc.Audy Cleanup places calling GetWorld() multiple times Change 2982621 on 2016/05/18 by Marc.Audy Make UActorComponent::GetWorld final and inlined to avoid unnecessary function calls Put uncached logic in to a separate function Change 2983424 on 2016/05/19 by Marc.Audy Minor tweaks to reduce GetWorld calls Change 2983465 on 2016/05/19 by Lina.Halper Combine VertexAnimBase and MorphTarget to just MorphTarget - VertexAnimBase is gone - Modified most of VertexAnim to MorphTarget - Removed state, time related data #code review: James.Golding, Rolando.Caloca Change 2983609 on 2016/05/19 by Marc.Audy Inline AActor::GetLevel Half GetWorld() calls from AActor::GetNetMode() Change 2983772 on 2016/05/19 by Marc.Audy Fix Mac compile Change 2983931 on 2016/05/19 by Marc.Audy Remove pointless AccelMouse function Change 2984061 on 2016/05/19 by Marc.Audy Reorg some headers to fix compilation issues Change 2984409 on 2016/05/19 by Aaron.McLeran #jira UE-31049 Updating the Oculus Audio SDK to vs 1.02 Implementing 2984316 from Releases/4.12 to Dev-Framework Change 2984574 on 2016/05/19 by Aaron.McLeran Fix for platform headroom scalar. Using correct dB to linear formula (not one for power) dB = 20 * log(Linear), not dB = 10 * log(Linear) Change 2985041 on 2016/05/20 by Jon.Nabozny ConvertQueryOverlap only returns the base actor if multiple actors have bSimulatePhysics enabled and are welded together. #JIRA UE-30484 Change 2985118 on 2016/05/20 by Marc.Audy Another attempt to convince Mac to build Change 2985192 on 2016/05/20 by Marc.Audy Properly forward declare ABrush Change 2985724 on 2016/05/20 by Zak.Middleton #ue4 - Optimize NaN and Infinite checks for FVector, FQuat, FRotator, FMatrix, FTransform. SIMD version VectorContainsNaNOrInfinite() also optimized on relevant platforms. Added startup tests for VectorContainsNaNOrInfinite(). - All our "ContainsNaN()" tests are in fact "IsNaN() || IsInfinite()", which is the same as "!IsFinite()", so exploited this to simplify the tests. Both NaN and +/-Inf are not finite (http://en.cppreference.com/w/cpp/numeric/math/isfinite). In the future we should rename ContainsNaN(). - Still need to audit some uses in shipping configs. #jira UE-30999 Change 2986016 on 2016/05/20 by Zak.Middleton #ue4 - Fix uint32 used for int32 values. Behavior was unaffected. Change 2986017 on 2016/05/20 by Zak.Middleton #ue4 - Fix overlaps being dropped from within a FScopedMoveUpdate when rotation occurs. Remove invalid assert. Change 2986833 on 2016/05/23 by Zak.Middleton #ue4 - Move ETeleportType from ActorComponent.h to EngineTypes.h. Add comment to FHitResult for ImpactPoint when it's penetrating. Change 2986916 on 2016/05/23 by Rolando.Caloca DF - GPU morph targets proof of concept - Disabled by default - Not compatible with gpu skin cache - No extra memory required yet until it's used; creates buffers per frame (very slow!) Change 2987539 on 2016/05/23 by Rolando.Caloca DF - Remove unused member and downgrade FActiveMorphTarget to not be a USTRUCT Change 2987981 on 2016/05/24 by James.Golding PR #2162 : Exported AAudioVolume so that projects can derive custom classes. https://github.com/EpicGames/UnrealEngine/pull/2162 #github 2162 #jira UE-28533 Change 2987982 on 2016/05/24 by James.Golding PR #2318 : Fix memory allocation in CustomMeshComponent.cpp https://github.com/EpicGames/UnrealEngine/pull/2318 #github 2318 #jira UE-29864 Change 2987983 on 2016/05/24 by James.Golding Merging engine changes back from GDC demo: - Export FFIRFilterTimeBased from Engine module - Add FFIRFilterTimeBased::SetWindowDuration - Add FBaseCompactPose::CopyBonesTo Change 2987984 on 2016/05/24 by James.Golding UE-30137 No longer include collision in StatiMeshComponent bounds (bounds no longer user for any collision calculation) Change 2987985 on 2016/05/24 by James.Golding UE-27801 Export ConvertToCollisionChannel, ConvertToObjectType, and ConvertToTraceType members of UCollisionProfile Change 2987987 on 2016/05/24 by James.Golding OR-17910 : Support 'show collision' in Test configuration Change 2988123 on 2016/05/24 by Jon.Nabozny Prevent FBodyInstance::Weld causing duplicate PhsyXShapes to be created / added to ShapeToBodiesMap when toggling SimulatePhysics on PrimitiveComponent. #JIRA UE-31189 Change 2988449 on 2016/05/24 by Rolando.Caloca DF - Split FActiveMorphTarget's weight into its own array in prep for GPU friendly data Change 2988485 on 2016/05/24 by Jon.Nabozny Swap order of setRigidBodyFlag and setRigidDynamicFlag inside UpdateInstanceSimulatePhysics to prevent PhysX error about Kinematic bodies not using CCD. #JIRA UE-30993 Change 2988969 on 2016/05/24 by Rolando.Caloca DF - GPU morph targets - Enable using r.MorphTarget.Mode 1 Change 2989645 on 2016/05/25 by Marc.Audy Apply CL# 2989481 to Dev-Framework #jira UE-31055 Change 2989987 on 2016/05/25 by Wes.Hunt Redo of CL#2982707 2982716 2982723 2983780 2983864 from //Orion/Dev-General in preparation for continuing Analytics refactor in a Dev branch. AnalyticsET support for arbitrary Json events. * AnalyticsET supports a new API, RecordEventJson. * API supports rvalue refs to avoid unnecessary copies of the attribute array. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982707 by Wes.Hunt on 2016/05/18 17:22:20. Remove Analytics code to divert legacy code to source data collector. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982716 by Wes.Hunt on 2016/05/18 17:27:25. Analytics no longer adds IsEditor attribute to all events. Wasn't actually used by anyone anymore. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982723 by Wes.Hunt on 2016/05/18 17:29:40. Modernize FAnalyticsEventAttribute usage. Replaced FAnalyticsEventAttribute various ctors with a perfect forwarding one that can convert them to strings. * The Name must be convertible to a string * The value must be convertible to a string via an AnalyticsConversion::ToString() overload. * Added/expanded the supported conversions to strings to analytics attribute values. See AnalyticsConversion.h which contains all the previously supported conversions and more. Added MakeAnalyticsEventAttributeArray(), which uses variadic templates to create an array of event attributes inline, which can be passed to RecordEvent[Json] and efficiently taken ownership of: RecordEvent("EventName", MakeAnalyticsEventAttributeArray( "Attr1", false, "Attr2", 42.0, "Attr3", SomeMap, "Attr4", SomeArray); #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983780 by Wes.Hunt on 2016/05/19 13:51:48. Added missing assignment copy/move ops to FAnalyticsEventAttribute. Doh, should have looked at more usages of PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS... #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983864 by Wes.Hunt on 2016/05/19 14:17:05. Change 2989988 on 2016/05/25 by Wes.Hunt Fix usage of FAnalyticsEventAttribute constructor using a bitfield that was invalidated by the change to make FAnalyticsEventAttribute use a perfect forwarding constructor. bitfields cannot be perfect-forwarded... :( Change 2990493 on 2016/05/25 by Joe.Graf Added tooltips to the collision analyzer's buttons #CodeReview: james.golding Change 2991064 on 2016/05/26 by James.Golding - Remove many Animation headers from Engine.h - Remove AnimationAsset.h from SkeletalMeshComponent.h, Character.h, CharacterMovementComponent.h Change 2991113 on 2016/05/26 by Benn.Gallagher Fixed edge case in random sequence player where we might trigger an extra loop when waiting on a blend to finish. And made it impossible for a shuffle list to start with the animation that is currently playing (seemingly duplicating the anim). Change 2991163 on 2016/05/26 by Rolando.Caloca DF - Rename and refactor some morph target compute shader in prep for interop with skin cache Change 2991167 on 2016/05/26 by Jon.Nabozny Add `#include "DataTable.h"` to GameplayTagsManager.h. FGameplayTagTableRow is derived from FTableRowBase which isn't necessarily included. This issue is hidden in most cases as "Engine.h" includes "DataTable.h". Change 2991183 on 2016/05/26 by Wes.Hunt Disable general forwarding constructor for AnalyticsEventAttribute for non arithmetic types, so they are free to choose other overloads more appropriately. Change 2991199 on 2016/05/26 by Wes.Hunt Drastically reducing the headers dependencies on analytics headers. Analytics headers no longer appear in PCH files, and rarely if ever appear in a header file. IAnalyticsProviderModule.h only touches 8 source files. Analytics.h only touches 8 source files. IAnalyticsProvider.h only touches 5 headers and 97 source files. AnalyticsET.h only touches 12 source files. Change 2991301 on 2016/05/26 by James.Golding Fix CIS for Fortnite Change 2991319 on 2016/05/26 by James.Golding Fix CIS for Orion Change 2991373 on 2016/05/26 by Joe.Graf Tweaked the tooltip text for the collision analyzer record button to be correct for both states Added a common button style so that the buttons have a consistent look #CodeReview: james.golding Change 2991401 on 2016/05/26 by James.Golding Fix UT CIS Change 2991406 on 2016/05/26 by James.Golding Fix Ocean CIS Change 2991491 on 2016/05/26 by Lina.Halper Moved MorphTarget.h - Checked in modified functions fo AnimationRuntime for other features coming up - Should not change any behavior of existing content #code review: James.Golding, Rolando.Caloca Change 2991494 on 2016/05/26 by Wes.Hunt Fix for Unity error in AnalyticsET module after hedaer dependency reduction Change 2991503 on 2016/05/26 by Jon.Nabozny Fix issue where FConstraintInstance (inside UPhysicsConstraintComponent) is not editable in InstanceEditor but is editable in BlueprintEditor. #JIRA UE-31267 Change 2991562 on 2016/05/26 by Zak.Middleton #ue4 - Reduce allocations during movement and overlap queries and when grabbing shapes from physx actors. Change 2991586 on 2016/05/26 by James.Golding More CIS fixes for Orion and Fortnite Change 2991673 on 2016/05/26 by Wes.Hunt Another non-unity fix for Analytics include dependency reduction. Change 2991733 on 2016/05/26 by Zak.Middleton #dev - Test map, 50 walking dudes. Change 2991781 on 2016/05/26 by Lina.Halper Back out revision 15 from //UE4/Dev-Framework/Engine/Source/Runtime/Engine/Private/Animation/AnimationRuntime.cpp - Back out a part of changes that I didn't mean to check in. Change 2991922 on 2016/05/26 by Zak.Middleton #ue4 - Maybe fix Mac build. Change 2991957 on 2016/05/26 by Joe.Graf Fixed the collision analyzer file open text (said project instead of collision) Change 2991991 on 2016/05/26 by Lina.Halper Fix compile error Change 2992089 on 2016/05/26 by Zak.Middleton #ue4 - Fix Mac/PS4 build. Change 2992108 on 2016/05/26 by Wes.Hunt Yet another non-unity fix for Analytics header inclusion reduction. Change 2992190 on 2016/05/26 by Zak.Middleton #ue4 - Mark FHitResult, FOverlapResult, FOverlapInfo as POD types. Avoids destructors etc when in TArrays. Change 2992593 on 2016/05/27 by Martin.Wilson Build fixes for non editor platforms Change 2992885 on 2016/05/27 by Rolando.Caloca DF - Fix crash on thumbnails #jira UE-31398 Change 2993058 on 2016/05/27 by Lukasz.Furman fixed behavior tree getting stuck on ResumeLogic call #jira OR-22498 Change 2993064 on 2016/05/27 by Zak.Middleton #ue4 - Fix root motion network corrections not clearing root motion data. udn: https://udn.unrealengine.com/questions/294985/jittering-in-character-movement-during-networked-m.html #jira UE-31316 Change 2993215 on 2016/05/27 by Lukasz.Furman gameplay debugger fixes: navmesh rendering is not hidden after disabling tool, player stuck in spectator mode after disabling tool, confusing version description for categories without data packs added replicated input bindings for debugger's categories #ue4 Change 2993521 on 2016/05/27 by Zak.Middleton #ue4 - Reduce allocations in UI Canvas items. Change 2993995 on 2016/05/30 by Mieszko.Zielinski Temporary fix for BBKeySelector not handling properly multiple UObject subtypes #UE4 #jira UE-31435 Change 2993998 on 2016/05/30 by Mieszko.Zielinski Improves handling of a special case in EQS score normalization, where all items have the same score #UE4 We used to set the normalized score of 1 for all items, which was counter intuitive if all items have scored 0 in an unnormalized test. The improve handling detects that and assigns score of 0 in that case. Change 2993999 on 2016/05/30 by Mieszko.Zielinski Fixed FEQSParametrizedQueryExecutionRequest converting non-BB values into EQS params wrong #UE4 Change 2994000 on 2016/05/30 by Mieszko.Zielinski Exposed UNavigationInvokerComponent as part of ENGINE_API so that it can be spawned procedurally in C++ in game specific code #UE4 Change 2994003 on 2016/05/30 by Mieszko.Zielinski Fixed naming of console variable controllin v-logging of FGameplayAttribute #UE4 The old name was copy-pasted from somewhere. Change 2994007 on 2016/05/30 by Mieszko.Zielinski Fixed unregistering listeners from perception system not clearing up all data #UE4 Also, introduced two precisely named functions, GetCurrentlyPerceivedActors and GetKnownPerceivedActors to replace ambiguous GetPerceivedActors Also, renamed UAIPerceptionComponent::TActorPerceptionContainer to UAIPerceptionComponent::FActorPerceptionContainer Change 2994475 on 2016/05/31 by Wes.Hunt Fix Unity build failure for analytics inclusion reduction for IOSFlurry. [CL 2994701 by Marc Audy in Main branch]
2016-05-31 13:51:34 -04:00
SelectedSkeleton = nullptr;
if (Object == nullptr)
{
ConstructWindow();
}
else if (Object->IsA(USkeletalMesh::StaticClass()))
{
ConstructWindowFromMesh(CastChecked<USkeletalMesh>(Object));
}
else if (Object->IsA(UAnimSet::StaticClass()))
{
ConstructWindowFromAnimSet(CastChecked<UAnimSet>(Object));
}
}
void SSkeletonSelectorWindow::ConstructWindowFromAnimSet(UAnimSet* InAnimSet)
{
TArray<FName> *TrackNames = &InAnimSet->TrackBoneNames;
TSharedRef<SVerticalBox> ContentBox = SNew(SVerticalBox)
+SVerticalBox::Slot()
.FillHeight(1)
.Padding(2)
[
SAssignNew(SkeletonWidget, SSkeletonCompareWidget)
.Object(InAnimSet)
.BoneNames(TrackNames)
];
ConstructButtons(ContentBox);
ChildSlot
[
ContentBox
];
}
void SSkeletonSelectorWindow::ConstructWindowFromMesh(USkeletalMesh* InSkeletalMesh)
{
TArray<FName> BoneNames;
for (int32 I=0; I<InSkeletalMesh->GetRefSkeleton().GetRawBoneNum(); ++I)
{
BoneNames.Add(InSkeletalMesh->GetRefSkeleton().GetBoneName(I));
}
TSharedRef<SVerticalBox> ContentBox = SNew(SVerticalBox)
+SVerticalBox::Slot() .FillHeight(1) .Padding(2)
[
SAssignNew(SkeletonWidget, SSkeletonCompareWidget)
.Object(InSkeletalMesh)
.BoneNames(&BoneNames)
];
ConstructButtons(ContentBox);
ChildSlot
[
ContentBox
];
}
void SSkeletonSelectorWindow::ConstructWindow()
{
TSharedRef<SVerticalBox> ContentBox = SNew(SVerticalBox)
+SVerticalBox::Slot() .FillHeight(1) .Padding(2)
[
SAssignNew(SkeletonWidget, SSkeletonListWidget)
];
ConstructButtons(ContentBox);
ChildSlot
[
ContentBox
];
}
void SSkeletonBoneRemoval::Construct( const FArguments& InArgs )
{
bShouldContinue = false;
WidgetWindow = InArgs._WidgetWindow;
for (int32 I=0; I<InArgs._BonesToRemove.Num(); ++I)
{
BoneNames.Add( MakeShareable(new FName(InArgs._BonesToRemove[I])) ) ;
}
this->ChildSlot
[
SNew (SVerticalBox)
+SVerticalBox::Slot()
.AutoHeight()
.Padding(2)
.HAlign(HAlign_Fill)
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Center)
+SHorizontalBox::Slot()
[
SNew(STextBlock)
.Text(LOCTEXT("BoneRemovalLabel", "Bone Removal"))
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3358367 by tim.gautier Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters Change 3624848 by Jamie.Dale Added a composite font for the editor (and Slate core) This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor. This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font. This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support. Change 3654993 by Jamie.Dale 'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer Breaking changes: - Native has been renamed to FNativeFuncPtr. - The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair). - Use P_THIS if you were previously using the 'this' pointer in your native function. Change 3699591 by Jamie.Dale Added support for displaying and editing numbers in a culture correct way Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game). #jira UE-4028 Change 3719568 by Jamie.Dale Allow platforms to override the default ICU timezone calculation Change 3622366 by Bradut.Palas #jira UE-46677 Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode. Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions. Change 3622378 by Bradut.Palas #jira UE-46590 we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width. The bug is that the size of the last element is incorrectly reported, after we drag back and forth. Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value. Change 3622552 by Jamie.Dale Added support for per-culture sub-fonts within a composite font This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this). Change 3623170 by Jamie.Dale Fixing warning Change 3624846 by Jamie.Dale Composite font cache optimizations - Converted a typically small sized map to a sorted array + binary search. - Converted the already sorted range array to use binary search. - Contiguous ranges using the same typeface are now merged in the cache. Change 3625576 by Cody.Albert We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified. #jira UE-47971 Change 3626057 by Matt.Kuhlenschmidt Expose EUmgSequencePlayMode to blueprints #jira UE-49255 Change 3626556 by Matt.Kuhlenschmidt Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning. #jira UE-48922, UE-48957 Change 3627692 by Matt.Kuhlenschmidt PR #3977: Source control submenu menu customization (Contributed by Kryofenix) Change 3628600 by Arciel.Rekman Added AutoCheckout to FAssetRenameManager for commandlet usage. Change 3630561 by Richard.Hinckley Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter. Change 3630656 by Richard.Hinckley Compile fix. Change 3630964 by Arciel.Rekman Fix CrashReporterClient headless build. Change 3631050 by Matt.Kuhlenschmidt Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp Causes major problems with resizing splitters in editor Change 3631140 by Arciel.Rekman OpenAL: update Linux version to 1.18.1 (UETOOL-1253) - Also remove a hack for RPATH and make it use a generic RPATH mechanism. - Bulk of the change from Cengiz.Terzibas #jira UETOOL-1253 Change 3632924 by Jamie.Dale Added support for a catch-all fallback font within composite fonts This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles. Change 3633055 by Jamie.Dale Fixed some refresh issues in the font editor Change 3633062 by Jamie.Dale Fixed localization commands being reported as unknown Change 3633906 by Nick.Darnell UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working. Change 3634070 by Arciel.Rekman Display actually used values of material overrides. Change 3634254 by Arciel.Rekman Fix ResavePackages working poorly with projects on other drives (UE-49465). #jira UE-49465 Change 3635985 by Matt.Kuhlenschmidt Fixed typo in function name used by maps PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist) Change 3636012 by Matt.Kuhlenschmidt PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist) Change 3636706 by Lauren.Ridge Epic Friday: Save parameters to child or sibling instance functionality Change 3638706 by Jamie.Dale Added an improved Japanese font to the editor This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters). #jira UE-33268 Change 3639438 by Arciel.Rekman Linux: Repaired ARM server build (UE-49635). - Made Steam* plugins compile. - Disabled OpenEXR as the libs aren't compiled (need to be done separately). (Edigrating CL 3639429 from Release-4.17 to Dev-Editor) Change 3640625 by Matt.Kuhlenschmidt PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist) Change 3640626 by Matt.Kuhlenschmidt PR #4011: Remove space from filename (Contributed by projectgheist) Change 3640697 by Matt.Kuhlenschmidt PR #4010: PNG alpha fix (Contributed by mmdanggg2) Change 3641137 by Jamie.Dale Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately. Change 3641351 by Jamie.Dale Fixing incorrect weights on the Japanese sub-font Change 3641356 by Jamie.Dale Fixing inconsistent font sizes between CoreStyle and EditorStyle Change 3641710 by Jamie.Dale Fixed pure-virtual function call on UMulticastDelegateProperty Change 3641941 by Lauren.Ridge Adding a Parameter Details tab to the Material Editor so users can change default parameter details Change 3644141 by Jamie.Dale Added an improved Korean font to the editor This is only used when displaying Korean text when the editor is set to Korean Change 3644213 by Arciel.Rekman Fix the side effects of a fix for UE-49465. - Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later. #jira UE-49465 Change 3644777 by Jamie.Dale Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished Change 3644879 by tim.gautier QAGame: Optimized assets for Procedural Foliage testing - Added camera bookmarks to Stations in QA-Foliage - Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape - Fixed up redirectors Change 3645109 by Matt.Kuhlenschmidt PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts) Change 3645114 by Matt.Kuhlenschmidt PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts) Change 3645116 by Matt.Kuhlenschmidt PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts) Change 3645118 by Matt.Kuhlenschmidt PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts) Change 3645876 by Arciel.Rekman Linux: fix submenus of context menu not working (UE-47639). - Change by icculus (Ryan Gordon). - QA-ClickHUD seems to be not affected by this change (it is already broken alas). #jira UE-47639 Change 3648088 by Jamie.Dale Fixed some case-sensitivity issues with FText format argument names/pins These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior. #jira UE-47122 Change 3648097 by Jamie.Dale Moved common macOS/iOS localization implementation into FApplePlatformMisc #jira UE-49940 Change 3650858 by Arciel.Rekman UBT: improve CodeLite project generator (UE-49400). - PR #3987 submitted by yaakuro (Cengiz Terzibas). #jira UE-49400 Change 3651231 by Arciel.Rekman Linux: default to SM5 for Vulkan. - Change by Timothee.Bessett. Change 3653627 by Matt.Kuhlenschmidt PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts) Change 3653628 by Matt.Kuhlenschmidt PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz) Change 3653984 by Jamie.Dale Fixed some redundant string construction Change 3658528 by Joe.Graf UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files Change 3658594 by Jamie.Dale Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues #jira UE-27263 Change 3659643 by Michael.Trepka Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior #jira UETOOL-1238 Change 3661908 by Matt.Kuhlenschmidt USD asset importing improvements Change 3664100 by Matt.Kuhlenschmidt Fix static analysis Change 3664107 by Matt.Kuhlenschmidt PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist) Change 3664125 by Matt.Kuhlenschmidt PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist) Change 3664340 by Jamie.Dale PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist) Change 3664403 by Jamie.Dale PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed) Change 3664539 by Jamie.Dale PR #3280: Added EditableText functionality (Contributed by projectgheist) Change 3665433 by Alexis.Matte When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target. #jira UE-50231 Change 3666747 by Cody.Albert Change 3669280 by Jamie.Dale PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist) Change 3669718 by Jamie.Dale PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist) Change 3670838 by Alexis.Matte Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button. #jira UE-50387 Change 3671559 by Matt.Kuhlenschmidt Update SimpleUI automation test ground truth #jira UE-50325 Change 3671587 by Alexis.Matte Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file. #jira UE-50147 Change 3671730 by Jamie.Dale Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances Change 3672104 by Michael.Dupuis #jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings Change 3674906 by Alexis.Matte Make sure the export LOD option is taken in consideration when exporting a level or the current level selection #jira UE-50248 Change 3674942 by Matt.Kuhlenschmidt Fix static analysis Change 3675401 by Alexis.Matte -fix export animation, do not truncate the last frame anymore -fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves. #jira UE-48231 Change 3675990 by Alexis.Matte Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx. This is to avoid driving random vertex with old morph target. #jira UE-50391 Change 3676169 by Alexis.Matte When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import. Change 3676396 by Alexis.Matte Make all LOD 0 name consistent in staticmesh editor #jira UE-49461 Change 3677730 by Cody.Albert Enable locking of Persistent Level in Levels tab #jira UE-50686 Change 3677838 by Jamie.Dale Replaced broken version of Roboto Light Change 3679619 by Alexis.Matte Integrate GitHub pr #4029 to fix import fbx chunk material assignation. #jira UE-50001 Change 3680093 by Alexis.Matte Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh. Change 3680931 by Arciel.Rekman SlateDialogs: show image icon for *.tga (UE-25106). - Also reworked the logic somewhat. #jira UE-25106 Change 3681966 by Yannick.Lange MaterialEditor post-process preview. #jira UE-45307 Change 3682407 by Lauren.Ridge Fixes for material editor compile errors Change 3682628 by Lauren.Ridge Content browser filters for Material Layers, Blends, and their instances Change 3682725 by Lauren.Ridge Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default Change 3682921 by Lauren.Ridge Fix for instance layers not initializing fully Change 3682954 by Lauren.Ridge Creating Material Layer Test Assets Change 3683582 by Alexis.Matte Fix static analysis build Change 3683614 by Matt.Kuhlenschmidt PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts) Change 3684130 by Lauren.Ridge Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3686289 by Arciel.Rekman Remove the pessimization (UE-23791). Change 3686455 by Lauren.Ridge Fixes for adding/removing a layer parameter from the parent not updating the child Change 3686829 by Jamie.Dale No longer include trailing whitespace in the justification calculation for soft-wrapped lines #jira UE-50266 Change 3686970 by Lauren.Ridge Making material parameter preview work for functions as well Change 3687077 by Jamie.Dale Fixed crash using FActorDetails with the struct details panel Change 3687152 by Jamie.Dale Fixed the row structure tag not appearing in the Content Browser for Data Table assets The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables. #jira UE-48691 Change 3687174 by Lauren.Ridge Fix for material layer sub-parameters showing up in the default material parameters panel Change 3688100 by Lauren.Ridge Fixing static analysis error Change 3688317 by Jamie.Dale Fixed crash using the widget reflector in a cooked game Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector. Change 3689054 by Jamie.Dale Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes #jira UE-45751 Change 3689513 by Jamie.Dale Fixed justification bug with RTL text caused by CL# 3686829 Also implemented the same alignment fix for visually left-aligned RTL text. #jira UE-50266 Change 3690231 by Lauren.Ridge Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor Change 3690234 by Lauren.Ridge Adding Material Layers Function Parameter to Static Parameter Compare Change 3690750 by Chris.Bunner Potential nullptr crash. Change 3690751 by Chris.Bunner Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter. Change 3691010 by Jamie.Dale Fixed some clipping issues that could occur with right-aligned text FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment) #jira UE-46760 Change 3691091 by Jamie.Dale Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type Change 3691134 by Alexis.Matte Make sure we instance also the collision mesh when exporting a level to fbx file. #jira UE-51066 Change 3691157 by Lauren.Ridge Fix for reset to default not refreshing sub-parameters Change 3691192 by Jamie.Dale Fixed Content Browser selection resetting when changing certain view settings #jira UE-49611 Change 3691204 by Alexis.Matte Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011. #jira UE-51023 Change 3692335 by Lauren.Ridge Setting displayed asset to equal filter asset if no instance has been selected Change 3692479 by Jamie.Dale Fixed whitespace Change 3692508 by Alexis.Matte Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu. We also prevent the export dialog to show #jira UE-50973 Change 3692639 by Jamie.Dale Translation Editor now shows stale translations as "Untranslated" Change 3692743 by Lauren.Ridge Smaller blend icons, added icon size override to FObjectEntryBox Change 3692830 by Alexis.Matte Fix linux build Change 3692894 by Lauren.Ridge Tooltip on "Parent" in material layers Change 3693141 by Jamie.Dale Removed dead code FastDecimalFormat made this redundant Change 3693580 by Jamie.Dale Added AlwaysSign number formatting option #jira UE-10310 Change 3693784 by Jamie.Dale Fixed assert extracting the number formatting rules for Arabic It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that. #jira UE-10310 Change 3694428 by Arciel.Rekman Linux: make directory watch request a warning so they don't block cooking. - See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html Change 3694458 by Matt.Kuhlenschmidt Made duplicate keybinding warning non-fatal Change 3694496 by Alexis.Matte fix static analysis build Change 3694515 by Jamie.Dale Added support for culture correct parsing of decimal numbers #jira UE-4028 Change 3694621 by Jamie.Dale Added a variant of FastDecimalFormat::StringToNumber that takes a string length This can be useful if you want to convert a number from within a non-null terminated string #jira UE-4028 Change 3694958 by Jamie.Dale Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail. #jira UE-4028 Change 3695083 by Alexis.Matte Optimisation of the morph target import - We now compute only the normal for the shape the tangent are not necessary - The async tasks are create when there is some available cpu thread to avoid filling the memory - When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets #jira UE-50945 Change 3695122 by Jamie.Dale GetCultureAgnosticFormattingRules no longer returns a copy Change 3695835 by Arciel.Rekman TestPAL: greatly expanded malloc test. Change 3695918 by Arciel.Rekman TestPAL: Added thread priority test. Change 3696589 by Arciel.Rekman TestPAL: tweak thread priorities test (better readability). Change 3697345 by Alexis.Matte Fix reorder of material when importing a LOD with new material #jira UE-51135 Change 3699590 by Jamie.Dale Updated SGraphPinNum to use a numeric editor #jira UE-4028 Change 3699698 by Matt.Kuhlenschmidt Fix crash opening the level viewport context menu if the actor-component selection is out of sync #jira UE-48444 Change 3700158 by Arciel.Rekman Enable packaging for Android Vulkan on Linux (UETOOL-1232). - Change by Cengiz Terzibas Change 3700224 by Arciel.Rekman TestPAL: fixed a memory leak. Change 3700775 by Cody.Albert Don't need to initialize EnvironmentCubeMap twice. Change 3700866 by Michael.Trepka PR #3223: Remove unnecessary reallocation. (Contributed by foollbar) #jira UE-41643 Change 3701132 by Michael.Trepka Copy of CL 3671538 Fixed issues with editor's game mode in high DPI on Mac. #jira UE-49947, UE-51063 Change 3701421 by Michael.Trepka Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression Change 3701495 by Alexis.Matte Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them. #jira UE-UE-51359 Change 3702982 by Jamie.Dale Cleaned up some localization setting names These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting. Change 3703517 by Arciel.Rekman TestPAL: improved thread test. - Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic). Change 3704378 by Michael.Trepka Disable Zoom button on Mac if project requests a resizeable window without it. #jira UE-51335 Change 3706316 by Jamie.Dale Fixed the asset search suggestions list closing if you clicked on its scrollbar #jira UE-28885 Change 3706855 by Alexis.Matte Support importing animation that has some keys with negative time #jira UE-51305 Change 3709634 by Matt.Kuhlenschmidt PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist) Change 3711085 by Michael.Trepka Reenabled UBT makefiles on Mac Change 3713049 by Josh.Engebretson The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect. #jira UE-51319 Change 3713144 by Lauren.Ridge Fixing automated test error #jira UE-50982 Change 3713395 by Alexis.Matte Fix auto import mountpoint #jira UE-51524 Change 3713881 by Michael.Trepka Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets. #jira UE-31093 Change 3714197 by Michael.Trepka Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields. #jira UE-47915 Change 3714911 by Joe.Graf Merge of cmake changes from Dev-Rendering Change 3715973 by Michael.Trepka Disable OS close button on Windows if project settings request that #jira UE-45522 Change 3716390 by Lauren.Ridge The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior. #jira UE-50916 Change 3716529 by Josh.Engebretson Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1 #jira UE-51341 Change 3716885 by Josh.Engebretson Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary. #jira UE-48572 Change 3716929 by Josh.Engebretson Unshelved from pending changelist '3364093': PR #3420: Exe's icons and properties (Contributed by projectgheist) Change 3716937 by Josh.Engebretson Unshelved from pending changelist '3647428': PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik) Change 3717002 by Josh.Engebretson Fix FileReference/string conversion Change 3717355 by Joe.Graf Fixed CMake file generation on Windows including Engine/Source/ThirdParty source Change 3718256 by Arciel.Rekman TestPAL: slight mod to the malloc test. - Touch the allocated memory to check actual resident usage. Change 3718290 by Arciel.Rekman BAFO: place descriptor after the allocation to save some VIRT memory. - We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor. Change 3718508 by Michael.Trepka Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer) #jira UE-46148 Change 3718855 by Lauren.Ridge Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options. Change 3718932 by Cody.Albert Update ActorSequence plugin loading phase to PreDefault #jira UE-51612 Change 3719378 by tim.gautier QAGame: Renamed multiTxt_Justification > UMG_TextJustification. Added additional Text Widgets for testing Change 3719413 by Lauren.Ridge Resubmit of content browser favorites Change 3719803 by Yannick.Lange VREditor: Fix crash with null GEditor #jira UE-50103 Change 3721127 by tim.gautier QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials - Added M_ParamDefaults and MF_ParamDefaults - Moved legacy MeshPaint materials into /Content/Materials/MeshPaint - Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions Change 3721255 by Alexis.Matte Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds. #jira UE-51363 Change 3721594 by Lauren.Ridge Material Blends now have plane mesh previews in their icons. Change 3722072 by tim.gautier QAGame: Updated MF_ParamDefaults - using red channel as roughness Updated M_ParamDefaults - tweaked Scalar values Change 3722180 by Michael.Trepka Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator. #jira UE-25941 Change 3722220 by Michael.Trepka Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly #jira UE-40246 Change 3722806 by Lauren.Ridge Fixing non-editor compiles Change 3722914 by Alexis.Matte Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import. #jira UE-51665 Change 3723446 by Michael.Trepka Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window. #jira UE-48257 Change 3723505 by Matt.Kuhlenschmidt Fix duplicate actors being created for USD primitives that specify a custom actor class Change 3723555 by Matt.Kuhlenschmidt Fix crash loading the gameplayabilities module #jira UE-51693 Change 3723557 by Matt.Kuhlenschmidt Fixed tooltip on viewport dpi scaling option Change 3723870 by Lauren.Ridge Fixing incorrect reset to default visibility, adding clear behavior to fields Change 3723917 by Arciel.Rekman Linux: fix compilation with glibc 2.26+ (UE-51699). - Fixes compilation on Ubuntu 17.10 among others. (Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3723918 by Arciel.Rekman Linux: do not test for popcnt presence unnecessarily (UE-51677). (Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3724229 by Arciel.Rekman Fix FOutputDeviceStdOutput to use printf() on Unix platforms. Change 3724261 by Arciel.Rekman TestPAL: fix thread priority test (zero the counter). Change 3724978 by Arciel.Rekman Linux: fix priority calculation. - Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0. Change 3725382 by Matt.Kuhlenschmidt Guard against crashes and add more logging when actor creation fails. Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed #jira UE-47464 Change 3725559 by Matt.Kuhlenschmidt Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows. Moved some files around for better consistency Change 3725640 by Arciel.Rekman Fix Linux thread/process priorities. - Should also speed up SCW on Linux by deprioritizing them less. Change 3726101 by Matt.Kuhlenschmidt Fix logic bug in USD child "kind" type resolving Change 3726244 by Joe.Graf Added an option to generate a minimal set of targets for cmake files Added shader and config files to cmake file generation for searching within IDEs Change 3726506 by Arciel.Rekman Fix compile issue after DPI change. Change 3726549 by Matt.Kuhlenschmidt Remove unnecessary indirection to cached widgets in the hit test grid Change 3726660 by Arciel.Rekman Enable DPI switch on Linux. Change 3726763 by Arciel.Rekman Fix mismatching "noperspective" qualifier (UE-50807). - Pull request #4080 by TTimo. Change 3727080 by Michael.Trepka Added support for editor's EnableHighDPIAwareness setting on Mac Change 3727658 by Matt.Kuhlenschmidt Fix shutdown crash if level editor is still referenced after the object system has been gc'd #jira UE-51630 Change 3728270 by Matt.Kuhlenschmidt Remove propertyeditor dependency from editorstyle Change 3728291 by Arciel.Rekman Linux: fix for a crash on a headless system (UE-51714). - Preliminary change before merging to 4.18. Change 3728293 by Arciel.Rekman Linux: remove unneeded dependency on CEF. - Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs. Change 3728524 by Michael.Trepka Copy of CL 3725570 Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240) #jira UE-51709 Change 3728875 by Michael.Trepka Fixed compile error in Mac SlateOpenGLContext.cpp Change 3728880 by Matt.Kuhlenschmidt Guard against invalid worlds in thumbnail renderers Change 3728924 by Michael.Trepka Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call. #jira UE-51711 Change 3729288 by Joe.Graf Added the .idea/misc.xml file generation to speed up CLion indexing Change 3729935 by Michael.Dupuis #jira UE-51722: Hide from UI invalid enum values Change 3730234 by Matt.Kuhlenschmidt Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured. #jira UE-51801 Change 3730349 by Michael.Dupuis #jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item Change 3730438 by Lauren.Ridge Cleaning up material layering UI functions Change 3730723 by Jamie.Dale Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers #jira UE-51799 Change 3731008 by Lauren.Ridge Changing Layers and Blends from proxy assets to real assets Change 3731026 by Arciel.Rekman libelf: make elf_end() visible (UE-51843). - This repairs compilation for a case when CUDA is being used. - Also added some missing files for ARM 32-bit. Change 3731081 by Lauren.Ridge New material layer test assets Change 3731186 by Josh.Engebretson Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets #jira UE-50104 Change 3731188 by Mike.Erwin Improve responsiveness of Open Asset dialog. On large projects, there's a noticeable delay when opening and searching/filtering assets. Stopwatch measurements on my machine (seconds for ~122,000 assets): before with this CL ctrl-P 1.4 0.45 search 1.8 0.55 CollectionManagerModule was the main culprit for search/filter slowness. Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation. Change 3731682 by Arciel.Rekman UnrealEd: Allow unattended commandlets to rename/save packages. Change 3732305 by Michael.Dupuis #jira UE-48434 : Only register if the foliage type still has a valid mesh Change 3732361 by Matt.Kuhlenschmidt Fix two settings objects being created in the transient package with the same name #jira UE-51891 Change 3732895 by Josh.Engebretson https://jira.it.epicgames.net/browse/UE-51706 If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC. Adds DDC notification events for check/put and query for whether a shared DDC is in use. #jira UE-51706 Change 3733025 by Arciel.Rekman UBT: make sure new clang versions are invoked. Change 3733311 by Mike.Erwin Fix Linux compile warning from CL 3731188 It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder. Change 3733658 by Josh.Engebretson Add a missing #undef LOCTEXT_NAMESPACE Change 3734003 by Arciel.Rekman Fix Windows attempting to use printf %ls and crashing at that (UE-51934). Change 3734039 by Michael.Trepka Fixed a couple of merge issues in Mac ApplicationCore Change 3734052 by Michael.Trepka One more Mac ApplicationCore fix Change 3734244 by Lauren.Ridge Fix for accessing Slate window on render thread Change 3734950 by Josh.Engebretson Fixing clang warning Change 3734978 by Jamie.Dale Relaxed enum property importing to allow valid numeric values to be imported too This was previously made more strict which caused a regression in Data Table importing #jira UE-51848 Change 3734999 by Arciel.Rekman Linux: add LTO support and more. - Adds ability to use link-time opitimization (reusing current target property bAllowLTCG). - Supports using llvm-ar and lld instead of ar/ranlib and ld. - More build information printed (and in a better organized way). - Native scripts updated to install packages with the appropriate tools on supported systems - AutoSDKs updated to require a new toolchain (already checked in). - Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089 Change 3735268 by Matt.Kuhlenschmidt Added support for canvas based DPI scaling. -Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI -The debug canvas for stats is always dpi scaled in editor and pie. -Eliminated text scaling workaround now that the entire canvas is properly scaled -Enabled canvas scaling in cascade UI Change 3735329 by Matt.Kuhlenschmidt Fix potential crash if an asset editor has an object deleted out from under it #jira UE-51941 Change 3735502 by Arciel.Rekman Fix compile issue (bShouldUpdateScreenPercentage). Change 3735878 by Jamie.Dale Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers. Change 3735881 by Jamie.Dale JsonValue no longer stringifies whole numbers as floats Change 3735884 by Jamie.Dale Only allow enums to import integral values Change 3735912 by Josh.Engebretson Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications #jira UE-48131 Change 3736280 by Matt.Kuhlenschmidt Fix 0 dpi scale for canvases #jira UE-51995 Change 3736298 by Matt.Kuhlenschmidt Force focus of game viewports in vr mode Change 3736374 by Jamie.Dale Fixed some places where input chords were being used without testing that they had a valid key set #jira UE-51799 Change 3738543 by Matt.Kuhlenschmidt Better fix for edit condition crashes #jira UE-51886 Change 3738603 by Lauren.Ridge Copy over of drag and drop non-array onto array fix Change 3739701 by Chris.Babcock Fix crashlytics merge error #jira UE-52064 #ue4 #android [CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
.Font(FCoreStyle::GetDefaultFontStyle("Regular", 16))
]
]
+SVerticalBox::Slot()
.AutoHeight()
.Padding(2, 10)
.HAlign(HAlign_Fill)
[
SNew(SSeparator)
.Orientation(Orient_Horizontal)
]
+SVerticalBox::Slot()
.AutoHeight()
.Padding(5)
[
SNew(STextBlock)
.WrapTextAt(400.f)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3358367 by tim.gautier Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters Change 3624848 by Jamie.Dale Added a composite font for the editor (and Slate core) This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor. This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font. This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support. Change 3654993 by Jamie.Dale 'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer Breaking changes: - Native has been renamed to FNativeFuncPtr. - The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair). - Use P_THIS if you were previously using the 'this' pointer in your native function. Change 3699591 by Jamie.Dale Added support for displaying and editing numbers in a culture correct way Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game). #jira UE-4028 Change 3719568 by Jamie.Dale Allow platforms to override the default ICU timezone calculation Change 3622366 by Bradut.Palas #jira UE-46677 Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode. Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions. Change 3622378 by Bradut.Palas #jira UE-46590 we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width. The bug is that the size of the last element is incorrectly reported, after we drag back and forth. Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value. Change 3622552 by Jamie.Dale Added support for per-culture sub-fonts within a composite font This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this). Change 3623170 by Jamie.Dale Fixing warning Change 3624846 by Jamie.Dale Composite font cache optimizations - Converted a typically small sized map to a sorted array + binary search. - Converted the already sorted range array to use binary search. - Contiguous ranges using the same typeface are now merged in the cache. Change 3625576 by Cody.Albert We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified. #jira UE-47971 Change 3626057 by Matt.Kuhlenschmidt Expose EUmgSequencePlayMode to blueprints #jira UE-49255 Change 3626556 by Matt.Kuhlenschmidt Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning. #jira UE-48922, UE-48957 Change 3627692 by Matt.Kuhlenschmidt PR #3977: Source control submenu menu customization (Contributed by Kryofenix) Change 3628600 by Arciel.Rekman Added AutoCheckout to FAssetRenameManager for commandlet usage. Change 3630561 by Richard.Hinckley Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter. Change 3630656 by Richard.Hinckley Compile fix. Change 3630964 by Arciel.Rekman Fix CrashReporterClient headless build. Change 3631050 by Matt.Kuhlenschmidt Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp Causes major problems with resizing splitters in editor Change 3631140 by Arciel.Rekman OpenAL: update Linux version to 1.18.1 (UETOOL-1253) - Also remove a hack for RPATH and make it use a generic RPATH mechanism. - Bulk of the change from Cengiz.Terzibas #jira UETOOL-1253 Change 3632924 by Jamie.Dale Added support for a catch-all fallback font within composite fonts This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles. Change 3633055 by Jamie.Dale Fixed some refresh issues in the font editor Change 3633062 by Jamie.Dale Fixed localization commands being reported as unknown Change 3633906 by Nick.Darnell UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working. Change 3634070 by Arciel.Rekman Display actually used values of material overrides. Change 3634254 by Arciel.Rekman Fix ResavePackages working poorly with projects on other drives (UE-49465). #jira UE-49465 Change 3635985 by Matt.Kuhlenschmidt Fixed typo in function name used by maps PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist) Change 3636012 by Matt.Kuhlenschmidt PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist) Change 3636706 by Lauren.Ridge Epic Friday: Save parameters to child or sibling instance functionality Change 3638706 by Jamie.Dale Added an improved Japanese font to the editor This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters). #jira UE-33268 Change 3639438 by Arciel.Rekman Linux: Repaired ARM server build (UE-49635). - Made Steam* plugins compile. - Disabled OpenEXR as the libs aren't compiled (need to be done separately). (Edigrating CL 3639429 from Release-4.17 to Dev-Editor) Change 3640625 by Matt.Kuhlenschmidt PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist) Change 3640626 by Matt.Kuhlenschmidt PR #4011: Remove space from filename (Contributed by projectgheist) Change 3640697 by Matt.Kuhlenschmidt PR #4010: PNG alpha fix (Contributed by mmdanggg2) Change 3641137 by Jamie.Dale Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately. Change 3641351 by Jamie.Dale Fixing incorrect weights on the Japanese sub-font Change 3641356 by Jamie.Dale Fixing inconsistent font sizes between CoreStyle and EditorStyle Change 3641710 by Jamie.Dale Fixed pure-virtual function call on UMulticastDelegateProperty Change 3641941 by Lauren.Ridge Adding a Parameter Details tab to the Material Editor so users can change default parameter details Change 3644141 by Jamie.Dale Added an improved Korean font to the editor This is only used when displaying Korean text when the editor is set to Korean Change 3644213 by Arciel.Rekman Fix the side effects of a fix for UE-49465. - Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later. #jira UE-49465 Change 3644777 by Jamie.Dale Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished Change 3644879 by tim.gautier QAGame: Optimized assets for Procedural Foliage testing - Added camera bookmarks to Stations in QA-Foliage - Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape - Fixed up redirectors Change 3645109 by Matt.Kuhlenschmidt PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts) Change 3645114 by Matt.Kuhlenschmidt PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts) Change 3645116 by Matt.Kuhlenschmidt PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts) Change 3645118 by Matt.Kuhlenschmidt PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts) Change 3645876 by Arciel.Rekman Linux: fix submenus of context menu not working (UE-47639). - Change by icculus (Ryan Gordon). - QA-ClickHUD seems to be not affected by this change (it is already broken alas). #jira UE-47639 Change 3648088 by Jamie.Dale Fixed some case-sensitivity issues with FText format argument names/pins These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior. #jira UE-47122 Change 3648097 by Jamie.Dale Moved common macOS/iOS localization implementation into FApplePlatformMisc #jira UE-49940 Change 3650858 by Arciel.Rekman UBT: improve CodeLite project generator (UE-49400). - PR #3987 submitted by yaakuro (Cengiz Terzibas). #jira UE-49400 Change 3651231 by Arciel.Rekman Linux: default to SM5 for Vulkan. - Change by Timothee.Bessett. Change 3653627 by Matt.Kuhlenschmidt PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts) Change 3653628 by Matt.Kuhlenschmidt PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz) Change 3653984 by Jamie.Dale Fixed some redundant string construction Change 3658528 by Joe.Graf UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files Change 3658594 by Jamie.Dale Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues #jira UE-27263 Change 3659643 by Michael.Trepka Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior #jira UETOOL-1238 Change 3661908 by Matt.Kuhlenschmidt USD asset importing improvements Change 3664100 by Matt.Kuhlenschmidt Fix static analysis Change 3664107 by Matt.Kuhlenschmidt PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist) Change 3664125 by Matt.Kuhlenschmidt PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist) Change 3664340 by Jamie.Dale PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist) Change 3664403 by Jamie.Dale PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed) Change 3664539 by Jamie.Dale PR #3280: Added EditableText functionality (Contributed by projectgheist) Change 3665433 by Alexis.Matte When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target. #jira UE-50231 Change 3666747 by Cody.Albert Change 3669280 by Jamie.Dale PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist) Change 3669718 by Jamie.Dale PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist) Change 3670838 by Alexis.Matte Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button. #jira UE-50387 Change 3671559 by Matt.Kuhlenschmidt Update SimpleUI automation test ground truth #jira UE-50325 Change 3671587 by Alexis.Matte Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file. #jira UE-50147 Change 3671730 by Jamie.Dale Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances Change 3672104 by Michael.Dupuis #jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings Change 3674906 by Alexis.Matte Make sure the export LOD option is taken in consideration when exporting a level or the current level selection #jira UE-50248 Change 3674942 by Matt.Kuhlenschmidt Fix static analysis Change 3675401 by Alexis.Matte -fix export animation, do not truncate the last frame anymore -fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves. #jira UE-48231 Change 3675990 by Alexis.Matte Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx. This is to avoid driving random vertex with old morph target. #jira UE-50391 Change 3676169 by Alexis.Matte When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import. Change 3676396 by Alexis.Matte Make all LOD 0 name consistent in staticmesh editor #jira UE-49461 Change 3677730 by Cody.Albert Enable locking of Persistent Level in Levels tab #jira UE-50686 Change 3677838 by Jamie.Dale Replaced broken version of Roboto Light Change 3679619 by Alexis.Matte Integrate GitHub pr #4029 to fix import fbx chunk material assignation. #jira UE-50001 Change 3680093 by Alexis.Matte Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh. Change 3680931 by Arciel.Rekman SlateDialogs: show image icon for *.tga (UE-25106). - Also reworked the logic somewhat. #jira UE-25106 Change 3681966 by Yannick.Lange MaterialEditor post-process preview. #jira UE-45307 Change 3682407 by Lauren.Ridge Fixes for material editor compile errors Change 3682628 by Lauren.Ridge Content browser filters for Material Layers, Blends, and their instances Change 3682725 by Lauren.Ridge Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default Change 3682921 by Lauren.Ridge Fix for instance layers not initializing fully Change 3682954 by Lauren.Ridge Creating Material Layer Test Assets Change 3683582 by Alexis.Matte Fix static analysis build Change 3683614 by Matt.Kuhlenschmidt PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts) Change 3684130 by Lauren.Ridge Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3686289 by Arciel.Rekman Remove the pessimization (UE-23791). Change 3686455 by Lauren.Ridge Fixes for adding/removing a layer parameter from the parent not updating the child Change 3686829 by Jamie.Dale No longer include trailing whitespace in the justification calculation for soft-wrapped lines #jira UE-50266 Change 3686970 by Lauren.Ridge Making material parameter preview work for functions as well Change 3687077 by Jamie.Dale Fixed crash using FActorDetails with the struct details panel Change 3687152 by Jamie.Dale Fixed the row structure tag not appearing in the Content Browser for Data Table assets The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables. #jira UE-48691 Change 3687174 by Lauren.Ridge Fix for material layer sub-parameters showing up in the default material parameters panel Change 3688100 by Lauren.Ridge Fixing static analysis error Change 3688317 by Jamie.Dale Fixed crash using the widget reflector in a cooked game Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector. Change 3689054 by Jamie.Dale Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes #jira UE-45751 Change 3689513 by Jamie.Dale Fixed justification bug with RTL text caused by CL# 3686829 Also implemented the same alignment fix for visually left-aligned RTL text. #jira UE-50266 Change 3690231 by Lauren.Ridge Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor Change 3690234 by Lauren.Ridge Adding Material Layers Function Parameter to Static Parameter Compare Change 3690750 by Chris.Bunner Potential nullptr crash. Change 3690751 by Chris.Bunner Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter. Change 3691010 by Jamie.Dale Fixed some clipping issues that could occur with right-aligned text FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment) #jira UE-46760 Change 3691091 by Jamie.Dale Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type Change 3691134 by Alexis.Matte Make sure we instance also the collision mesh when exporting a level to fbx file. #jira UE-51066 Change 3691157 by Lauren.Ridge Fix for reset to default not refreshing sub-parameters Change 3691192 by Jamie.Dale Fixed Content Browser selection resetting when changing certain view settings #jira UE-49611 Change 3691204 by Alexis.Matte Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011. #jira UE-51023 Change 3692335 by Lauren.Ridge Setting displayed asset to equal filter asset if no instance has been selected Change 3692479 by Jamie.Dale Fixed whitespace Change 3692508 by Alexis.Matte Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu. We also prevent the export dialog to show #jira UE-50973 Change 3692639 by Jamie.Dale Translation Editor now shows stale translations as "Untranslated" Change 3692743 by Lauren.Ridge Smaller blend icons, added icon size override to FObjectEntryBox Change 3692830 by Alexis.Matte Fix linux build Change 3692894 by Lauren.Ridge Tooltip on "Parent" in material layers Change 3693141 by Jamie.Dale Removed dead code FastDecimalFormat made this redundant Change 3693580 by Jamie.Dale Added AlwaysSign number formatting option #jira UE-10310 Change 3693784 by Jamie.Dale Fixed assert extracting the number formatting rules for Arabic It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that. #jira UE-10310 Change 3694428 by Arciel.Rekman Linux: make directory watch request a warning so they don't block cooking. - See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html Change 3694458 by Matt.Kuhlenschmidt Made duplicate keybinding warning non-fatal Change 3694496 by Alexis.Matte fix static analysis build Change 3694515 by Jamie.Dale Added support for culture correct parsing of decimal numbers #jira UE-4028 Change 3694621 by Jamie.Dale Added a variant of FastDecimalFormat::StringToNumber that takes a string length This can be useful if you want to convert a number from within a non-null terminated string #jira UE-4028 Change 3694958 by Jamie.Dale Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail. #jira UE-4028 Change 3695083 by Alexis.Matte Optimisation of the morph target import - We now compute only the normal for the shape the tangent are not necessary - The async tasks are create when there is some available cpu thread to avoid filling the memory - When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets #jira UE-50945 Change 3695122 by Jamie.Dale GetCultureAgnosticFormattingRules no longer returns a copy Change 3695835 by Arciel.Rekman TestPAL: greatly expanded malloc test. Change 3695918 by Arciel.Rekman TestPAL: Added thread priority test. Change 3696589 by Arciel.Rekman TestPAL: tweak thread priorities test (better readability). Change 3697345 by Alexis.Matte Fix reorder of material when importing a LOD with new material #jira UE-51135 Change 3699590 by Jamie.Dale Updated SGraphPinNum to use a numeric editor #jira UE-4028 Change 3699698 by Matt.Kuhlenschmidt Fix crash opening the level viewport context menu if the actor-component selection is out of sync #jira UE-48444 Change 3700158 by Arciel.Rekman Enable packaging for Android Vulkan on Linux (UETOOL-1232). - Change by Cengiz Terzibas Change 3700224 by Arciel.Rekman TestPAL: fixed a memory leak. Change 3700775 by Cody.Albert Don't need to initialize EnvironmentCubeMap twice. Change 3700866 by Michael.Trepka PR #3223: Remove unnecessary reallocation. (Contributed by foollbar) #jira UE-41643 Change 3701132 by Michael.Trepka Copy of CL 3671538 Fixed issues with editor's game mode in high DPI on Mac. #jira UE-49947, UE-51063 Change 3701421 by Michael.Trepka Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression Change 3701495 by Alexis.Matte Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them. #jira UE-UE-51359 Change 3702982 by Jamie.Dale Cleaned up some localization setting names These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting. Change 3703517 by Arciel.Rekman TestPAL: improved thread test. - Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic). Change 3704378 by Michael.Trepka Disable Zoom button on Mac if project requests a resizeable window without it. #jira UE-51335 Change 3706316 by Jamie.Dale Fixed the asset search suggestions list closing if you clicked on its scrollbar #jira UE-28885 Change 3706855 by Alexis.Matte Support importing animation that has some keys with negative time #jira UE-51305 Change 3709634 by Matt.Kuhlenschmidt PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist) Change 3711085 by Michael.Trepka Reenabled UBT makefiles on Mac Change 3713049 by Josh.Engebretson The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect. #jira UE-51319 Change 3713144 by Lauren.Ridge Fixing automated test error #jira UE-50982 Change 3713395 by Alexis.Matte Fix auto import mountpoint #jira UE-51524 Change 3713881 by Michael.Trepka Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets. #jira UE-31093 Change 3714197 by Michael.Trepka Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields. #jira UE-47915 Change 3714911 by Joe.Graf Merge of cmake changes from Dev-Rendering Change 3715973 by Michael.Trepka Disable OS close button on Windows if project settings request that #jira UE-45522 Change 3716390 by Lauren.Ridge The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior. #jira UE-50916 Change 3716529 by Josh.Engebretson Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1 #jira UE-51341 Change 3716885 by Josh.Engebretson Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary. #jira UE-48572 Change 3716929 by Josh.Engebretson Unshelved from pending changelist '3364093': PR #3420: Exe's icons and properties (Contributed by projectgheist) Change 3716937 by Josh.Engebretson Unshelved from pending changelist '3647428': PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik) Change 3717002 by Josh.Engebretson Fix FileReference/string conversion Change 3717355 by Joe.Graf Fixed CMake file generation on Windows including Engine/Source/ThirdParty source Change 3718256 by Arciel.Rekman TestPAL: slight mod to the malloc test. - Touch the allocated memory to check actual resident usage. Change 3718290 by Arciel.Rekman BAFO: place descriptor after the allocation to save some VIRT memory. - We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor. Change 3718508 by Michael.Trepka Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer) #jira UE-46148 Change 3718855 by Lauren.Ridge Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options. Change 3718932 by Cody.Albert Update ActorSequence plugin loading phase to PreDefault #jira UE-51612 Change 3719378 by tim.gautier QAGame: Renamed multiTxt_Justification > UMG_TextJustification. Added additional Text Widgets for testing Change 3719413 by Lauren.Ridge Resubmit of content browser favorites Change 3719803 by Yannick.Lange VREditor: Fix crash with null GEditor #jira UE-50103 Change 3721127 by tim.gautier QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials - Added M_ParamDefaults and MF_ParamDefaults - Moved legacy MeshPaint materials into /Content/Materials/MeshPaint - Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions Change 3721255 by Alexis.Matte Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds. #jira UE-51363 Change 3721594 by Lauren.Ridge Material Blends now have plane mesh previews in their icons. Change 3722072 by tim.gautier QAGame: Updated MF_ParamDefaults - using red channel as roughness Updated M_ParamDefaults - tweaked Scalar values Change 3722180 by Michael.Trepka Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator. #jira UE-25941 Change 3722220 by Michael.Trepka Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly #jira UE-40246 Change 3722806 by Lauren.Ridge Fixing non-editor compiles Change 3722914 by Alexis.Matte Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import. #jira UE-51665 Change 3723446 by Michael.Trepka Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window. #jira UE-48257 Change 3723505 by Matt.Kuhlenschmidt Fix duplicate actors being created for USD primitives that specify a custom actor class Change 3723555 by Matt.Kuhlenschmidt Fix crash loading the gameplayabilities module #jira UE-51693 Change 3723557 by Matt.Kuhlenschmidt Fixed tooltip on viewport dpi scaling option Change 3723870 by Lauren.Ridge Fixing incorrect reset to default visibility, adding clear behavior to fields Change 3723917 by Arciel.Rekman Linux: fix compilation with glibc 2.26+ (UE-51699). - Fixes compilation on Ubuntu 17.10 among others. (Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3723918 by Arciel.Rekman Linux: do not test for popcnt presence unnecessarily (UE-51677). (Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3724229 by Arciel.Rekman Fix FOutputDeviceStdOutput to use printf() on Unix platforms. Change 3724261 by Arciel.Rekman TestPAL: fix thread priority test (zero the counter). Change 3724978 by Arciel.Rekman Linux: fix priority calculation. - Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0. Change 3725382 by Matt.Kuhlenschmidt Guard against crashes and add more logging when actor creation fails. Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed #jira UE-47464 Change 3725559 by Matt.Kuhlenschmidt Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows. Moved some files around for better consistency Change 3725640 by Arciel.Rekman Fix Linux thread/process priorities. - Should also speed up SCW on Linux by deprioritizing them less. Change 3726101 by Matt.Kuhlenschmidt Fix logic bug in USD child "kind" type resolving Change 3726244 by Joe.Graf Added an option to generate a minimal set of targets for cmake files Added shader and config files to cmake file generation for searching within IDEs Change 3726506 by Arciel.Rekman Fix compile issue after DPI change. Change 3726549 by Matt.Kuhlenschmidt Remove unnecessary indirection to cached widgets in the hit test grid Change 3726660 by Arciel.Rekman Enable DPI switch on Linux. Change 3726763 by Arciel.Rekman Fix mismatching "noperspective" qualifier (UE-50807). - Pull request #4080 by TTimo. Change 3727080 by Michael.Trepka Added support for editor's EnableHighDPIAwareness setting on Mac Change 3727658 by Matt.Kuhlenschmidt Fix shutdown crash if level editor is still referenced after the object system has been gc'd #jira UE-51630 Change 3728270 by Matt.Kuhlenschmidt Remove propertyeditor dependency from editorstyle Change 3728291 by Arciel.Rekman Linux: fix for a crash on a headless system (UE-51714). - Preliminary change before merging to 4.18. Change 3728293 by Arciel.Rekman Linux: remove unneeded dependency on CEF. - Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs. Change 3728524 by Michael.Trepka Copy of CL 3725570 Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240) #jira UE-51709 Change 3728875 by Michael.Trepka Fixed compile error in Mac SlateOpenGLContext.cpp Change 3728880 by Matt.Kuhlenschmidt Guard against invalid worlds in thumbnail renderers Change 3728924 by Michael.Trepka Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call. #jira UE-51711 Change 3729288 by Joe.Graf Added the .idea/misc.xml file generation to speed up CLion indexing Change 3729935 by Michael.Dupuis #jira UE-51722: Hide from UI invalid enum values Change 3730234 by Matt.Kuhlenschmidt Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured. #jira UE-51801 Change 3730349 by Michael.Dupuis #jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item Change 3730438 by Lauren.Ridge Cleaning up material layering UI functions Change 3730723 by Jamie.Dale Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers #jira UE-51799 Change 3731008 by Lauren.Ridge Changing Layers and Blends from proxy assets to real assets Change 3731026 by Arciel.Rekman libelf: make elf_end() visible (UE-51843). - This repairs compilation for a case when CUDA is being used. - Also added some missing files for ARM 32-bit. Change 3731081 by Lauren.Ridge New material layer test assets Change 3731186 by Josh.Engebretson Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets #jira UE-50104 Change 3731188 by Mike.Erwin Improve responsiveness of Open Asset dialog. On large projects, there's a noticeable delay when opening and searching/filtering assets. Stopwatch measurements on my machine (seconds for ~122,000 assets): before with this CL ctrl-P 1.4 0.45 search 1.8 0.55 CollectionManagerModule was the main culprit for search/filter slowness. Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation. Change 3731682 by Arciel.Rekman UnrealEd: Allow unattended commandlets to rename/save packages. Change 3732305 by Michael.Dupuis #jira UE-48434 : Only register if the foliage type still has a valid mesh Change 3732361 by Matt.Kuhlenschmidt Fix two settings objects being created in the transient package with the same name #jira UE-51891 Change 3732895 by Josh.Engebretson https://jira.it.epicgames.net/browse/UE-51706 If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC. Adds DDC notification events for check/put and query for whether a shared DDC is in use. #jira UE-51706 Change 3733025 by Arciel.Rekman UBT: make sure new clang versions are invoked. Change 3733311 by Mike.Erwin Fix Linux compile warning from CL 3731188 It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder. Change 3733658 by Josh.Engebretson Add a missing #undef LOCTEXT_NAMESPACE Change 3734003 by Arciel.Rekman Fix Windows attempting to use printf %ls and crashing at that (UE-51934). Change 3734039 by Michael.Trepka Fixed a couple of merge issues in Mac ApplicationCore Change 3734052 by Michael.Trepka One more Mac ApplicationCore fix Change 3734244 by Lauren.Ridge Fix for accessing Slate window on render thread Change 3734950 by Josh.Engebretson Fixing clang warning Change 3734978 by Jamie.Dale Relaxed enum property importing to allow valid numeric values to be imported too This was previously made more strict which caused a regression in Data Table importing #jira UE-51848 Change 3734999 by Arciel.Rekman Linux: add LTO support and more. - Adds ability to use link-time opitimization (reusing current target property bAllowLTCG). - Supports using llvm-ar and lld instead of ar/ranlib and ld. - More build information printed (and in a better organized way). - Native scripts updated to install packages with the appropriate tools on supported systems - AutoSDKs updated to require a new toolchain (already checked in). - Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089 Change 3735268 by Matt.Kuhlenschmidt Added support for canvas based DPI scaling. -Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI -The debug canvas for stats is always dpi scaled in editor and pie. -Eliminated text scaling workaround now that the entire canvas is properly scaled -Enabled canvas scaling in cascade UI Change 3735329 by Matt.Kuhlenschmidt Fix potential crash if an asset editor has an object deleted out from under it #jira UE-51941 Change 3735502 by Arciel.Rekman Fix compile issue (bShouldUpdateScreenPercentage). Change 3735878 by Jamie.Dale Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers. Change 3735881 by Jamie.Dale JsonValue no longer stringifies whole numbers as floats Change 3735884 by Jamie.Dale Only allow enums to import integral values Change 3735912 by Josh.Engebretson Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications #jira UE-48131 Change 3736280 by Matt.Kuhlenschmidt Fix 0 dpi scale for canvases #jira UE-51995 Change 3736298 by Matt.Kuhlenschmidt Force focus of game viewports in vr mode Change 3736374 by Jamie.Dale Fixed some places where input chords were being used without testing that they had a valid key set #jira UE-51799 Change 3738543 by Matt.Kuhlenschmidt Better fix for edit condition crashes #jira UE-51886 Change 3738603 by Lauren.Ridge Copy over of drag and drop non-array onto array fix Change 3739701 by Chris.Babcock Fix crashlytics merge error #jira UE-52064 #ue4 #android [CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
.Font( FCoreStyle::GetDefaultFontStyle("Regular", 10) )
.Text( InArgs._WarningMessage )
]
+SVerticalBox::Slot()
.AutoHeight()
.Padding(5)
[
SNew(SSeparator)
]
+SVerticalBox::Slot()
.MaxHeight(300)
.Padding(5)
[
SNew(SListView< TSharedPtr<FName> >)
.OnGenerateRow(this, &SSkeletonBoneRemoval::GenerateSkeletonBoneRow)
.ListItemsSource(&BoneNames)
.HeaderRow
(
SNew(SHeaderRow)
+SHeaderRow::Column(TEXT("Bone Name"))
.DefaultLabel(NSLOCTEXT("SkeletonWidget", "BoneName", "Bone Name"))
)
]
+SVerticalBox::Slot()
.AutoHeight()
.Padding(5)
[
SNew(SSeparator)
]
+SVerticalBox::Slot()
.AutoHeight()
.HAlign(HAlign_Right)
.VAlign(VAlign_Bottom)
[
SNew(SUniformGridPanel)
.SlotPadding(FAppStyle::GetMargin("StandardDialog.SlotPadding"))
.MinDesiredSlotWidth(FAppStyle::GetFloat("StandardDialog.MinDesiredSlotWidth"))
.MinDesiredSlotHeight(FAppStyle::GetFloat("StandardDialog.MinDesiredSlotHeight"))
+SUniformGridPanel::Slot(0,0)
[
SNew(SButton) .HAlign(HAlign_Center)
.Text(LOCTEXT("BoneRemoval_Ok", "Ok"))
.OnClicked(this, &SSkeletonBoneRemoval::OnOk)
.HAlign(HAlign_Center)
.ContentPadding(FAppStyle::GetMargin("StandardDialog.ContentPadding"))
]
+SUniformGridPanel::Slot(1,0)
[
SNew(SButton) .HAlign(HAlign_Center)
.Text(LOCTEXT("BoneRemoval_Cancel", "Cancel"))
.ContentPadding(FAppStyle::GetMargin("StandardDialog.ContentPadding"))
.OnClicked(this, &SSkeletonBoneRemoval::OnCancel)
]
]
];
}
FReply SSkeletonBoneRemoval::OnOk()
{
bShouldContinue = true;
CloseWindow();
return FReply::Handled();
}
FReply SSkeletonBoneRemoval::OnCancel()
{
CloseWindow();
return FReply::Handled();
}
void SSkeletonBoneRemoval::CloseWindow()
{
if ( WidgetWindow.IsValid() )
{
WidgetWindow.Pin()->RequestDestroyWindow();
}
}
bool SSkeletonBoneRemoval::ShowModal(const TArray<FName> BonesToRemove, const FText& WarningMessage)
{
TSharedPtr<class SSkeletonBoneRemoval> DialogWidget;
TSharedPtr<SWindow> DialogWindow = SNew(SWindow)
.Title( LOCTEXT("RemapSkeleton", "Select Skeleton") )
.SupportsMinimize(false) .SupportsMaximize(false)
.SizingRule( ESizingRule::Autosized );
TSharedPtr<SBorder> DialogWrapper =
SNew(SBorder)
.BorderImage(FAppStyle::GetBrush("ToolPanel.GroupBorder"))
.Padding(4.0f)
[
SAssignNew(DialogWidget, SSkeletonBoneRemoval)
.WidgetWindow(DialogWindow)
.BonesToRemove(BonesToRemove)
.WarningMessage(WarningMessage)
];
DialogWindow->SetContent(DialogWrapper.ToSharedRef());
GEditor->EditorAddModalWindow(DialogWindow.ToSharedRef());
return DialogWidget.Get()->bShouldContinue;
}
////////////////////////////////////////
class FBasePoseViewportClient: public FEditorViewportClient
{
public:
FBasePoseViewportClient(FPreviewScene& InPreviewScene, const TSharedRef<SBasePoseViewport>& InBasePoseViewport)
: FEditorViewportClient(nullptr, &InPreviewScene, StaticCastSharedRef<SEditorViewport>(InBasePoseViewport))
{
SetViewMode(VMI_Lit);
// Always composite editor objects after post processing in the editor
EngineShowFlags.SetCompositeEditorPrimitives(true);
EngineShowFlags.DisableAdvancedFeatures();
UpdateLighting();
// Setup defaults for the common draw helper.
DrawHelper.bDrawPivot = false;
DrawHelper.bDrawWorldBox = false;
DrawHelper.bDrawKillZ = false;
DrawHelper.bDrawGrid = true;
DrawHelper.GridColorAxis = FColor(70, 70, 70);
DrawHelper.GridColorMajor = FColor(40, 40, 40);
DrawHelper.GridColorMinor = FColor(20, 20, 20);
DrawHelper.PerspectiveGridSize = HALF_WORLD_MAX1;
bDisableInput = true;
}
---- Merging with SlateDev branch ---- Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI. While asleep, Slate will skip the Tick & Paint pass for that frame entirely. - There are TWO ways to "wake" Slate and cause a Tick/Paint pass: 1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active. - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick. 2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked. - The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action. - Examples include animation, async operations that update periodically, progress updates, loading bars, etc. - An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before. - An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick() - There are THREE ways to unregister an active tick: 1. Return EActiveTickReturnType::StopTicking from the active tick function 2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick() 3. Destroy the widget responsible for the active tick - Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar - There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed. - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f) - The FCurveSequence API has been updated to work with the active tick system - Playing a curve sequence now requires that you pass the widget being animated by the sequence - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end. [CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00
// FEditorViewportClient interface
virtual void Tick(float DeltaTime) override
{
if (PreviewScene)
{
PreviewScene->GetWorld()->Tick(LEVELTICK_All, DeltaTime);
}
}
virtual FSceneInterface* GetScene() const override
{
return PreviewScene->GetScene();
}
---- Merging with SlateDev branch ---- Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI. While asleep, Slate will skip the Tick & Paint pass for that frame entirely. - There are TWO ways to "wake" Slate and cause a Tick/Paint pass: 1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active. - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick. 2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked. - The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action. - Examples include animation, async operations that update periodically, progress updates, loading bars, etc. - An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before. - An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick() - There are THREE ways to unregister an active tick: 1. Return EActiveTickReturnType::StopTicking from the active tick function 2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick() 3. Destroy the widget responsible for the active tick - Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar - There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed. - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f) - The FCurveSequence API has been updated to work with the active tick system - Playing a curve sequence now requires that you pass the widget being animated by the sequence - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end. [CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00
virtual FLinearColor GetBackgroundColor() const override
{
return FLinearColor::White;
}
virtual void SetViewMode(EViewModeIndex Index) override final
{
FEditorViewportClient::SetViewMode(Index);
}
// End of FEditorViewportClient
void UpdateLighting()
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3555219) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3537750 by Ori.Cohen Added RootBone simulation space to RigidBody node. This is useful for cases where we rotate the skeletal mesh component and counter rotate the root bone and do not want to affect simulated bodies' velocities. Change 3537756 by Ori.Cohen Added ExternalForce to rigid body node for faking inertia while simulating in component space Change 3537758 by Ori.Cohen Made it so that linear and angular velocity are properly computed for kinematic targets in immediate physics and rigid body node. Change 3538308 by Ethan.Geller #jira UE-47169: fix for streaming sources not getting properly destroyed in AudioMixer Change 3538329 by Jon.Nabozny Fix ForEachBodyBelow to use the proper body index. Change 3538528 by Ori.Cohen Fix gravity not being converted into the right simulation space for the RigidBody node Change 3539741 by James.Golding Remove unused HACD library. We use V-HACD now. #jira UE-46618 Change 3539746 by James.Golding Enable research SoftBody plugin in QAGame Change 3540115 by Ori.Cohen Turn joint pre-processing on for immediate mode. This helps with some stability issues. #tests none Change 3543166 by Ori.Cohen Exposed an inertia scale for body instances Change 3544097 by Ori.Cohen Fix incorrect bone mapping for rigid body node. (Only matters when first call to init has a different number of bodies, for example a different skin) Change 3544221 by Ori.Cohen Fix CIS Change 3544289 by Ori.Cohen Fix CIS Change 3544581 by Ori.Cohen Fix CIS Change 3545415 by Ethan.Geller Changes to AudioMixer's Delay class: Addition of SetDelayInSamples method, fix for delay line not working when being set to maximum delay Change 3545426 by Ethan.Geller #jira UEAP-282 Add Flexiverb submix effect to Synthesis plugin. Change 3545570 by Ethan.Geller Add Blueprint function library to sound utilities plugin Change 3548160 by Martin.Wilson Clean up animation compression logging (change to compression category and downgraded from warning #Jira UE-47424 Change 3548368 by Danny.Bouimad Changing an audio test on TM-AnimPhys as it isn't supported on a large number of platforms (Yet) Change 3548630 by Aaron.McLeran Don't send or mix built-in reverb submix if there's a plugin reverb enabled. Change 3548631 by Aaron.McLeran Adding ability to define default device using macro vs assuming index 0. Change 3548782 by Aaron.McLeran SDL backend implementation for windows, linux, and HTML. - Still need to hook up SDL to HTML5, but should be workable in Linux. Change 3549034 by Aaron.McLeran Adding missed file for SDL2.lib Change 3549102 by Aaron.McLeran Adding missing include Change 3550388 by James.Golding Fix ApexDestructionLib project generation #jira UE-47637 Change 3550412 by James.Golding More fixes to ApexDestruction.Build.cs Change 3550856 by Ori.Cohen Fix analysis for shared headers. #jira UE-47593 Change 3551046 by Aaron.McLeran Fix CIS build Change 3551056 by Aaron.McLeran Fixing assert on launch of audio mixer, invalid assert. Change 3552685 by Thomas.Sarkanen Fixed Fortnite warnings on editor startup/cook APEX destruction plugin was accessing the thumbnail manager before UnrealEd (and more pertinently, FortniteGame module) was loaded. Defering registration of the thumbnail rendering until later in the startup sequence means the the appropriate classes can be found. #jira UE-47595 - //UE4/Dev-AnimPhys: Cook Fortnite Win64 completed with 16 Warnings Change 3552847 by Ori.Cohen Fix CIS Change 3552916 by James.Golding Fix Win64 SDL2 deployment (path was wrong) #jira UE-47679 Change 3552919 by James.Golding Add 'RemapDirectories' entry for SoftBody plugin in QAGame (avoids package error) Also fix warning to give correct syntax #jira UE-47682 Change 3553168 by Ori.Cohen Fix CIS [CL 3555263 by Thomas Sarkanen in Main branch]
2017-07-26 09:23:14 -04:00
const USkeletalMeshEditorSettings* Options = GetDefault<USkeletalMeshEditorSettings>();
PreviewScene->SetLightDirection(Options->AnimPreviewLightingDirection);
PreviewScene->SetLightColor(Options->AnimPreviewDirectionalColor);
PreviewScene->SetLightBrightness(Options->AnimPreviewLightBrightness);
}
};
////////////////////////////////
// SBasePoseViewport
void SBasePoseViewport::Construct(const FArguments& InArgs)
{
SEditorViewport::Construct(SEditorViewport::FArguments());
PreviewComponent = NewObject<UDebugSkelMeshComponent>();
PreviewComponent->VisibilityBasedAnimTickOption = EVisibilityBasedAnimTickOption::AlwaysTickPoseAndRefreshBones;
PreviewScene.AddComponent(PreviewComponent, FTransform::Identity);
SetSkeleton(InArgs._Skeleton);
}
void SBasePoseViewport::SetSkeleton(USkeleton* Skeleton)
{
if(Skeleton != TargetSkeleton)
{
TargetSkeleton = Skeleton;
if(TargetSkeleton)
{
USkeletalMesh* PreviewSkeletalMesh = Skeleton->GetPreviewMesh();
if(PreviewSkeletalMesh)
{
PreviewComponent->SetSkeletalMesh(PreviewSkeletalMesh);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2994668) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2970637 on 2016/05/09 by Martin.Wilson Fix incorrect conflict resolve in merge from main Change 2976393 on 2016/05/12 by Zak.Middleton #ue4 - Set AudioComponent bUseAttachParentBounds=true to reduce cost of transform updates (avoids virtual CalcBounds() when transform changes). #tests PIE w/ audio Change 2976770 on 2016/05/13 by Lina.Halper Improvement on mirroring fix branch #code review: Zak.Middleton Change 2976774 on 2016/05/13 by Lukasz.Furman fixed missing memory callbacks for instanced behavior tree nodes #jira UE-30305 Change 2976775 on 2016/05/13 by Lukasz.Furman fixed multiple calls to behavior tree's instance cleanup #jira UE-30593 Change 2976801 on 2016/05/13 by Jon.Nabozny Add an optional argument FSkeletalMeshMerge. When set to EMeshBufferAccess::ForceCPUAndGPU, keeps a reference to the vertex buffer on CPU (e.g. for spawning particle effects). #JIRA UE-30405 Change 2976985 on 2016/05/13 by Jon.Nabozny Fix initializer list ordering for FSkeletalMeshMerge. Change 2977532 on 2016/05/13 by Marc.Audy PR #2348: [Local Multiplayer] Gamepad player assignment improvements (Contributed by kukiric) #jira UE-30162 Change 2977637 on 2016/05/13 by Marc.Audy Add Get/Set controller ID for a player in gameplay statics #jira UE-28718 Change 2979387 on 2016/05/16 by Jon.Nabozny Initialize FBox used to store results for CalculateQuatACF96Bounds. #JIRA UE-30846 Change 2979968 on 2016/05/17 by bruce.nesbit Added comment in FCanvasLineItem to warn only SE_BLEND_Opaque will be used when rendering. Change 2979969 on 2016/05/17 by bruce.nesbit Added comment in AddLine/AddPoint to warn only SE_BLEND_Opaque will be used when rendering. Change 2980271 on 2016/05/17 by Lina.Halper Improved comment #code review: Benn.Gallagher Change 2980317 on 2016/05/17 by Lukasz.Furman removing NavCollision from static mesh on property change and PostLoad if static mesh is not supposed to have one #ue4 Change 2980717 on 2016/05/17 by Zak.Middleton #ue4 - Optimize UCapsuleComponent::CalcBounds() to remove sqrt and use tighter bounding sphere radius. Change 2981193 on 2016/05/17 by Lukasz.Furman fixed missing observers in behavior tree when dynamic subtree is changed while waiting for full restart (out of nodes) #ue4 Change 2981927 on 2016/05/18 by Lina.Halper - Remove vertex animation code - Removing UVertexAnimation - Fixed reinitialization issue that was triggered by SetVertexAnimation - todo: consolidate UMorphtarget and UVertexAnimBase #code review: James.Golding, Martin.Wilson Change 2981957 on 2016/05/18 by Lina.Halper Add recursive stack check on update animation #code review: Martin.Wilson Change 2982116 on 2016/05/18 by Benn.Gallagher Removed optimize macros accidentally left after bounds extension feature for skel meshes Change 2982255 on 2016/05/18 by Jon.Nabozny FSkeletalMeshMerge constructor "MeshBufferAccess" default should be EMeshBufferAccess:Default instead of EMeshBufferAccess::ForceCPUAndGPU. Change 2982607 on 2016/05/18 by Marc.Audy Cleanup places calling GetWorld() multiple times Change 2982621 on 2016/05/18 by Marc.Audy Make UActorComponent::GetWorld final and inlined to avoid unnecessary function calls Put uncached logic in to a separate function Change 2983424 on 2016/05/19 by Marc.Audy Minor tweaks to reduce GetWorld calls Change 2983465 on 2016/05/19 by Lina.Halper Combine VertexAnimBase and MorphTarget to just MorphTarget - VertexAnimBase is gone - Modified most of VertexAnim to MorphTarget - Removed state, time related data #code review: James.Golding, Rolando.Caloca Change 2983609 on 2016/05/19 by Marc.Audy Inline AActor::GetLevel Half GetWorld() calls from AActor::GetNetMode() Change 2983772 on 2016/05/19 by Marc.Audy Fix Mac compile Change 2983931 on 2016/05/19 by Marc.Audy Remove pointless AccelMouse function Change 2984061 on 2016/05/19 by Marc.Audy Reorg some headers to fix compilation issues Change 2984409 on 2016/05/19 by Aaron.McLeran #jira UE-31049 Updating the Oculus Audio SDK to vs 1.02 Implementing 2984316 from Releases/4.12 to Dev-Framework Change 2984574 on 2016/05/19 by Aaron.McLeran Fix for platform headroom scalar. Using correct dB to linear formula (not one for power) dB = 20 * log(Linear), not dB = 10 * log(Linear) Change 2985041 on 2016/05/20 by Jon.Nabozny ConvertQueryOverlap only returns the base actor if multiple actors have bSimulatePhysics enabled and are welded together. #JIRA UE-30484 Change 2985118 on 2016/05/20 by Marc.Audy Another attempt to convince Mac to build Change 2985192 on 2016/05/20 by Marc.Audy Properly forward declare ABrush Change 2985724 on 2016/05/20 by Zak.Middleton #ue4 - Optimize NaN and Infinite checks for FVector, FQuat, FRotator, FMatrix, FTransform. SIMD version VectorContainsNaNOrInfinite() also optimized on relevant platforms. Added startup tests for VectorContainsNaNOrInfinite(). - All our "ContainsNaN()" tests are in fact "IsNaN() || IsInfinite()", which is the same as "!IsFinite()", so exploited this to simplify the tests. Both NaN and +/-Inf are not finite (http://en.cppreference.com/w/cpp/numeric/math/isfinite). In the future we should rename ContainsNaN(). - Still need to audit some uses in shipping configs. #jira UE-30999 Change 2986016 on 2016/05/20 by Zak.Middleton #ue4 - Fix uint32 used for int32 values. Behavior was unaffected. Change 2986017 on 2016/05/20 by Zak.Middleton #ue4 - Fix overlaps being dropped from within a FScopedMoveUpdate when rotation occurs. Remove invalid assert. Change 2986833 on 2016/05/23 by Zak.Middleton #ue4 - Move ETeleportType from ActorComponent.h to EngineTypes.h. Add comment to FHitResult for ImpactPoint when it's penetrating. Change 2986916 on 2016/05/23 by Rolando.Caloca DF - GPU morph targets proof of concept - Disabled by default - Not compatible with gpu skin cache - No extra memory required yet until it's used; creates buffers per frame (very slow!) Change 2987539 on 2016/05/23 by Rolando.Caloca DF - Remove unused member and downgrade FActiveMorphTarget to not be a USTRUCT Change 2987981 on 2016/05/24 by James.Golding PR #2162 : Exported AAudioVolume so that projects can derive custom classes. https://github.com/EpicGames/UnrealEngine/pull/2162 #github 2162 #jira UE-28533 Change 2987982 on 2016/05/24 by James.Golding PR #2318 : Fix memory allocation in CustomMeshComponent.cpp https://github.com/EpicGames/UnrealEngine/pull/2318 #github 2318 #jira UE-29864 Change 2987983 on 2016/05/24 by James.Golding Merging engine changes back from GDC demo: - Export FFIRFilterTimeBased from Engine module - Add FFIRFilterTimeBased::SetWindowDuration - Add FBaseCompactPose::CopyBonesTo Change 2987984 on 2016/05/24 by James.Golding UE-30137 No longer include collision in StatiMeshComponent bounds (bounds no longer user for any collision calculation) Change 2987985 on 2016/05/24 by James.Golding UE-27801 Export ConvertToCollisionChannel, ConvertToObjectType, and ConvertToTraceType members of UCollisionProfile Change 2987987 on 2016/05/24 by James.Golding OR-17910 : Support 'show collision' in Test configuration Change 2988123 on 2016/05/24 by Jon.Nabozny Prevent FBodyInstance::Weld causing duplicate PhsyXShapes to be created / added to ShapeToBodiesMap when toggling SimulatePhysics on PrimitiveComponent. #JIRA UE-31189 Change 2988449 on 2016/05/24 by Rolando.Caloca DF - Split FActiveMorphTarget's weight into its own array in prep for GPU friendly data Change 2988485 on 2016/05/24 by Jon.Nabozny Swap order of setRigidBodyFlag and setRigidDynamicFlag inside UpdateInstanceSimulatePhysics to prevent PhysX error about Kinematic bodies not using CCD. #JIRA UE-30993 Change 2988969 on 2016/05/24 by Rolando.Caloca DF - GPU morph targets - Enable using r.MorphTarget.Mode 1 Change 2989645 on 2016/05/25 by Marc.Audy Apply CL# 2989481 to Dev-Framework #jira UE-31055 Change 2989987 on 2016/05/25 by Wes.Hunt Redo of CL#2982707 2982716 2982723 2983780 2983864 from //Orion/Dev-General in preparation for continuing Analytics refactor in a Dev branch. AnalyticsET support for arbitrary Json events. * AnalyticsET supports a new API, RecordEventJson. * API supports rvalue refs to avoid unnecessary copies of the attribute array. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982707 by Wes.Hunt on 2016/05/18 17:22:20. Remove Analytics code to divert legacy code to source data collector. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982716 by Wes.Hunt on 2016/05/18 17:27:25. Analytics no longer adds IsEditor attribute to all events. Wasn't actually used by anyone anymore. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982723 by Wes.Hunt on 2016/05/18 17:29:40. Modernize FAnalyticsEventAttribute usage. Replaced FAnalyticsEventAttribute various ctors with a perfect forwarding one that can convert them to strings. * The Name must be convertible to a string * The value must be convertible to a string via an AnalyticsConversion::ToString() overload. * Added/expanded the supported conversions to strings to analytics attribute values. See AnalyticsConversion.h which contains all the previously supported conversions and more. Added MakeAnalyticsEventAttributeArray(), which uses variadic templates to create an array of event attributes inline, which can be passed to RecordEvent[Json] and efficiently taken ownership of: RecordEvent("EventName", MakeAnalyticsEventAttributeArray( "Attr1", false, "Attr2", 42.0, "Attr3", SomeMap, "Attr4", SomeArray); #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983780 by Wes.Hunt on 2016/05/19 13:51:48. Added missing assignment copy/move ops to FAnalyticsEventAttribute. Doh, should have looked at more usages of PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS... #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983864 by Wes.Hunt on 2016/05/19 14:17:05. Change 2989988 on 2016/05/25 by Wes.Hunt Fix usage of FAnalyticsEventAttribute constructor using a bitfield that was invalidated by the change to make FAnalyticsEventAttribute use a perfect forwarding constructor. bitfields cannot be perfect-forwarded... :( Change 2990493 on 2016/05/25 by Joe.Graf Added tooltips to the collision analyzer's buttons #CodeReview: james.golding Change 2991064 on 2016/05/26 by James.Golding - Remove many Animation headers from Engine.h - Remove AnimationAsset.h from SkeletalMeshComponent.h, Character.h, CharacterMovementComponent.h Change 2991113 on 2016/05/26 by Benn.Gallagher Fixed edge case in random sequence player where we might trigger an extra loop when waiting on a blend to finish. And made it impossible for a shuffle list to start with the animation that is currently playing (seemingly duplicating the anim). Change 2991163 on 2016/05/26 by Rolando.Caloca DF - Rename and refactor some morph target compute shader in prep for interop with skin cache Change 2991167 on 2016/05/26 by Jon.Nabozny Add `#include "DataTable.h"` to GameplayTagsManager.h. FGameplayTagTableRow is derived from FTableRowBase which isn't necessarily included. This issue is hidden in most cases as "Engine.h" includes "DataTable.h". Change 2991183 on 2016/05/26 by Wes.Hunt Disable general forwarding constructor for AnalyticsEventAttribute for non arithmetic types, so they are free to choose other overloads more appropriately. Change 2991199 on 2016/05/26 by Wes.Hunt Drastically reducing the headers dependencies on analytics headers. Analytics headers no longer appear in PCH files, and rarely if ever appear in a header file. IAnalyticsProviderModule.h only touches 8 source files. Analytics.h only touches 8 source files. IAnalyticsProvider.h only touches 5 headers and 97 source files. AnalyticsET.h only touches 12 source files. Change 2991301 on 2016/05/26 by James.Golding Fix CIS for Fortnite Change 2991319 on 2016/05/26 by James.Golding Fix CIS for Orion Change 2991373 on 2016/05/26 by Joe.Graf Tweaked the tooltip text for the collision analyzer record button to be correct for both states Added a common button style so that the buttons have a consistent look #CodeReview: james.golding Change 2991401 on 2016/05/26 by James.Golding Fix UT CIS Change 2991406 on 2016/05/26 by James.Golding Fix Ocean CIS Change 2991491 on 2016/05/26 by Lina.Halper Moved MorphTarget.h - Checked in modified functions fo AnimationRuntime for other features coming up - Should not change any behavior of existing content #code review: James.Golding, Rolando.Caloca Change 2991494 on 2016/05/26 by Wes.Hunt Fix for Unity error in AnalyticsET module after hedaer dependency reduction Change 2991503 on 2016/05/26 by Jon.Nabozny Fix issue where FConstraintInstance (inside UPhysicsConstraintComponent) is not editable in InstanceEditor but is editable in BlueprintEditor. #JIRA UE-31267 Change 2991562 on 2016/05/26 by Zak.Middleton #ue4 - Reduce allocations during movement and overlap queries and when grabbing shapes from physx actors. Change 2991586 on 2016/05/26 by James.Golding More CIS fixes for Orion and Fortnite Change 2991673 on 2016/05/26 by Wes.Hunt Another non-unity fix for Analytics include dependency reduction. Change 2991733 on 2016/05/26 by Zak.Middleton #dev - Test map, 50 walking dudes. Change 2991781 on 2016/05/26 by Lina.Halper Back out revision 15 from //UE4/Dev-Framework/Engine/Source/Runtime/Engine/Private/Animation/AnimationRuntime.cpp - Back out a part of changes that I didn't mean to check in. Change 2991922 on 2016/05/26 by Zak.Middleton #ue4 - Maybe fix Mac build. Change 2991957 on 2016/05/26 by Joe.Graf Fixed the collision analyzer file open text (said project instead of collision) Change 2991991 on 2016/05/26 by Lina.Halper Fix compile error Change 2992089 on 2016/05/26 by Zak.Middleton #ue4 - Fix Mac/PS4 build. Change 2992108 on 2016/05/26 by Wes.Hunt Yet another non-unity fix for Analytics header inclusion reduction. Change 2992190 on 2016/05/26 by Zak.Middleton #ue4 - Mark FHitResult, FOverlapResult, FOverlapInfo as POD types. Avoids destructors etc when in TArrays. Change 2992593 on 2016/05/27 by Martin.Wilson Build fixes for non editor platforms Change 2992885 on 2016/05/27 by Rolando.Caloca DF - Fix crash on thumbnails #jira UE-31398 Change 2993058 on 2016/05/27 by Lukasz.Furman fixed behavior tree getting stuck on ResumeLogic call #jira OR-22498 Change 2993064 on 2016/05/27 by Zak.Middleton #ue4 - Fix root motion network corrections not clearing root motion data. udn: https://udn.unrealengine.com/questions/294985/jittering-in-character-movement-during-networked-m.html #jira UE-31316 Change 2993215 on 2016/05/27 by Lukasz.Furman gameplay debugger fixes: navmesh rendering is not hidden after disabling tool, player stuck in spectator mode after disabling tool, confusing version description for categories without data packs added replicated input bindings for debugger's categories #ue4 Change 2993521 on 2016/05/27 by Zak.Middleton #ue4 - Reduce allocations in UI Canvas items. Change 2993995 on 2016/05/30 by Mieszko.Zielinski Temporary fix for BBKeySelector not handling properly multiple UObject subtypes #UE4 #jira UE-31435 Change 2993998 on 2016/05/30 by Mieszko.Zielinski Improves handling of a special case in EQS score normalization, where all items have the same score #UE4 We used to set the normalized score of 1 for all items, which was counter intuitive if all items have scored 0 in an unnormalized test. The improve handling detects that and assigns score of 0 in that case. Change 2993999 on 2016/05/30 by Mieszko.Zielinski Fixed FEQSParametrizedQueryExecutionRequest converting non-BB values into EQS params wrong #UE4 Change 2994000 on 2016/05/30 by Mieszko.Zielinski Exposed UNavigationInvokerComponent as part of ENGINE_API so that it can be spawned procedurally in C++ in game specific code #UE4 Change 2994003 on 2016/05/30 by Mieszko.Zielinski Fixed naming of console variable controllin v-logging of FGameplayAttribute #UE4 The old name was copy-pasted from somewhere. Change 2994007 on 2016/05/30 by Mieszko.Zielinski Fixed unregistering listeners from perception system not clearing up all data #UE4 Also, introduced two precisely named functions, GetCurrentlyPerceivedActors and GetKnownPerceivedActors to replace ambiguous GetPerceivedActors Also, renamed UAIPerceptionComponent::TActorPerceptionContainer to UAIPerceptionComponent::FActorPerceptionContainer Change 2994475 on 2016/05/31 by Wes.Hunt Fix Unity build failure for analytics inclusion reduction for IOSFlurry. [CL 2994701 by Marc Audy in Main branch]
2016-05-31 13:51:34 -04:00
PreviewComponent->EnablePreview(true, nullptr);
// PreviewComponent->AnimScriptInstance = PreviewComponent->PreviewInstance;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2720406 on 2015/10/07 by Aaron.McLeran Audio optimization Don't search for nearest listener if there's only 1 listener. Change 2720411 on 2015/10/07 by Aaron.McLeran Fixing HRTF spatialization code with recent changes to stereo spatialization. HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates. Change 2723829 on 2015/10/09 by Mieszko.Zielinski Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4 UE-21880 Change 2723873 on 2015/10/09 by Mieszko.Zielinski Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4 UE-21977 Change 2724834 on 2015/10/12 by Ori.Cohen PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk) Change 2724850 on 2015/10/12 by Marc.Audy Fix sound not restarting in matinee preview when jumping back along timeline after reaching end #codereview Nick.Darnell Change 2726499 on 2015/10/13 by Ori.Cohen Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1 Change 2726689 on 2015/10/13 by Marc.Audy Make UPackage::PackageFlags private Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor #codereview Mike.Fricker Change 2726862 on 2015/10/13 by Lukasz.Furman removed unused code from DetourNavMeshQuery #ue4 UE-21988 Change 2726888 on 2015/10/13 by Lukasz.Furman fixed observer abort: both mode in behavior tree's cone check decorator #ue4 UE-19375 Change 2726913 on 2015/10/13 by Lukasz.Furman navmesh raycast will use nearest poly containing ray origin instead of just closest one #ue4 UE-19334 Change 2726920 on 2015/10/13 by Marc.Audy Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName #codereview Dmitriy.Dyomin, Bob.Tellez Change 2726931 on 2015/10/13 by Lukasz.Furman fixed missing Tick event in aborting behavior tree tasks from abandoned subtree #ue4 UE-21777 Change 2728093 on 2015/10/14 by Ori.Cohen Fix edge case of sphyl scale take two. The previous approach did double scaling Change 2728577 on 2015/10/14 by Mieszko.Zielinski Improved navmesh labeling condition #UE4 Change suggested by github user #rb Lukasz.Furman Change 2728587 on 2015/10/14 by Lukasz.Furman fixed crowd simulation for auto possessed pawns placed on level #ue4 #rb Mieszko.Zielinski Change 2728629 on 2015/10/14 by Lukasz.Furman fixed influence of navmesh edges on crowd simulation near end of path #ue4 UE-21380 #rb Mieszko.Zielinski Change 2728678 on 2015/10/14 by Lukasz.Furman added Z check to detour's crowd avoidance segment gathering #ue4 UE-20889 #rb Mieszko.Zielinski Change 2728745 on 2015/10/14 by Lukasz.Furman fixed copy&paste operation in behavior tree's composite decorators subgraphs #ue4 UE-18740 Change 2729276 on 2015/10/14 by Stan.Melax ensure all actors get recreated with new collision shape specification. this wasn't being done for a couple of editing methods. todo: this should be merged into 4.10 #UE-20961 #rb ori.cohen Change 2730709 on 2015/10/15 by Marc.Audy Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions #rb Lina.Halper Change 2733590 on 2015/10/19 by Benn.Gallagher Fixed various crashes when using undo and redo while manipulating state machines UE 22088 Change 2735143 on 2015/10/20 by Lukasz.Furman clearing behavior tree debugger's state when displayed subtree becomes inactive #ue4 #rb Mieszko.Zielinski Change 2735144 on 2015/10/20 by Lukasz.Furman rebuilding behavior tree graph node order when node is being moved #ue4 #rb Mieszko.Zielinski Change 2735403 on 2015/10/20 by sebastian.kowalczyk Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform). Change 2736406 on 2015/10/21 by sebastian.kowalczyk Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon. Change 2736436 on 2015/10/21 by sebastian.kowalczyk Fixed crash in gameplay debugger with player set as debug target. Change 2736437 on 2015/10/21 by sebastian.kowalczyk Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet). Change 2736489 on 2015/10/21 by sebastian.kowalczyk Hide internal and debug hud classes from drop down lists. Change 2736504 on 2015/10/21 by sebastian.kowalczyk Fix for UE-18548 "EnableGDT does not work correctly in PIE". Change 2736529 on 2015/10/21 by sebastian.kowalczyk Fixed UE-18548 "EnableGDT does not work correctly in PIE" Change 2736588 on 2015/10/21 by sebastian.kowalczyk Removed old log visualizer classes. Change 2736700 on 2015/10/21 by sebastian.kowalczyk Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module. Change 2737180 on 2015/10/21 by Zak.Middleton #ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits. #rb Aaron.Mcleran #jira UE-22436 Change 2738084 on 2015/10/22 by sebastian.kowalczyk Better indication of selected pawn for Gameplay Debugger. Change 2738413 on 2015/10/22 by Marc.Audy Disable duplication of worlds/maps via the content browser #jira UE-22200 #rb James.Golding Change 2739743 on 2015/10/23 by bruce.nesbit UE-18707 - Issue with drawing material triangle on canvas #1387 Added DrawTriangleUsingVertexColor Change 2739751 on 2015/10/23 by bruce.nesbit Revised bShowDebugForReticleTarget should not be static #1539 Change 2739788 on 2015/10/23 by bruce.nesbit Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor Fixed compile error Change 2739870 on 2015/10/23 by Marc.Audy Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself. #jira UE-22362 #rb Zak.Middleton Change 2739882 on 2015/10/23 by sebastian.kowalczyk Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue. Change 2740140 on 2015/10/23 by Marc.Audy Ensure that components reregister tick functions after seamless travel #jira UE-20892 #rb Zak.Middleton Change 2740614 on 2015/10/23 by Ori.Cohen Fix linker issues for people wanting to use physics lock lambdas Change 2740674 on 2015/10/23 by Aaron.McLeran Sound Focus Feature Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener - Define the min/max azimuth angle to establish in-focus and non-focus regions - Can scale the priority of a sound based on focus angle - Can attenuate the volume of a sound based on focus angle - Can scale the listener-emitter distance based on focus angle - Distance scale is applied when determining max audible distance for USoundBase - Can opt-out of focus effects for a sound at the USoundBase level #rb Ryan.Vance Change 2741542 on 2015/10/26 by Lukasz.Furman lowered min value clamping in navigation filter properties #ue4 #rb Mieszko.Zielinski Change 2743227 on 2015/10/27 by Marc.Audy Make ASceneCaptureCube subclassable outside of Engine module #jira UE-22609 Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module #jira UE-22610 #rb Jeff.Farris Change 2743255 on 2015/10/27 by Marc.Audy Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor #rb Jeff.Farris Change 2743729 on 2015/10/27 by Ori.Cohen Fix case where we spawn and adjust location which gives us implicit velocity. #codereview Stan.Melax Change 2746135 on 2015/10/29 by sebastian.kowalczyk Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work." Change 2746437 on 2015/10/29 by Lukasz.Furman pass on verifying behavior tree stack before accessing its elements #ue4 #rb Mieszko.Zielinski Change 2748028 on 2015/10/30 by sebastian.kowalczyk Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ. Change 2748184 on 2015/10/30 by Aaron.McLeran UE-22693 Fix for streaming bug - 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio. - Wasn't able to repro the 'cannot read chunk' part of the bug #rb ryan.vance Change 2749255 on 2015/10/31 by sebastian.kowalczyk Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD. Change 2749276 on 2015/10/31 by sebastian.kowalczyk Added switch to toggle highlight of selected actor to GameplayDebugger. Change 2749318 on 2015/10/31 by sebastian.kowalczyk New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project). Change 2749337 on 2015/10/31 by sebastian.kowalczyk Fixed GameplayDebugger compilation in shipping/test builds. Change 2749376 on 2015/10/31 by sebastian.kowalczyk Small clean-up in gameplay debugger class for BT. Change 2749931 on 2015/11/02 by James.Golding Add stats to ProcMeshComp Change 2749932 on 2015/11/02 by James.Golding Remove PhysicsThrusterComponent.h from Engine.h Change 2749960 on 2015/11/02 by James.Golding - Fix PS4 compile errors in ActiveSound.cpp - Constructor order of FActiveSound - Shadowed AudioComponent var in CheckOcclusion #RB thomas.sarkanen #codereview aaron.mcleran Change 2749961 on 2015/11/02 by James.Golding Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp - Shadowed DefaultContext function param, now just Context, which matches declaration #RB thomas.sarkanen #codereview sebastian.kowalczyk Change 2750026 on 2015/11/02 by Thomas.Sarkanen Anim Multithreading: thread-safety refactor Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways: - Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal. - Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access. - Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily). Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc. Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays). Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand. Many changes are due to substituting accessor functions for direct variable access. Removed 'service' tick group as we no longer need to segregate the running of our parallel update. Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this. Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private). #rb Martin.Wilson,Lina.Halper #codereview Michael.Noland Change 2750077 on 2015/11/02 by Marc.Audy Expose UInputComponent::BindAction that supports WithKey delegate signature Change 2751767 on 2015/11/03 by Thomas.Sarkanen Added extra support to Anim Blueprint 'fast-path' Added support for negated bools (value gets negated during copy). Added support for copying from struct members (via break struct) and split struct pins. Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often. #rb Martin.Wilson Change 2752158 on 2015/11/03 by Jeff.Farris Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns. #rb marc.audy Change 2752159 on 2015/11/03 by Jeff.Farris Improvements to camera lens effects to (EmitterCameraLensEffectBase) - can now specify a transform to align the emitter with the camera - exposed several key parameters to Blueprints - ENGINE_API now applies to the entire class #rb marc.audy Change 2753454 on 2015/11/04 by Thomas.Sarkanen Fixup deprecation warnings fallout from multithreaded update changes. Fixed up use of AnimInstance in Vicon plugin. Fixed up use of AnimInstance in slope warping node. Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right'). Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction. #rb Martin.Wilson Change 2754099 on 2015/11/04 by Ori.Cohen Fix for task threads dropping stats (from Gil) #rb Gil.Gribb Change 2754449 on 2015/11/04 by Marc.Audy Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks #jira UE-20853 Reorganize some booleans to get better bit packing #rb Jeff.Farris #codereview Mieszko.Zielinski Change 2754573 on 2015/11/04 by Aaron.McLeran Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f Change 2755345 on 2015/11/05 by Thomas.Sarkanen Added deprecated constructors for various animation contexts Allows existing code to compile if it creates its own contexts from UAnimInstance. #rb James.Golding Change 2755348 on 2015/11/05 by James.Golding Add BP-exposed SetBoundsScale function to PrimitiveComponent #RB thomas.sarkanen Change 2755437 on 2015/11/05 by Marc.Audy Fix compile errors #codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran Change 2755982 on 2015/11/05 by Marc.Audy Move HeaderParse changes for deprecation macro from Core Fix world settings warning Change 2756028 on 2015/11/05 by Marc.Audy Fix shadow variable issue Change 2756090 on 2015/11/05 by Ori.Cohen Improve budget tool so that task threads are computed automatically. #rb Gil.Gribb Change 2756120 on 2015/11/05 by Mieszko.Zielinski Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4 #rb Lukasz.Furman Change 2756243 on 2015/11/05 by Mieszko.Zielinski Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4 The old way was resulting in false positives when for example observer teleported somewhere far #rb Lukasz.Furman #codereview John.Abercrombie Change 2756280 on 2015/11/05 by Mieszko.Zielinski Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4 #rb Lukasz.Furman Change 2756500 on 2015/11/05 by Mieszko.Zielinski Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4 Also, refactored its parameters into references over pointers. #rb Lukasz.Furman Change 2757041 on 2015/11/06 by Thomas.Sarkanen Removed check() in UAnimInstance::GetProxyOnAnyThread() The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway. #rb James.Golding Change 2757207 on 2015/11/06 by Ori.Cohen Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation #rb Lina.Halper Change 2757238 on 2015/11/06 by Marc.Audy Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled. #rb Mike.Fricker Change 2757284 on 2015/11/06 by Stan.Melax tapered capsule drawing cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres. (this was already code reviewed before, but missed the check-in window before streamtime) #rb ori.cohen Change 2757743 on 2015/11/06 by Lukasz.Furman fixed node memory allocations for injected behavior tree decorators #ue4 UE-22783 #rb Mieszko.Zielinski Change 2757772 on 2015/11/06 by Lukasz.Furman added setters for crowd avoidance #ue4 UE-22785 #rb Mieszko.Zielinski Change 2758422 on 2015/11/07 by Lina.Halper Potential fix for invalid root bone index input #jira :/UE-23086 #code review: Ori.Cohen Change 2758429 on 2015/11/07 by Mieszko.Zielinski Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4 #jira UE-23089 Change 2758571 on 2015/11/08 by Mieszko.Zielinski Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4 #jira UE-23080 Change 2758821 on 2015/11/09 by Thomas.Sarkanen Fixed animations no longer playing when using a dedicated server. Uses correct logic to determine whether we are running as a server or not. #rb Martin.Wilson Change 2758920 on 2015/11/09 by Marc.Audy Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize #rb Lina.Halper Change 2758944 on 2015/11/09 by Ori.Cohen Fix crash when stats are only on one thread and budget mode is used Change 2758967 on 2015/11/09 by Benn.Gallagher Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence. #jira UE-22963 Change 2758973 on 2015/11/09 by Benn.Gallagher Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating. #rb Bruce.Nesbit Change 2759219 on 2015/11/09 by Ori.Cohen Character perf test is now looking at stats directly and sending to analytics #RB Ben.Salem Change 2759398 on 2015/11/09 by Lina.Halper Fix issue where placed montages are not playing. - the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage #code review: Thomas.Sarkanen #RB: Marc.Audy Change 2759491 on 2015/11/09 by Lina.Halper #Anim: Fix not getting input correctly for Copy Pose node #RB: Marc.Audy Change 2759602 on 2015/11/09 by Marc.Audy Fix imporperly named struct Change 2759795 on 2015/11/09 by Aaron.McLeran UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing. #rb zak.middleton Change 2760081 on 2015/11/09 by Aaron.McLeran UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio. OmniDirectional Math Explanation: For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0. So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map. If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity). The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF. Note: I do not think we need to square the OmniRadius in: Emitter.InnerRadius = OmniRadius*OmniRadius; But I am keeping it t here because of legacy content which depends on that behavior. #rb zak.middleton hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework Re-instated deleted protected functions in UAnimInstance. Fixed access of UAnimInstance in FAnimNode_StateMachine. #rb Martin.Wilson Change 2760407 on 2015/11/10 by Jurre.deBaare Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals) Change 2760468 on 2015/11/10 by Benn.Gallagher Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits. #rb Graeme.Thornton Change 2760613 on 2015/11/10 by Jeff.Farris Fixed async collision completion delegate potentially firing repeatedly. (UE-23149) #cr marc.audy #codereview lina.halper Change 2760795 on 2015/11/10 by Marc.Audy Don't compile in pointless AddReferencedObjects when with editoronly data not defined Minor coding standard cleanup (NULL and auto) Change 2760848 on 2015/11/10 by Benn.Gallagher Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code. #jira UE-23164 #rb Martin.Wilson Change 2760866 on 2015/11/10 by Marc.Audy Manage transient visualization components for camera component in the same way that sprite component for other actor components are #rb Mike.Beach Change 2760963 on 2015/11/10 by Marc.Audy Since construction script can cause actors to be spawned don't use a ranged for to iterate #jira UE-22639 #rb Jeff.Farris #codereview Dmitriy.Dyomin Change 2762297 on 2015/11/11 by James.Golding UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created) #rb martin.wilson #codereview ori.cohen, lina.halper Change 2763566 on 2015/11/11 by Lina.Halper FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint. #RB: Laurent.Delayen Change 2763926 on 2015/11/12 by Thomas.Sarkanen Fix anim notifies not firing from single anim instances UE-23248 - Anim Notifies are not working for Animation Sequences UE-23249 - Anim Notifies using Sound Cues do not work #rb James.Golding Change 2764039 on 2015/11/12 by Jurre.deBaare Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper Change 2764307 on 2015/11/12 by Jurre.deBaare VS2015 SSF library Change 2764314 on 2015/11/12 by Stan.Melax crashfix was putting bad bodies to sleep at start Fatal error! Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000 UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875] On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies. Added check to ensure physx body exists before trying to force it to sleep. not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road". #codereview ori.cohen Change 2764343 on 2015/11/12 by Jurre.deBaare - Fixed crash when building a LOD with SubActors.Num < 2 - Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build - LODActor tree view item now scrolls into view if selected in the world - Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default - Added 7zip files - Fixed issue with WinINet complaining about http-request without 'http://' prefix - Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions) - Override texture sizes and automatic texture bias - Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data. - Now incorporate static meshes with opague materials into HLOD merging - Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled - Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component) - Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD) - Added ENUM for texture scaling/resizing type that has to be applied while merging the materials - Added detail customization class for FMaterialProxySettings #rb James.Golding [CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
PreviewComponent->PreviewInstance->SetForceRetargetBasePose(true);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2994668) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2970637 on 2016/05/09 by Martin.Wilson Fix incorrect conflict resolve in merge from main Change 2976393 on 2016/05/12 by Zak.Middleton #ue4 - Set AudioComponent bUseAttachParentBounds=true to reduce cost of transform updates (avoids virtual CalcBounds() when transform changes). #tests PIE w/ audio Change 2976770 on 2016/05/13 by Lina.Halper Improvement on mirroring fix branch #code review: Zak.Middleton Change 2976774 on 2016/05/13 by Lukasz.Furman fixed missing memory callbacks for instanced behavior tree nodes #jira UE-30305 Change 2976775 on 2016/05/13 by Lukasz.Furman fixed multiple calls to behavior tree's instance cleanup #jira UE-30593 Change 2976801 on 2016/05/13 by Jon.Nabozny Add an optional argument FSkeletalMeshMerge. When set to EMeshBufferAccess::ForceCPUAndGPU, keeps a reference to the vertex buffer on CPU (e.g. for spawning particle effects). #JIRA UE-30405 Change 2976985 on 2016/05/13 by Jon.Nabozny Fix initializer list ordering for FSkeletalMeshMerge. Change 2977532 on 2016/05/13 by Marc.Audy PR #2348: [Local Multiplayer] Gamepad player assignment improvements (Contributed by kukiric) #jira UE-30162 Change 2977637 on 2016/05/13 by Marc.Audy Add Get/Set controller ID for a player in gameplay statics #jira UE-28718 Change 2979387 on 2016/05/16 by Jon.Nabozny Initialize FBox used to store results for CalculateQuatACF96Bounds. #JIRA UE-30846 Change 2979968 on 2016/05/17 by bruce.nesbit Added comment in FCanvasLineItem to warn only SE_BLEND_Opaque will be used when rendering. Change 2979969 on 2016/05/17 by bruce.nesbit Added comment in AddLine/AddPoint to warn only SE_BLEND_Opaque will be used when rendering. Change 2980271 on 2016/05/17 by Lina.Halper Improved comment #code review: Benn.Gallagher Change 2980317 on 2016/05/17 by Lukasz.Furman removing NavCollision from static mesh on property change and PostLoad if static mesh is not supposed to have one #ue4 Change 2980717 on 2016/05/17 by Zak.Middleton #ue4 - Optimize UCapsuleComponent::CalcBounds() to remove sqrt and use tighter bounding sphere radius. Change 2981193 on 2016/05/17 by Lukasz.Furman fixed missing observers in behavior tree when dynamic subtree is changed while waiting for full restart (out of nodes) #ue4 Change 2981927 on 2016/05/18 by Lina.Halper - Remove vertex animation code - Removing UVertexAnimation - Fixed reinitialization issue that was triggered by SetVertexAnimation - todo: consolidate UMorphtarget and UVertexAnimBase #code review: James.Golding, Martin.Wilson Change 2981957 on 2016/05/18 by Lina.Halper Add recursive stack check on update animation #code review: Martin.Wilson Change 2982116 on 2016/05/18 by Benn.Gallagher Removed optimize macros accidentally left after bounds extension feature for skel meshes Change 2982255 on 2016/05/18 by Jon.Nabozny FSkeletalMeshMerge constructor "MeshBufferAccess" default should be EMeshBufferAccess:Default instead of EMeshBufferAccess::ForceCPUAndGPU. Change 2982607 on 2016/05/18 by Marc.Audy Cleanup places calling GetWorld() multiple times Change 2982621 on 2016/05/18 by Marc.Audy Make UActorComponent::GetWorld final and inlined to avoid unnecessary function calls Put uncached logic in to a separate function Change 2983424 on 2016/05/19 by Marc.Audy Minor tweaks to reduce GetWorld calls Change 2983465 on 2016/05/19 by Lina.Halper Combine VertexAnimBase and MorphTarget to just MorphTarget - VertexAnimBase is gone - Modified most of VertexAnim to MorphTarget - Removed state, time related data #code review: James.Golding, Rolando.Caloca Change 2983609 on 2016/05/19 by Marc.Audy Inline AActor::GetLevel Half GetWorld() calls from AActor::GetNetMode() Change 2983772 on 2016/05/19 by Marc.Audy Fix Mac compile Change 2983931 on 2016/05/19 by Marc.Audy Remove pointless AccelMouse function Change 2984061 on 2016/05/19 by Marc.Audy Reorg some headers to fix compilation issues Change 2984409 on 2016/05/19 by Aaron.McLeran #jira UE-31049 Updating the Oculus Audio SDK to vs 1.02 Implementing 2984316 from Releases/4.12 to Dev-Framework Change 2984574 on 2016/05/19 by Aaron.McLeran Fix for platform headroom scalar. Using correct dB to linear formula (not one for power) dB = 20 * log(Linear), not dB = 10 * log(Linear) Change 2985041 on 2016/05/20 by Jon.Nabozny ConvertQueryOverlap only returns the base actor if multiple actors have bSimulatePhysics enabled and are welded together. #JIRA UE-30484 Change 2985118 on 2016/05/20 by Marc.Audy Another attempt to convince Mac to build Change 2985192 on 2016/05/20 by Marc.Audy Properly forward declare ABrush Change 2985724 on 2016/05/20 by Zak.Middleton #ue4 - Optimize NaN and Infinite checks for FVector, FQuat, FRotator, FMatrix, FTransform. SIMD version VectorContainsNaNOrInfinite() also optimized on relevant platforms. Added startup tests for VectorContainsNaNOrInfinite(). - All our "ContainsNaN()" tests are in fact "IsNaN() || IsInfinite()", which is the same as "!IsFinite()", so exploited this to simplify the tests. Both NaN and +/-Inf are not finite (http://en.cppreference.com/w/cpp/numeric/math/isfinite). In the future we should rename ContainsNaN(). - Still need to audit some uses in shipping configs. #jira UE-30999 Change 2986016 on 2016/05/20 by Zak.Middleton #ue4 - Fix uint32 used for int32 values. Behavior was unaffected. Change 2986017 on 2016/05/20 by Zak.Middleton #ue4 - Fix overlaps being dropped from within a FScopedMoveUpdate when rotation occurs. Remove invalid assert. Change 2986833 on 2016/05/23 by Zak.Middleton #ue4 - Move ETeleportType from ActorComponent.h to EngineTypes.h. Add comment to FHitResult for ImpactPoint when it's penetrating. Change 2986916 on 2016/05/23 by Rolando.Caloca DF - GPU morph targets proof of concept - Disabled by default - Not compatible with gpu skin cache - No extra memory required yet until it's used; creates buffers per frame (very slow!) Change 2987539 on 2016/05/23 by Rolando.Caloca DF - Remove unused member and downgrade FActiveMorphTarget to not be a USTRUCT Change 2987981 on 2016/05/24 by James.Golding PR #2162 : Exported AAudioVolume so that projects can derive custom classes. https://github.com/EpicGames/UnrealEngine/pull/2162 #github 2162 #jira UE-28533 Change 2987982 on 2016/05/24 by James.Golding PR #2318 : Fix memory allocation in CustomMeshComponent.cpp https://github.com/EpicGames/UnrealEngine/pull/2318 #github 2318 #jira UE-29864 Change 2987983 on 2016/05/24 by James.Golding Merging engine changes back from GDC demo: - Export FFIRFilterTimeBased from Engine module - Add FFIRFilterTimeBased::SetWindowDuration - Add FBaseCompactPose::CopyBonesTo Change 2987984 on 2016/05/24 by James.Golding UE-30137 No longer include collision in StatiMeshComponent bounds (bounds no longer user for any collision calculation) Change 2987985 on 2016/05/24 by James.Golding UE-27801 Export ConvertToCollisionChannel, ConvertToObjectType, and ConvertToTraceType members of UCollisionProfile Change 2987987 on 2016/05/24 by James.Golding OR-17910 : Support 'show collision' in Test configuration Change 2988123 on 2016/05/24 by Jon.Nabozny Prevent FBodyInstance::Weld causing duplicate PhsyXShapes to be created / added to ShapeToBodiesMap when toggling SimulatePhysics on PrimitiveComponent. #JIRA UE-31189 Change 2988449 on 2016/05/24 by Rolando.Caloca DF - Split FActiveMorphTarget's weight into its own array in prep for GPU friendly data Change 2988485 on 2016/05/24 by Jon.Nabozny Swap order of setRigidBodyFlag and setRigidDynamicFlag inside UpdateInstanceSimulatePhysics to prevent PhysX error about Kinematic bodies not using CCD. #JIRA UE-30993 Change 2988969 on 2016/05/24 by Rolando.Caloca DF - GPU morph targets - Enable using r.MorphTarget.Mode 1 Change 2989645 on 2016/05/25 by Marc.Audy Apply CL# 2989481 to Dev-Framework #jira UE-31055 Change 2989987 on 2016/05/25 by Wes.Hunt Redo of CL#2982707 2982716 2982723 2983780 2983864 from //Orion/Dev-General in preparation for continuing Analytics refactor in a Dev branch. AnalyticsET support for arbitrary Json events. * AnalyticsET supports a new API, RecordEventJson. * API supports rvalue refs to avoid unnecessary copies of the attribute array. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982707 by Wes.Hunt on 2016/05/18 17:22:20. Remove Analytics code to divert legacy code to source data collector. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982716 by Wes.Hunt on 2016/05/18 17:27:25. Analytics no longer adds IsEditor attribute to all events. Wasn't actually used by anyone anymore. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982723 by Wes.Hunt on 2016/05/18 17:29:40. Modernize FAnalyticsEventAttribute usage. Replaced FAnalyticsEventAttribute various ctors with a perfect forwarding one that can convert them to strings. * The Name must be convertible to a string * The value must be convertible to a string via an AnalyticsConversion::ToString() overload. * Added/expanded the supported conversions to strings to analytics attribute values. See AnalyticsConversion.h which contains all the previously supported conversions and more. Added MakeAnalyticsEventAttributeArray(), which uses variadic templates to create an array of event attributes inline, which can be passed to RecordEvent[Json] and efficiently taken ownership of: RecordEvent("EventName", MakeAnalyticsEventAttributeArray( "Attr1", false, "Attr2", 42.0, "Attr3", SomeMap, "Attr4", SomeArray); #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983780 by Wes.Hunt on 2016/05/19 13:51:48. Added missing assignment copy/move ops to FAnalyticsEventAttribute. Doh, should have looked at more usages of PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS... #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983864 by Wes.Hunt on 2016/05/19 14:17:05. Change 2989988 on 2016/05/25 by Wes.Hunt Fix usage of FAnalyticsEventAttribute constructor using a bitfield that was invalidated by the change to make FAnalyticsEventAttribute use a perfect forwarding constructor. bitfields cannot be perfect-forwarded... :( Change 2990493 on 2016/05/25 by Joe.Graf Added tooltips to the collision analyzer's buttons #CodeReview: james.golding Change 2991064 on 2016/05/26 by James.Golding - Remove many Animation headers from Engine.h - Remove AnimationAsset.h from SkeletalMeshComponent.h, Character.h, CharacterMovementComponent.h Change 2991113 on 2016/05/26 by Benn.Gallagher Fixed edge case in random sequence player where we might trigger an extra loop when waiting on a blend to finish. And made it impossible for a shuffle list to start with the animation that is currently playing (seemingly duplicating the anim). Change 2991163 on 2016/05/26 by Rolando.Caloca DF - Rename and refactor some morph target compute shader in prep for interop with skin cache Change 2991167 on 2016/05/26 by Jon.Nabozny Add `#include "DataTable.h"` to GameplayTagsManager.h. FGameplayTagTableRow is derived from FTableRowBase which isn't necessarily included. This issue is hidden in most cases as "Engine.h" includes "DataTable.h". Change 2991183 on 2016/05/26 by Wes.Hunt Disable general forwarding constructor for AnalyticsEventAttribute for non arithmetic types, so they are free to choose other overloads more appropriately. Change 2991199 on 2016/05/26 by Wes.Hunt Drastically reducing the headers dependencies on analytics headers. Analytics headers no longer appear in PCH files, and rarely if ever appear in a header file. IAnalyticsProviderModule.h only touches 8 source files. Analytics.h only touches 8 source files. IAnalyticsProvider.h only touches 5 headers and 97 source files. AnalyticsET.h only touches 12 source files. Change 2991301 on 2016/05/26 by James.Golding Fix CIS for Fortnite Change 2991319 on 2016/05/26 by James.Golding Fix CIS for Orion Change 2991373 on 2016/05/26 by Joe.Graf Tweaked the tooltip text for the collision analyzer record button to be correct for both states Added a common button style so that the buttons have a consistent look #CodeReview: james.golding Change 2991401 on 2016/05/26 by James.Golding Fix UT CIS Change 2991406 on 2016/05/26 by James.Golding Fix Ocean CIS Change 2991491 on 2016/05/26 by Lina.Halper Moved MorphTarget.h - Checked in modified functions fo AnimationRuntime for other features coming up - Should not change any behavior of existing content #code review: James.Golding, Rolando.Caloca Change 2991494 on 2016/05/26 by Wes.Hunt Fix for Unity error in AnalyticsET module after hedaer dependency reduction Change 2991503 on 2016/05/26 by Jon.Nabozny Fix issue where FConstraintInstance (inside UPhysicsConstraintComponent) is not editable in InstanceEditor but is editable in BlueprintEditor. #JIRA UE-31267 Change 2991562 on 2016/05/26 by Zak.Middleton #ue4 - Reduce allocations during movement and overlap queries and when grabbing shapes from physx actors. Change 2991586 on 2016/05/26 by James.Golding More CIS fixes for Orion and Fortnite Change 2991673 on 2016/05/26 by Wes.Hunt Another non-unity fix for Analytics include dependency reduction. Change 2991733 on 2016/05/26 by Zak.Middleton #dev - Test map, 50 walking dudes. Change 2991781 on 2016/05/26 by Lina.Halper Back out revision 15 from //UE4/Dev-Framework/Engine/Source/Runtime/Engine/Private/Animation/AnimationRuntime.cpp - Back out a part of changes that I didn't mean to check in. Change 2991922 on 2016/05/26 by Zak.Middleton #ue4 - Maybe fix Mac build. Change 2991957 on 2016/05/26 by Joe.Graf Fixed the collision analyzer file open text (said project instead of collision) Change 2991991 on 2016/05/26 by Lina.Halper Fix compile error Change 2992089 on 2016/05/26 by Zak.Middleton #ue4 - Fix Mac/PS4 build. Change 2992108 on 2016/05/26 by Wes.Hunt Yet another non-unity fix for Analytics header inclusion reduction. Change 2992190 on 2016/05/26 by Zak.Middleton #ue4 - Mark FHitResult, FOverlapResult, FOverlapInfo as POD types. Avoids destructors etc when in TArrays. Change 2992593 on 2016/05/27 by Martin.Wilson Build fixes for non editor platforms Change 2992885 on 2016/05/27 by Rolando.Caloca DF - Fix crash on thumbnails #jira UE-31398 Change 2993058 on 2016/05/27 by Lukasz.Furman fixed behavior tree getting stuck on ResumeLogic call #jira OR-22498 Change 2993064 on 2016/05/27 by Zak.Middleton #ue4 - Fix root motion network corrections not clearing root motion data. udn: https://udn.unrealengine.com/questions/294985/jittering-in-character-movement-during-networked-m.html #jira UE-31316 Change 2993215 on 2016/05/27 by Lukasz.Furman gameplay debugger fixes: navmesh rendering is not hidden after disabling tool, player stuck in spectator mode after disabling tool, confusing version description for categories without data packs added replicated input bindings for debugger's categories #ue4 Change 2993521 on 2016/05/27 by Zak.Middleton #ue4 - Reduce allocations in UI Canvas items. Change 2993995 on 2016/05/30 by Mieszko.Zielinski Temporary fix for BBKeySelector not handling properly multiple UObject subtypes #UE4 #jira UE-31435 Change 2993998 on 2016/05/30 by Mieszko.Zielinski Improves handling of a special case in EQS score normalization, where all items have the same score #UE4 We used to set the normalized score of 1 for all items, which was counter intuitive if all items have scored 0 in an unnormalized test. The improve handling detects that and assigns score of 0 in that case. Change 2993999 on 2016/05/30 by Mieszko.Zielinski Fixed FEQSParametrizedQueryExecutionRequest converting non-BB values into EQS params wrong #UE4 Change 2994000 on 2016/05/30 by Mieszko.Zielinski Exposed UNavigationInvokerComponent as part of ENGINE_API so that it can be spawned procedurally in C++ in game specific code #UE4 Change 2994003 on 2016/05/30 by Mieszko.Zielinski Fixed naming of console variable controllin v-logging of FGameplayAttribute #UE4 The old name was copy-pasted from somewhere. Change 2994007 on 2016/05/30 by Mieszko.Zielinski Fixed unregistering listeners from perception system not clearing up all data #UE4 Also, introduced two precisely named functions, GetCurrentlyPerceivedActors and GetKnownPerceivedActors to replace ambiguous GetPerceivedActors Also, renamed UAIPerceptionComponent::TActorPerceptionContainer to UAIPerceptionComponent::FActorPerceptionContainer Change 2994475 on 2016/05/31 by Wes.Hunt Fix Unity build failure for analytics inclusion reduction for IOSFlurry. [CL 2994701 by Marc Audy in Main branch]
2016-05-31 13:51:34 -04:00
PreviewComponent->RefreshBoneTransforms(nullptr);
//Place the camera at a good viewer position
FVector NewPosition = Client->GetViewLocation();
NewPosition.Normalize();
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3420477) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3386262 on 2017/04/10 by Ben.Marsh Add app-local deployment of DirectX components that are no longer included with newer versions of Windows by default (XAudio 2.7, XInput 1.3). Also add a one-click button to the packaging settings to include the default app-local dependencies, rather than having to specify the path. Change 3386999 on 2017/04/10 by Ben.Marsh Plugins: Add support for explicit dependencies from one plugin onto another. Required plugins can be configured in an identical manner to project files, by adding a "Plugins" key to the .uplugin file. Dependencies are automatically built and loaded, and the plugin browser will warn if you try to disable a plugin that something else has a dependency on. Change 3387073 on 2017/04/10 by Ben.Marsh Move FLightPropagationRuntimeSettings into the Renderer module, to remove engine dependency on a plugin. Change 3387988 on 2017/04/11 by Steve.Robb Comments added to clarify the role of DestructItem and DestructItems. Change 3388085 on 2017/04/11 by Ben.Marsh UBT: Fix bEnabled flag on plugin references being ignored. Now collect up all the plugin references in order of priority before creating plugin instances for them. Fixes CIS fail for UT. Change 3390048 on 2017/04/12 by Richard.Hinckley #jira UE-43876 Fixed description of Streaming settings (within Project Settings). Change 3390697 on 2017/04/12 by Steve.Robb CLASS_PointersDefaultToAutoWeak and CLASS_PointersDefaultToWeak removed. Change 3390711 on 2017/04/12 by Steve.Robb AGRESSIVE_ARRAY_FORCEINLINE removed. Change 3392167 on 2017/04/13 by Robert.Manuszewski UObject can be added to GC cluster only if all of its Outers can also be added to it. Fixing asserts caused by components that are added to GC clusters even if their owner actors that can't be in GC clusters. #jira UE-42948 Change 3392309 on 2017/04/13 by Robert.Manuszewski When adding objects to clusters after these clusters have been created it's possible to come across objects that are already in the cluster we're adding the object to so instead of crashing, allow it. Change 3392620 on 2017/04/13 by Ben.Marsh UGS: Only check for updates every 5 minutes. Change 3392623 on 2017/04/13 by Ben.Marsh UGS: Only poll for new changes every 60 seconds. Change 3392744 on 2017/04/13 by Ben.Marsh UGS: Query changelist descriptions individually to determine whether changes affect code or content, to hopefully reduce Perforce server load. Change 3392874 on 2017/04/13 by Ben.Marsh UGS: Allow specifying regexes in the project config file which filters which changes to be displayed. Useful for changes submitted by build machines, updates to collections, etc... Change 3392878 on 2017/04/13 by Ben.Marsh Update UGS to version 1.96 Change 3395635 on 2017/04/17 by Ben.Marsh UAT: Prefix log output from executing UAT commands through BuildGraph with the name of that command. Change 3395655 on 2017/04/17 by Ben.Marsh UAT: Add a command for syncing a DDC over the network (SyncDDC). Allows specifying a maximum size to copy, number of days worth of modified files to copy, and time limit not to be exceeded. Change 3396989 on 2017/04/17 by Wes.Hunt CrashReporter configurable tweaks. * Added QueueWaitingTimeAlertThreshold (used to be hardcoded to 1 min). - When the queue waiting time gets beyond this many seconds, trigger a slack alert message. Default is 10 min. - Zero means never alert. * Added DiskSpaceAvailableAlertInterval (used to be hardcoded to 1 day). - Interval by which to report disk space availability. - Default is never (Zero) * Updated config file to match production config. #codereview:jin.zhang Change 3397656 on 2017/04/18 by Ben.Marsh UBT: Allow modules to opt-out of getting the default include paths from being added, by setting bAddDefaultIncludePaths = false from their build.cs file. Change 3397677 on 2017/04/18 by Robert.Manuszewski PR #3167 : Adding more descriptive error text to DetatchLinker error check (by rooneym) Change 3397722 on 2017/04/18 by Robert.Manuszewski PR #2252: Increase linker reporting for failed imports (Contributed by FineRedMist) Change 3397739 on 2017/04/18 by Richard.Hinckley #jira UE-44100 Fixed SanitizePackageName() to remove double-slash, triple-slash, etc. from package names. Also updated CreatePackage() to call SanitizePackageName() before creating. Change 3398023 on 2017/04/18 by Ben.Marsh PR #3105: Cook/package with editor and debugger attached (Contributed by projectgheist) Change 3398095 on 2017/04/18 by Ben.Marsh PR #3051: Generate map file from UAT (Contributed by projectgheist) Change 3398212 on 2017/04/18 by Ben.Marsh PR #2915: UE-38232: Removed duplicate stats (Contributed by projectgheist) Change 3399304 on 2017/04/19 by Ben.Marsh UGS: Prevent editor target files being removed when running custom tools. Change 3399306 on 2017/04/19 by Robert.Manuszewski Moved InitPropertiesFromCustomList to UbLueprintGeneratedClass and made it thread safe Change 3399729 on 2017/04/19 by Steve.Robb Simple optimization to TBitArray::RemoveAt() when all removed bits are at the end of the array. RemoveAtSwap() now simply decrements the count instead of calling RemoveAt(). Checks for a positive count added to RemoveAt() and RemoveAtSwap(). Change 3399750 on 2017/04/19 by Jin.Zhang Order branch alphabetically #RB Change 3400186 on 2017/04/19 by Steve.Robb Per-header generated code. Change 3401458 on 2017/04/20 by Steve.Robb Static log categories moved out of headers to prevent duplicates when the header is included multiple times. #jira UE-37507 Change 3401657 on 2017/04/20 by Gil.Gribb UE4 - Simplified and reworked lock free lists and the task graph bringing all platforms under the same scheme. Change 3401735 on 2017/04/20 by Gil.Gribb UE4 - Updated apple platform atomics with a new clang version which is intended to be shared among all clang platforms. Change 3403362 on 2017/04/21 by Steve.Robb Algo::Sort() fixed to support C arrays. Size+count versions of Also::IsSorted() deprecated. Algo::IsSortedBy() added. Algo::FindBy() added to allow an element to be found by projection. Simplifications and generalizations. Change 3404017 on 2017/04/21 by Ben.Marsh Fix issue where referenced plugin descriptors were missing from console builds, and prevent monolithic builds from offering to disable missing plugins. Change 3405299 on 2017/04/24 by Steve.Robb Clarified the class of the incompatible function in the error message about incompatible BP event specifiers. #jira UE-35106 Change 3405302 on 2017/04/24 by Ben.Marsh UBT: Allow excluding documentation from generated project files, by setting <ProjectFileGenerator><bIncludeDocumentation>false</bIncludeDocumentation></ProjectFileGenerator> in the XML configuration file. Change 3405629 on 2017/04/24 by Ben.Marsh Rename CPPEnvironment to CppCompileEnvironment, to reflect the class name. Change 3406431 on 2017/04/24 by Ben.Marsh UAT: Fix incorrect handling of P4SubmitOptions when multiple values are present. Change 3406670 on 2017/04/24 by Ben.Marsh UBT: Enable warnings for classes with virtual functions and no virtual destructor (C4265 on Windows, -fdelete-non-virtual-dtor on Clang). Change 3407080 on 2017/04/25 by Gil.Gribb UE4 - Critical fix: Propoerly disambiguate imports with the same name and the same outer name. This fixes an assert: LocalExportIndex.IsNull. Change 3407486 on 2017/04/25 by Gil.Gribb UE4 - Made changes so that servers, programs and non-engine executables do not create background or high priority threads. Change 3407495 on 2017/04/25 by Gil.Gribb UE4 - Tweaked out XBox and Windows low level file IO. Change 3407497 on 2017/04/25 by Gil.Gribb UE4 - Fixed bug in the pak precacher that would result in blocks being discarded too soon, which, in turn, resulted in redudnant reads. Change 3407705 on 2017/04/25 by Ben.Marsh Removing most of the junk in DotNETUtilities. Change 3409701 on 2017/04/26 by Ben.Marsh Disable another static analyzer warning for third party libraries. Change 3410074 on 2017/04/26 by Daniel.Lamb Network platform file runs heart beats and responds to modified file changes. Cook on the fly server in the editor (COTS) now detects changes to content and notifies client. Fixed issue with network platform file not using correct sandbox. #test cook on the side shootergame Change 3411131 on 2017/04/27 by Steve.Robb TIsTriviallyDestructible now supports forward-declared enums. Change 3411186 on 2017/04/27 by Steve.Robb Fix for #includes in generated code for Within classes which are in a different module from the generated class. Change 3411917 on 2017/04/27 by Steve.Robb Fixes to pushing/popping the CPP macro. Change 3411966 on 2017/04/27 by Steve.Robb Include spam reduced in generated code. Change 3412155 on 2017/04/27 by Ben.Marsh Fix for PVS Studio warning: VFOVInRadians used instead of HFOVInRadians. Change 3412223 on 2017/04/27 by Ben.Marsh Fix for PVS-Studio warning: Calling SetHelperA.Num() twice. Change 3412273 on 2017/04/27 by Ben.Marsh Fix for PVS-Studio warning: Duplicated variable name. Change 3412511 on 2017/04/27 by Ben.Marsh PR #3462: Fixed PVS-Studio issues (Part 1) (Contributed by PaulEremeeff) Change 3412582 on 2017/04/27 by Ben.Marsh Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code Change 3413136 on 2017/04/28 by Robert.Manuszewski Helper functions for dissolving specific GC clusters Change 3413310 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code. Change 3413341 on 2017/04/28 by Gil.Gribb UE4 - Add prestream capability to allow us to preload always loaded sublevels. Only turned on for Shootergame. Change 3413351 on 2017/04/28 by Ben.Marsh Include code analysis macros directly from Platform.h, so that macros are available to everything. Change 3413352 on 2017/04/28 by Ben.Marsh Fixing a few more PVS studio warnings. Change 3413437 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Comparison is always true. Change 3413759 on 2017/04/28 by Ben.Marsh Suppressing warnings for PVS-Studio. Change 3413784 on 2017/04/28 by Ben.Marsh Fix PVS-Studio warning. Change 3413898 on 2017/04/28 by Ben.Marsh Fix PVS-Studio warning: Same conditional is checked twice. Change 3413915 on 2017/04/28 by Ben.Marsh Fix PVS-Studio warning: LHS of expression is identical to RHS. Change 3413989 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: If CurrentGraph->SubGraphs.Num() == 1, it will always enter the first conditional block. Change 3414053 on 2017/04/28 by Ben.Marsh More PVS-Studio fixes. Change 3414062 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Pointer to object goes out of scope without being freed. Change 3414070 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Fix incorrect condition. Change 3414071 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Array index is always zero. Change 3414116 on 2017/04/28 by Ben.Marsh BuildGraph: Allow marking compile tasks as unsuitable for use with the parallel executor, via an AllowParallelExecutor="false" attribute. Change 3414160 on 2017/04/28 by Ben.Marsh Add support for running PVS-Studio through UnrealBuildTool. To use, pass -StaticAnalyzer=PVSStudio to the build command line (similarly, the Visual C++ analyzer can now be invoked using -StaticAnalyzer=VisualCpp). A log file will be written to the Engine/Saved/PVS-Studio or <Project>/Saved/PVS-Studio directory containing diagnostics, which can be opened using the "unparsed output" filter in the PVS-Studio standalone application. High priority warnings are printed to stdout. Change 3414237 on 2017/04/28 by Ben.Marsh EC: Allow disabling and enabling the log preprocessor via special markers in the log. To disable: <-- Suspend Log Parsing --> To enable: <-- Resume Log Parsing --> Change 3414343 on 2017/04/28 by Ben.Marsh UBT: Exclude ThirdParty folders from PVS output. Change 3414392 on 2017/04/28 by Ben.Marsh Fix regular strings being casted to BSTRs; BSTRs have a hidden length prefix in the two bytes before the first character, so passing a regular TCHAR* is reading random memory. Change 3414459 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Object goes out of scope without being freed. Change 3414495 on 2017/04/28 by Ben.Marsh Suppress some more PVS-Studio warnings. Change 3414514 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Testing WorldType being equal to EditorPreview and not equal to Inactive is redundant; changing to match description in comment instead. Change 3414526 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Variable assigned to itself has no effect. Change 3415183 on 2017/04/29 by Ben.Marsh Fix conflict in macro definitions for ENABLE_HTTP_FOR_NFS - rename the macro defined by NetworkFile to ENABLE_HTTP_FOR_NF. Hopefully fix CIS. Change 3415765 on 2017/05/01 by Ben.Marsh Suppressing PVS-Studio warning to get things building cleanly. Not sure if FContentHelper is being leaked or not. Change 3415853 on 2017/05/01 by Ben.Marsh EC: Fix jobs never completing if a "Sync & Build" step fails. Dependent jobs should evaluate their run conditions as soon as the parent step finishes, rather than waiting for child job steps to be created. Change 3416138 on 2017/05/01 by Ben.Marsh Fix Fortnite cook failures. Not sure what the exact problem is here, but my hunch is that discarded "const" causes blueprint compile failures due to not being able to connect output pins between nodes for overloaded functions, or something like that. Change 3416309 on 2017/05/01 by Ben.Marsh Build: Fix node names for static analysis. Change 3416360 on 2017/05/01 by Ben.Marsh UBT: Remove unused arguments to PrepForUATPackageOrDeploy for Windows. Change 3416398 on 2017/05/01 by Daniel.Lamb Cook on the fly NetworkFileServerConnection Remove FileModifiedCallback delegate when the connection is closed. #test Cook on the side shootergame. Change 3416826 on 2017/05/01 by Daniel.Lamb Added callback to game when files are requested reload from networkfileserver. Game will need to unload / reload effected objects. Working on simple reload capability in shootergame. #test Cook on the side shootergame with reloading Change 3417983 on 2017/05/02 by Ben.Marsh EC: Remove warning for lines not matching p4 tag syntax when running preflights; multi-line descriptions in shelved changelists break this pattern. Change 3418747 on 2017/05/02 by Steve.Robb Fix for const pointer properties. Fix for UHT debugging manifest. Test added for pointer properties. Change 3420477 on 2017/05/03 by Gil.Gribb UE4 - Removed check from windows async IO layer. [CL 3421020 by Ben Marsh in Main branch]
2017-05-03 14:18:32 -04:00
NewPosition *= (PreviewSkeletalMesh->GetImportedBounds().SphereRadius*1.5f);
Client->SetViewLocation(NewPosition);
}
else
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2994668) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2970637 on 2016/05/09 by Martin.Wilson Fix incorrect conflict resolve in merge from main Change 2976393 on 2016/05/12 by Zak.Middleton #ue4 - Set AudioComponent bUseAttachParentBounds=true to reduce cost of transform updates (avoids virtual CalcBounds() when transform changes). #tests PIE w/ audio Change 2976770 on 2016/05/13 by Lina.Halper Improvement on mirroring fix branch #code review: Zak.Middleton Change 2976774 on 2016/05/13 by Lukasz.Furman fixed missing memory callbacks for instanced behavior tree nodes #jira UE-30305 Change 2976775 on 2016/05/13 by Lukasz.Furman fixed multiple calls to behavior tree's instance cleanup #jira UE-30593 Change 2976801 on 2016/05/13 by Jon.Nabozny Add an optional argument FSkeletalMeshMerge. When set to EMeshBufferAccess::ForceCPUAndGPU, keeps a reference to the vertex buffer on CPU (e.g. for spawning particle effects). #JIRA UE-30405 Change 2976985 on 2016/05/13 by Jon.Nabozny Fix initializer list ordering for FSkeletalMeshMerge. Change 2977532 on 2016/05/13 by Marc.Audy PR #2348: [Local Multiplayer] Gamepad player assignment improvements (Contributed by kukiric) #jira UE-30162 Change 2977637 on 2016/05/13 by Marc.Audy Add Get/Set controller ID for a player in gameplay statics #jira UE-28718 Change 2979387 on 2016/05/16 by Jon.Nabozny Initialize FBox used to store results for CalculateQuatACF96Bounds. #JIRA UE-30846 Change 2979968 on 2016/05/17 by bruce.nesbit Added comment in FCanvasLineItem to warn only SE_BLEND_Opaque will be used when rendering. Change 2979969 on 2016/05/17 by bruce.nesbit Added comment in AddLine/AddPoint to warn only SE_BLEND_Opaque will be used when rendering. Change 2980271 on 2016/05/17 by Lina.Halper Improved comment #code review: Benn.Gallagher Change 2980317 on 2016/05/17 by Lukasz.Furman removing NavCollision from static mesh on property change and PostLoad if static mesh is not supposed to have one #ue4 Change 2980717 on 2016/05/17 by Zak.Middleton #ue4 - Optimize UCapsuleComponent::CalcBounds() to remove sqrt and use tighter bounding sphere radius. Change 2981193 on 2016/05/17 by Lukasz.Furman fixed missing observers in behavior tree when dynamic subtree is changed while waiting for full restart (out of nodes) #ue4 Change 2981927 on 2016/05/18 by Lina.Halper - Remove vertex animation code - Removing UVertexAnimation - Fixed reinitialization issue that was triggered by SetVertexAnimation - todo: consolidate UMorphtarget and UVertexAnimBase #code review: James.Golding, Martin.Wilson Change 2981957 on 2016/05/18 by Lina.Halper Add recursive stack check on update animation #code review: Martin.Wilson Change 2982116 on 2016/05/18 by Benn.Gallagher Removed optimize macros accidentally left after bounds extension feature for skel meshes Change 2982255 on 2016/05/18 by Jon.Nabozny FSkeletalMeshMerge constructor "MeshBufferAccess" default should be EMeshBufferAccess:Default instead of EMeshBufferAccess::ForceCPUAndGPU. Change 2982607 on 2016/05/18 by Marc.Audy Cleanup places calling GetWorld() multiple times Change 2982621 on 2016/05/18 by Marc.Audy Make UActorComponent::GetWorld final and inlined to avoid unnecessary function calls Put uncached logic in to a separate function Change 2983424 on 2016/05/19 by Marc.Audy Minor tweaks to reduce GetWorld calls Change 2983465 on 2016/05/19 by Lina.Halper Combine VertexAnimBase and MorphTarget to just MorphTarget - VertexAnimBase is gone - Modified most of VertexAnim to MorphTarget - Removed state, time related data #code review: James.Golding, Rolando.Caloca Change 2983609 on 2016/05/19 by Marc.Audy Inline AActor::GetLevel Half GetWorld() calls from AActor::GetNetMode() Change 2983772 on 2016/05/19 by Marc.Audy Fix Mac compile Change 2983931 on 2016/05/19 by Marc.Audy Remove pointless AccelMouse function Change 2984061 on 2016/05/19 by Marc.Audy Reorg some headers to fix compilation issues Change 2984409 on 2016/05/19 by Aaron.McLeran #jira UE-31049 Updating the Oculus Audio SDK to vs 1.02 Implementing 2984316 from Releases/4.12 to Dev-Framework Change 2984574 on 2016/05/19 by Aaron.McLeran Fix for platform headroom scalar. Using correct dB to linear formula (not one for power) dB = 20 * log(Linear), not dB = 10 * log(Linear) Change 2985041 on 2016/05/20 by Jon.Nabozny ConvertQueryOverlap only returns the base actor if multiple actors have bSimulatePhysics enabled and are welded together. #JIRA UE-30484 Change 2985118 on 2016/05/20 by Marc.Audy Another attempt to convince Mac to build Change 2985192 on 2016/05/20 by Marc.Audy Properly forward declare ABrush Change 2985724 on 2016/05/20 by Zak.Middleton #ue4 - Optimize NaN and Infinite checks for FVector, FQuat, FRotator, FMatrix, FTransform. SIMD version VectorContainsNaNOrInfinite() also optimized on relevant platforms. Added startup tests for VectorContainsNaNOrInfinite(). - All our "ContainsNaN()" tests are in fact "IsNaN() || IsInfinite()", which is the same as "!IsFinite()", so exploited this to simplify the tests. Both NaN and +/-Inf are not finite (http://en.cppreference.com/w/cpp/numeric/math/isfinite). In the future we should rename ContainsNaN(). - Still need to audit some uses in shipping configs. #jira UE-30999 Change 2986016 on 2016/05/20 by Zak.Middleton #ue4 - Fix uint32 used for int32 values. Behavior was unaffected. Change 2986017 on 2016/05/20 by Zak.Middleton #ue4 - Fix overlaps being dropped from within a FScopedMoveUpdate when rotation occurs. Remove invalid assert. Change 2986833 on 2016/05/23 by Zak.Middleton #ue4 - Move ETeleportType from ActorComponent.h to EngineTypes.h. Add comment to FHitResult for ImpactPoint when it's penetrating. Change 2986916 on 2016/05/23 by Rolando.Caloca DF - GPU morph targets proof of concept - Disabled by default - Not compatible with gpu skin cache - No extra memory required yet until it's used; creates buffers per frame (very slow!) Change 2987539 on 2016/05/23 by Rolando.Caloca DF - Remove unused member and downgrade FActiveMorphTarget to not be a USTRUCT Change 2987981 on 2016/05/24 by James.Golding PR #2162 : Exported AAudioVolume so that projects can derive custom classes. https://github.com/EpicGames/UnrealEngine/pull/2162 #github 2162 #jira UE-28533 Change 2987982 on 2016/05/24 by James.Golding PR #2318 : Fix memory allocation in CustomMeshComponent.cpp https://github.com/EpicGames/UnrealEngine/pull/2318 #github 2318 #jira UE-29864 Change 2987983 on 2016/05/24 by James.Golding Merging engine changes back from GDC demo: - Export FFIRFilterTimeBased from Engine module - Add FFIRFilterTimeBased::SetWindowDuration - Add FBaseCompactPose::CopyBonesTo Change 2987984 on 2016/05/24 by James.Golding UE-30137 No longer include collision in StatiMeshComponent bounds (bounds no longer user for any collision calculation) Change 2987985 on 2016/05/24 by James.Golding UE-27801 Export ConvertToCollisionChannel, ConvertToObjectType, and ConvertToTraceType members of UCollisionProfile Change 2987987 on 2016/05/24 by James.Golding OR-17910 : Support 'show collision' in Test configuration Change 2988123 on 2016/05/24 by Jon.Nabozny Prevent FBodyInstance::Weld causing duplicate PhsyXShapes to be created / added to ShapeToBodiesMap when toggling SimulatePhysics on PrimitiveComponent. #JIRA UE-31189 Change 2988449 on 2016/05/24 by Rolando.Caloca DF - Split FActiveMorphTarget's weight into its own array in prep for GPU friendly data Change 2988485 on 2016/05/24 by Jon.Nabozny Swap order of setRigidBodyFlag and setRigidDynamicFlag inside UpdateInstanceSimulatePhysics to prevent PhysX error about Kinematic bodies not using CCD. #JIRA UE-30993 Change 2988969 on 2016/05/24 by Rolando.Caloca DF - GPU morph targets - Enable using r.MorphTarget.Mode 1 Change 2989645 on 2016/05/25 by Marc.Audy Apply CL# 2989481 to Dev-Framework #jira UE-31055 Change 2989987 on 2016/05/25 by Wes.Hunt Redo of CL#2982707 2982716 2982723 2983780 2983864 from //Orion/Dev-General in preparation for continuing Analytics refactor in a Dev branch. AnalyticsET support for arbitrary Json events. * AnalyticsET supports a new API, RecordEventJson. * API supports rvalue refs to avoid unnecessary copies of the attribute array. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982707 by Wes.Hunt on 2016/05/18 17:22:20. Remove Analytics code to divert legacy code to source data collector. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982716 by Wes.Hunt on 2016/05/18 17:27:25. Analytics no longer adds IsEditor attribute to all events. Wasn't actually used by anyone anymore. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982723 by Wes.Hunt on 2016/05/18 17:29:40. Modernize FAnalyticsEventAttribute usage. Replaced FAnalyticsEventAttribute various ctors with a perfect forwarding one that can convert them to strings. * The Name must be convertible to a string * The value must be convertible to a string via an AnalyticsConversion::ToString() overload. * Added/expanded the supported conversions to strings to analytics attribute values. See AnalyticsConversion.h which contains all the previously supported conversions and more. Added MakeAnalyticsEventAttributeArray(), which uses variadic templates to create an array of event attributes inline, which can be passed to RecordEvent[Json] and efficiently taken ownership of: RecordEvent("EventName", MakeAnalyticsEventAttributeArray( "Attr1", false, "Attr2", 42.0, "Attr3", SomeMap, "Attr4", SomeArray); #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983780 by Wes.Hunt on 2016/05/19 13:51:48. Added missing assignment copy/move ops to FAnalyticsEventAttribute. Doh, should have looked at more usages of PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS... #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983864 by Wes.Hunt on 2016/05/19 14:17:05. Change 2989988 on 2016/05/25 by Wes.Hunt Fix usage of FAnalyticsEventAttribute constructor using a bitfield that was invalidated by the change to make FAnalyticsEventAttribute use a perfect forwarding constructor. bitfields cannot be perfect-forwarded... :( Change 2990493 on 2016/05/25 by Joe.Graf Added tooltips to the collision analyzer's buttons #CodeReview: james.golding Change 2991064 on 2016/05/26 by James.Golding - Remove many Animation headers from Engine.h - Remove AnimationAsset.h from SkeletalMeshComponent.h, Character.h, CharacterMovementComponent.h Change 2991113 on 2016/05/26 by Benn.Gallagher Fixed edge case in random sequence player where we might trigger an extra loop when waiting on a blend to finish. And made it impossible for a shuffle list to start with the animation that is currently playing (seemingly duplicating the anim). Change 2991163 on 2016/05/26 by Rolando.Caloca DF - Rename and refactor some morph target compute shader in prep for interop with skin cache Change 2991167 on 2016/05/26 by Jon.Nabozny Add `#include "DataTable.h"` to GameplayTagsManager.h. FGameplayTagTableRow is derived from FTableRowBase which isn't necessarily included. This issue is hidden in most cases as "Engine.h" includes "DataTable.h". Change 2991183 on 2016/05/26 by Wes.Hunt Disable general forwarding constructor for AnalyticsEventAttribute for non arithmetic types, so they are free to choose other overloads more appropriately. Change 2991199 on 2016/05/26 by Wes.Hunt Drastically reducing the headers dependencies on analytics headers. Analytics headers no longer appear in PCH files, and rarely if ever appear in a header file. IAnalyticsProviderModule.h only touches 8 source files. Analytics.h only touches 8 source files. IAnalyticsProvider.h only touches 5 headers and 97 source files. AnalyticsET.h only touches 12 source files. Change 2991301 on 2016/05/26 by James.Golding Fix CIS for Fortnite Change 2991319 on 2016/05/26 by James.Golding Fix CIS for Orion Change 2991373 on 2016/05/26 by Joe.Graf Tweaked the tooltip text for the collision analyzer record button to be correct for both states Added a common button style so that the buttons have a consistent look #CodeReview: james.golding Change 2991401 on 2016/05/26 by James.Golding Fix UT CIS Change 2991406 on 2016/05/26 by James.Golding Fix Ocean CIS Change 2991491 on 2016/05/26 by Lina.Halper Moved MorphTarget.h - Checked in modified functions fo AnimationRuntime for other features coming up - Should not change any behavior of existing content #code review: James.Golding, Rolando.Caloca Change 2991494 on 2016/05/26 by Wes.Hunt Fix for Unity error in AnalyticsET module after hedaer dependency reduction Change 2991503 on 2016/05/26 by Jon.Nabozny Fix issue where FConstraintInstance (inside UPhysicsConstraintComponent) is not editable in InstanceEditor but is editable in BlueprintEditor. #JIRA UE-31267 Change 2991562 on 2016/05/26 by Zak.Middleton #ue4 - Reduce allocations during movement and overlap queries and when grabbing shapes from physx actors. Change 2991586 on 2016/05/26 by James.Golding More CIS fixes for Orion and Fortnite Change 2991673 on 2016/05/26 by Wes.Hunt Another non-unity fix for Analytics include dependency reduction. Change 2991733 on 2016/05/26 by Zak.Middleton #dev - Test map, 50 walking dudes. Change 2991781 on 2016/05/26 by Lina.Halper Back out revision 15 from //UE4/Dev-Framework/Engine/Source/Runtime/Engine/Private/Animation/AnimationRuntime.cpp - Back out a part of changes that I didn't mean to check in. Change 2991922 on 2016/05/26 by Zak.Middleton #ue4 - Maybe fix Mac build. Change 2991957 on 2016/05/26 by Joe.Graf Fixed the collision analyzer file open text (said project instead of collision) Change 2991991 on 2016/05/26 by Lina.Halper Fix compile error Change 2992089 on 2016/05/26 by Zak.Middleton #ue4 - Fix Mac/PS4 build. Change 2992108 on 2016/05/26 by Wes.Hunt Yet another non-unity fix for Analytics header inclusion reduction. Change 2992190 on 2016/05/26 by Zak.Middleton #ue4 - Mark FHitResult, FOverlapResult, FOverlapInfo as POD types. Avoids destructors etc when in TArrays. Change 2992593 on 2016/05/27 by Martin.Wilson Build fixes for non editor platforms Change 2992885 on 2016/05/27 by Rolando.Caloca DF - Fix crash on thumbnails #jira UE-31398 Change 2993058 on 2016/05/27 by Lukasz.Furman fixed behavior tree getting stuck on ResumeLogic call #jira OR-22498 Change 2993064 on 2016/05/27 by Zak.Middleton #ue4 - Fix root motion network corrections not clearing root motion data. udn: https://udn.unrealengine.com/questions/294985/jittering-in-character-movement-during-networked-m.html #jira UE-31316 Change 2993215 on 2016/05/27 by Lukasz.Furman gameplay debugger fixes: navmesh rendering is not hidden after disabling tool, player stuck in spectator mode after disabling tool, confusing version description for categories without data packs added replicated input bindings for debugger's categories #ue4 Change 2993521 on 2016/05/27 by Zak.Middleton #ue4 - Reduce allocations in UI Canvas items. Change 2993995 on 2016/05/30 by Mieszko.Zielinski Temporary fix for BBKeySelector not handling properly multiple UObject subtypes #UE4 #jira UE-31435 Change 2993998 on 2016/05/30 by Mieszko.Zielinski Improves handling of a special case in EQS score normalization, where all items have the same score #UE4 We used to set the normalized score of 1 for all items, which was counter intuitive if all items have scored 0 in an unnormalized test. The improve handling detects that and assigns score of 0 in that case. Change 2993999 on 2016/05/30 by Mieszko.Zielinski Fixed FEQSParametrizedQueryExecutionRequest converting non-BB values into EQS params wrong #UE4 Change 2994000 on 2016/05/30 by Mieszko.Zielinski Exposed UNavigationInvokerComponent as part of ENGINE_API so that it can be spawned procedurally in C++ in game specific code #UE4 Change 2994003 on 2016/05/30 by Mieszko.Zielinski Fixed naming of console variable controllin v-logging of FGameplayAttribute #UE4 The old name was copy-pasted from somewhere. Change 2994007 on 2016/05/30 by Mieszko.Zielinski Fixed unregistering listeners from perception system not clearing up all data #UE4 Also, introduced two precisely named functions, GetCurrentlyPerceivedActors and GetKnownPerceivedActors to replace ambiguous GetPerceivedActors Also, renamed UAIPerceptionComponent::TActorPerceptionContainer to UAIPerceptionComponent::FActorPerceptionContainer Change 2994475 on 2016/05/31 by Wes.Hunt Fix Unity build failure for analytics inclusion reduction for IOSFlurry. [CL 2994701 by Marc Audy in Main branch]
2016-05-31 13:51:34 -04:00
PreviewComponent->SetSkeletalMesh(nullptr);
}
}
else
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2994668) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2970637 on 2016/05/09 by Martin.Wilson Fix incorrect conflict resolve in merge from main Change 2976393 on 2016/05/12 by Zak.Middleton #ue4 - Set AudioComponent bUseAttachParentBounds=true to reduce cost of transform updates (avoids virtual CalcBounds() when transform changes). #tests PIE w/ audio Change 2976770 on 2016/05/13 by Lina.Halper Improvement on mirroring fix branch #code review: Zak.Middleton Change 2976774 on 2016/05/13 by Lukasz.Furman fixed missing memory callbacks for instanced behavior tree nodes #jira UE-30305 Change 2976775 on 2016/05/13 by Lukasz.Furman fixed multiple calls to behavior tree's instance cleanup #jira UE-30593 Change 2976801 on 2016/05/13 by Jon.Nabozny Add an optional argument FSkeletalMeshMerge. When set to EMeshBufferAccess::ForceCPUAndGPU, keeps a reference to the vertex buffer on CPU (e.g. for spawning particle effects). #JIRA UE-30405 Change 2976985 on 2016/05/13 by Jon.Nabozny Fix initializer list ordering for FSkeletalMeshMerge. Change 2977532 on 2016/05/13 by Marc.Audy PR #2348: [Local Multiplayer] Gamepad player assignment improvements (Contributed by kukiric) #jira UE-30162 Change 2977637 on 2016/05/13 by Marc.Audy Add Get/Set controller ID for a player in gameplay statics #jira UE-28718 Change 2979387 on 2016/05/16 by Jon.Nabozny Initialize FBox used to store results for CalculateQuatACF96Bounds. #JIRA UE-30846 Change 2979968 on 2016/05/17 by bruce.nesbit Added comment in FCanvasLineItem to warn only SE_BLEND_Opaque will be used when rendering. Change 2979969 on 2016/05/17 by bruce.nesbit Added comment in AddLine/AddPoint to warn only SE_BLEND_Opaque will be used when rendering. Change 2980271 on 2016/05/17 by Lina.Halper Improved comment #code review: Benn.Gallagher Change 2980317 on 2016/05/17 by Lukasz.Furman removing NavCollision from static mesh on property change and PostLoad if static mesh is not supposed to have one #ue4 Change 2980717 on 2016/05/17 by Zak.Middleton #ue4 - Optimize UCapsuleComponent::CalcBounds() to remove sqrt and use tighter bounding sphere radius. Change 2981193 on 2016/05/17 by Lukasz.Furman fixed missing observers in behavior tree when dynamic subtree is changed while waiting for full restart (out of nodes) #ue4 Change 2981927 on 2016/05/18 by Lina.Halper - Remove vertex animation code - Removing UVertexAnimation - Fixed reinitialization issue that was triggered by SetVertexAnimation - todo: consolidate UMorphtarget and UVertexAnimBase #code review: James.Golding, Martin.Wilson Change 2981957 on 2016/05/18 by Lina.Halper Add recursive stack check on update animation #code review: Martin.Wilson Change 2982116 on 2016/05/18 by Benn.Gallagher Removed optimize macros accidentally left after bounds extension feature for skel meshes Change 2982255 on 2016/05/18 by Jon.Nabozny FSkeletalMeshMerge constructor "MeshBufferAccess" default should be EMeshBufferAccess:Default instead of EMeshBufferAccess::ForceCPUAndGPU. Change 2982607 on 2016/05/18 by Marc.Audy Cleanup places calling GetWorld() multiple times Change 2982621 on 2016/05/18 by Marc.Audy Make UActorComponent::GetWorld final and inlined to avoid unnecessary function calls Put uncached logic in to a separate function Change 2983424 on 2016/05/19 by Marc.Audy Minor tweaks to reduce GetWorld calls Change 2983465 on 2016/05/19 by Lina.Halper Combine VertexAnimBase and MorphTarget to just MorphTarget - VertexAnimBase is gone - Modified most of VertexAnim to MorphTarget - Removed state, time related data #code review: James.Golding, Rolando.Caloca Change 2983609 on 2016/05/19 by Marc.Audy Inline AActor::GetLevel Half GetWorld() calls from AActor::GetNetMode() Change 2983772 on 2016/05/19 by Marc.Audy Fix Mac compile Change 2983931 on 2016/05/19 by Marc.Audy Remove pointless AccelMouse function Change 2984061 on 2016/05/19 by Marc.Audy Reorg some headers to fix compilation issues Change 2984409 on 2016/05/19 by Aaron.McLeran #jira UE-31049 Updating the Oculus Audio SDK to vs 1.02 Implementing 2984316 from Releases/4.12 to Dev-Framework Change 2984574 on 2016/05/19 by Aaron.McLeran Fix for platform headroom scalar. Using correct dB to linear formula (not one for power) dB = 20 * log(Linear), not dB = 10 * log(Linear) Change 2985041 on 2016/05/20 by Jon.Nabozny ConvertQueryOverlap only returns the base actor if multiple actors have bSimulatePhysics enabled and are welded together. #JIRA UE-30484 Change 2985118 on 2016/05/20 by Marc.Audy Another attempt to convince Mac to build Change 2985192 on 2016/05/20 by Marc.Audy Properly forward declare ABrush Change 2985724 on 2016/05/20 by Zak.Middleton #ue4 - Optimize NaN and Infinite checks for FVector, FQuat, FRotator, FMatrix, FTransform. SIMD version VectorContainsNaNOrInfinite() also optimized on relevant platforms. Added startup tests for VectorContainsNaNOrInfinite(). - All our "ContainsNaN()" tests are in fact "IsNaN() || IsInfinite()", which is the same as "!IsFinite()", so exploited this to simplify the tests. Both NaN and +/-Inf are not finite (http://en.cppreference.com/w/cpp/numeric/math/isfinite). In the future we should rename ContainsNaN(). - Still need to audit some uses in shipping configs. #jira UE-30999 Change 2986016 on 2016/05/20 by Zak.Middleton #ue4 - Fix uint32 used for int32 values. Behavior was unaffected. Change 2986017 on 2016/05/20 by Zak.Middleton #ue4 - Fix overlaps being dropped from within a FScopedMoveUpdate when rotation occurs. Remove invalid assert. Change 2986833 on 2016/05/23 by Zak.Middleton #ue4 - Move ETeleportType from ActorComponent.h to EngineTypes.h. Add comment to FHitResult for ImpactPoint when it's penetrating. Change 2986916 on 2016/05/23 by Rolando.Caloca DF - GPU morph targets proof of concept - Disabled by default - Not compatible with gpu skin cache - No extra memory required yet until it's used; creates buffers per frame (very slow!) Change 2987539 on 2016/05/23 by Rolando.Caloca DF - Remove unused member and downgrade FActiveMorphTarget to not be a USTRUCT Change 2987981 on 2016/05/24 by James.Golding PR #2162 : Exported AAudioVolume so that projects can derive custom classes. https://github.com/EpicGames/UnrealEngine/pull/2162 #github 2162 #jira UE-28533 Change 2987982 on 2016/05/24 by James.Golding PR #2318 : Fix memory allocation in CustomMeshComponent.cpp https://github.com/EpicGames/UnrealEngine/pull/2318 #github 2318 #jira UE-29864 Change 2987983 on 2016/05/24 by James.Golding Merging engine changes back from GDC demo: - Export FFIRFilterTimeBased from Engine module - Add FFIRFilterTimeBased::SetWindowDuration - Add FBaseCompactPose::CopyBonesTo Change 2987984 on 2016/05/24 by James.Golding UE-30137 No longer include collision in StatiMeshComponent bounds (bounds no longer user for any collision calculation) Change 2987985 on 2016/05/24 by James.Golding UE-27801 Export ConvertToCollisionChannel, ConvertToObjectType, and ConvertToTraceType members of UCollisionProfile Change 2987987 on 2016/05/24 by James.Golding OR-17910 : Support 'show collision' in Test configuration Change 2988123 on 2016/05/24 by Jon.Nabozny Prevent FBodyInstance::Weld causing duplicate PhsyXShapes to be created / added to ShapeToBodiesMap when toggling SimulatePhysics on PrimitiveComponent. #JIRA UE-31189 Change 2988449 on 2016/05/24 by Rolando.Caloca DF - Split FActiveMorphTarget's weight into its own array in prep for GPU friendly data Change 2988485 on 2016/05/24 by Jon.Nabozny Swap order of setRigidBodyFlag and setRigidDynamicFlag inside UpdateInstanceSimulatePhysics to prevent PhysX error about Kinematic bodies not using CCD. #JIRA UE-30993 Change 2988969 on 2016/05/24 by Rolando.Caloca DF - GPU morph targets - Enable using r.MorphTarget.Mode 1 Change 2989645 on 2016/05/25 by Marc.Audy Apply CL# 2989481 to Dev-Framework #jira UE-31055 Change 2989987 on 2016/05/25 by Wes.Hunt Redo of CL#2982707 2982716 2982723 2983780 2983864 from //Orion/Dev-General in preparation for continuing Analytics refactor in a Dev branch. AnalyticsET support for arbitrary Json events. * AnalyticsET supports a new API, RecordEventJson. * API supports rvalue refs to avoid unnecessary copies of the attribute array. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982707 by Wes.Hunt on 2016/05/18 17:22:20. Remove Analytics code to divert legacy code to source data collector. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982716 by Wes.Hunt on 2016/05/18 17:27:25. Analytics no longer adds IsEditor attribute to all events. Wasn't actually used by anyone anymore. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982723 by Wes.Hunt on 2016/05/18 17:29:40. Modernize FAnalyticsEventAttribute usage. Replaced FAnalyticsEventAttribute various ctors with a perfect forwarding one that can convert them to strings. * The Name must be convertible to a string * The value must be convertible to a string via an AnalyticsConversion::ToString() overload. * Added/expanded the supported conversions to strings to analytics attribute values. See AnalyticsConversion.h which contains all the previously supported conversions and more. Added MakeAnalyticsEventAttributeArray(), which uses variadic templates to create an array of event attributes inline, which can be passed to RecordEvent[Json] and efficiently taken ownership of: RecordEvent("EventName", MakeAnalyticsEventAttributeArray( "Attr1", false, "Attr2", 42.0, "Attr3", SomeMap, "Attr4", SomeArray); #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983780 by Wes.Hunt on 2016/05/19 13:51:48. Added missing assignment copy/move ops to FAnalyticsEventAttribute. Doh, should have looked at more usages of PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS... #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983864 by Wes.Hunt on 2016/05/19 14:17:05. Change 2989988 on 2016/05/25 by Wes.Hunt Fix usage of FAnalyticsEventAttribute constructor using a bitfield that was invalidated by the change to make FAnalyticsEventAttribute use a perfect forwarding constructor. bitfields cannot be perfect-forwarded... :( Change 2990493 on 2016/05/25 by Joe.Graf Added tooltips to the collision analyzer's buttons #CodeReview: james.golding Change 2991064 on 2016/05/26 by James.Golding - Remove many Animation headers from Engine.h - Remove AnimationAsset.h from SkeletalMeshComponent.h, Character.h, CharacterMovementComponent.h Change 2991113 on 2016/05/26 by Benn.Gallagher Fixed edge case in random sequence player where we might trigger an extra loop when waiting on a blend to finish. And made it impossible for a shuffle list to start with the animation that is currently playing (seemingly duplicating the anim). Change 2991163 on 2016/05/26 by Rolando.Caloca DF - Rename and refactor some morph target compute shader in prep for interop with skin cache Change 2991167 on 2016/05/26 by Jon.Nabozny Add `#include "DataTable.h"` to GameplayTagsManager.h. FGameplayTagTableRow is derived from FTableRowBase which isn't necessarily included. This issue is hidden in most cases as "Engine.h" includes "DataTable.h". Change 2991183 on 2016/05/26 by Wes.Hunt Disable general forwarding constructor for AnalyticsEventAttribute for non arithmetic types, so they are free to choose other overloads more appropriately. Change 2991199 on 2016/05/26 by Wes.Hunt Drastically reducing the headers dependencies on analytics headers. Analytics headers no longer appear in PCH files, and rarely if ever appear in a header file. IAnalyticsProviderModule.h only touches 8 source files. Analytics.h only touches 8 source files. IAnalyticsProvider.h only touches 5 headers and 97 source files. AnalyticsET.h only touches 12 source files. Change 2991301 on 2016/05/26 by James.Golding Fix CIS for Fortnite Change 2991319 on 2016/05/26 by James.Golding Fix CIS for Orion Change 2991373 on 2016/05/26 by Joe.Graf Tweaked the tooltip text for the collision analyzer record button to be correct for both states Added a common button style so that the buttons have a consistent look #CodeReview: james.golding Change 2991401 on 2016/05/26 by James.Golding Fix UT CIS Change 2991406 on 2016/05/26 by James.Golding Fix Ocean CIS Change 2991491 on 2016/05/26 by Lina.Halper Moved MorphTarget.h - Checked in modified functions fo AnimationRuntime for other features coming up - Should not change any behavior of existing content #code review: James.Golding, Rolando.Caloca Change 2991494 on 2016/05/26 by Wes.Hunt Fix for Unity error in AnalyticsET module after hedaer dependency reduction Change 2991503 on 2016/05/26 by Jon.Nabozny Fix issue where FConstraintInstance (inside UPhysicsConstraintComponent) is not editable in InstanceEditor but is editable in BlueprintEditor. #JIRA UE-31267 Change 2991562 on 2016/05/26 by Zak.Middleton #ue4 - Reduce allocations during movement and overlap queries and when grabbing shapes from physx actors. Change 2991586 on 2016/05/26 by James.Golding More CIS fixes for Orion and Fortnite Change 2991673 on 2016/05/26 by Wes.Hunt Another non-unity fix for Analytics include dependency reduction. Change 2991733 on 2016/05/26 by Zak.Middleton #dev - Test map, 50 walking dudes. Change 2991781 on 2016/05/26 by Lina.Halper Back out revision 15 from //UE4/Dev-Framework/Engine/Source/Runtime/Engine/Private/Animation/AnimationRuntime.cpp - Back out a part of changes that I didn't mean to check in. Change 2991922 on 2016/05/26 by Zak.Middleton #ue4 - Maybe fix Mac build. Change 2991957 on 2016/05/26 by Joe.Graf Fixed the collision analyzer file open text (said project instead of collision) Change 2991991 on 2016/05/26 by Lina.Halper Fix compile error Change 2992089 on 2016/05/26 by Zak.Middleton #ue4 - Fix Mac/PS4 build. Change 2992108 on 2016/05/26 by Wes.Hunt Yet another non-unity fix for Analytics header inclusion reduction. Change 2992190 on 2016/05/26 by Zak.Middleton #ue4 - Mark FHitResult, FOverlapResult, FOverlapInfo as POD types. Avoids destructors etc when in TArrays. Change 2992593 on 2016/05/27 by Martin.Wilson Build fixes for non editor platforms Change 2992885 on 2016/05/27 by Rolando.Caloca DF - Fix crash on thumbnails #jira UE-31398 Change 2993058 on 2016/05/27 by Lukasz.Furman fixed behavior tree getting stuck on ResumeLogic call #jira OR-22498 Change 2993064 on 2016/05/27 by Zak.Middleton #ue4 - Fix root motion network corrections not clearing root motion data. udn: https://udn.unrealengine.com/questions/294985/jittering-in-character-movement-during-networked-m.html #jira UE-31316 Change 2993215 on 2016/05/27 by Lukasz.Furman gameplay debugger fixes: navmesh rendering is not hidden after disabling tool, player stuck in spectator mode after disabling tool, confusing version description for categories without data packs added replicated input bindings for debugger's categories #ue4 Change 2993521 on 2016/05/27 by Zak.Middleton #ue4 - Reduce allocations in UI Canvas items. Change 2993995 on 2016/05/30 by Mieszko.Zielinski Temporary fix for BBKeySelector not handling properly multiple UObject subtypes #UE4 #jira UE-31435 Change 2993998 on 2016/05/30 by Mieszko.Zielinski Improves handling of a special case in EQS score normalization, where all items have the same score #UE4 We used to set the normalized score of 1 for all items, which was counter intuitive if all items have scored 0 in an unnormalized test. The improve handling detects that and assigns score of 0 in that case. Change 2993999 on 2016/05/30 by Mieszko.Zielinski Fixed FEQSParametrizedQueryExecutionRequest converting non-BB values into EQS params wrong #UE4 Change 2994000 on 2016/05/30 by Mieszko.Zielinski Exposed UNavigationInvokerComponent as part of ENGINE_API so that it can be spawned procedurally in C++ in game specific code #UE4 Change 2994003 on 2016/05/30 by Mieszko.Zielinski Fixed naming of console variable controllin v-logging of FGameplayAttribute #UE4 The old name was copy-pasted from somewhere. Change 2994007 on 2016/05/30 by Mieszko.Zielinski Fixed unregistering listeners from perception system not clearing up all data #UE4 Also, introduced two precisely named functions, GetCurrentlyPerceivedActors and GetKnownPerceivedActors to replace ambiguous GetPerceivedActors Also, renamed UAIPerceptionComponent::TActorPerceptionContainer to UAIPerceptionComponent::FActorPerceptionContainer Change 2994475 on 2016/05/31 by Wes.Hunt Fix Unity build failure for analytics inclusion reduction for IOSFlurry. [CL 2994701 by Marc Audy in Main branch]
2016-05-31 13:51:34 -04:00
PreviewComponent->SetSkeletalMesh(nullptr);
}
Client->Invalidate();
}
}
SBasePoseViewport::SBasePoseViewport()
: PreviewScene(FPreviewScene::ConstructionValues())
{
}
bool SBasePoseViewport::IsVisible() const
{
return true;
}
TSharedRef<FEditorViewportClient> SBasePoseViewport::MakeEditorViewportClient()
{
TSharedPtr<FEditorViewportClient> EditorViewportClient = MakeShareable(new FBasePoseViewportClient(PreviewScene, SharedThis(this)));
EditorViewportClient->ViewportType = LVT_Perspective;
EditorViewportClient->bSetListenerPosition = false;
EditorViewportClient->SetViewLocation(EditorViewportDefs::DefaultPerspectiveViewLocation);
EditorViewportClient->SetViewRotation(EditorViewportDefs::DefaultPerspectiveViewRotation);
EditorViewportClient->SetRealtime(false);
EditorViewportClient->VisibilityDelegate.BindSP(this, &SBasePoseViewport::IsVisible);
EditorViewportClient->SetViewMode(VMI_Lit);
return EditorViewportClient.ToSharedRef();
}
TSharedPtr<SWidget> SBasePoseViewport::MakeViewportToolbar()
{
return nullptr;
}
/////////////////////////////////////////////////
// select folder dialog
//////////////////////////////////////////////////
void SSelectFolderDlg::Construct(const FArguments& InArgs)
{
AssetPath = FText::FromString(FPackageName::GetLongPackagePath(InArgs._DefaultAssetPath.ToString()));
if(AssetPath.IsEmpty())
{
AssetPath = FText::FromString(TEXT("/Game"));
}
FPathPickerConfig PathPickerConfig;
PathPickerConfig.DefaultPath = AssetPath.ToString();
PathPickerConfig.OnPathSelected = FOnPathSelected::CreateSP(this, &SSelectFolderDlg::OnPathChange);
PathPickerConfig.bAddDefaultPath = true;
FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
SWindow::Construct(SWindow::FArguments()
.Title(LOCTEXT("SSelectFolderDlg_Title", "Create New Animation Object"))
.SupportsMinimize(false)
.SupportsMaximize(false)
//.SizingRule( ESizingRule::Autosized )
.ClientSize(FVector2D(450, 450))
[
SNew(SVerticalBox)
+ SVerticalBox::Slot() // Add user input block
.Padding(2)
[
SNew(SBorder)
.BorderImage(FAppStyle::GetBrush("ToolPanel.GroupBorder"))
[
SNew(SVerticalBox)
+SVerticalBox::Slot()
.AutoHeight()
[
SNew(STextBlock)
.Text(LOCTEXT("SelectPath", "Select Path"))
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3358367 by tim.gautier Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters Change 3624848 by Jamie.Dale Added a composite font for the editor (and Slate core) This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor. This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font. This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support. Change 3654993 by Jamie.Dale 'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer Breaking changes: - Native has been renamed to FNativeFuncPtr. - The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair). - Use P_THIS if you were previously using the 'this' pointer in your native function. Change 3699591 by Jamie.Dale Added support for displaying and editing numbers in a culture correct way Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game). #jira UE-4028 Change 3719568 by Jamie.Dale Allow platforms to override the default ICU timezone calculation Change 3622366 by Bradut.Palas #jira UE-46677 Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode. Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions. Change 3622378 by Bradut.Palas #jira UE-46590 we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width. The bug is that the size of the last element is incorrectly reported, after we drag back and forth. Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value. Change 3622552 by Jamie.Dale Added support for per-culture sub-fonts within a composite font This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this). Change 3623170 by Jamie.Dale Fixing warning Change 3624846 by Jamie.Dale Composite font cache optimizations - Converted a typically small sized map to a sorted array + binary search. - Converted the already sorted range array to use binary search. - Contiguous ranges using the same typeface are now merged in the cache. Change 3625576 by Cody.Albert We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified. #jira UE-47971 Change 3626057 by Matt.Kuhlenschmidt Expose EUmgSequencePlayMode to blueprints #jira UE-49255 Change 3626556 by Matt.Kuhlenschmidt Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning. #jira UE-48922, UE-48957 Change 3627692 by Matt.Kuhlenschmidt PR #3977: Source control submenu menu customization (Contributed by Kryofenix) Change 3628600 by Arciel.Rekman Added AutoCheckout to FAssetRenameManager for commandlet usage. Change 3630561 by Richard.Hinckley Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter. Change 3630656 by Richard.Hinckley Compile fix. Change 3630964 by Arciel.Rekman Fix CrashReporterClient headless build. Change 3631050 by Matt.Kuhlenschmidt Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp Causes major problems with resizing splitters in editor Change 3631140 by Arciel.Rekman OpenAL: update Linux version to 1.18.1 (UETOOL-1253) - Also remove a hack for RPATH and make it use a generic RPATH mechanism. - Bulk of the change from Cengiz.Terzibas #jira UETOOL-1253 Change 3632924 by Jamie.Dale Added support for a catch-all fallback font within composite fonts This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles. Change 3633055 by Jamie.Dale Fixed some refresh issues in the font editor Change 3633062 by Jamie.Dale Fixed localization commands being reported as unknown Change 3633906 by Nick.Darnell UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working. Change 3634070 by Arciel.Rekman Display actually used values of material overrides. Change 3634254 by Arciel.Rekman Fix ResavePackages working poorly with projects on other drives (UE-49465). #jira UE-49465 Change 3635985 by Matt.Kuhlenschmidt Fixed typo in function name used by maps PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist) Change 3636012 by Matt.Kuhlenschmidt PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist) Change 3636706 by Lauren.Ridge Epic Friday: Save parameters to child or sibling instance functionality Change 3638706 by Jamie.Dale Added an improved Japanese font to the editor This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters). #jira UE-33268 Change 3639438 by Arciel.Rekman Linux: Repaired ARM server build (UE-49635). - Made Steam* plugins compile. - Disabled OpenEXR as the libs aren't compiled (need to be done separately). (Edigrating CL 3639429 from Release-4.17 to Dev-Editor) Change 3640625 by Matt.Kuhlenschmidt PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist) Change 3640626 by Matt.Kuhlenschmidt PR #4011: Remove space from filename (Contributed by projectgheist) Change 3640697 by Matt.Kuhlenschmidt PR #4010: PNG alpha fix (Contributed by mmdanggg2) Change 3641137 by Jamie.Dale Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately. Change 3641351 by Jamie.Dale Fixing incorrect weights on the Japanese sub-font Change 3641356 by Jamie.Dale Fixing inconsistent font sizes between CoreStyle and EditorStyle Change 3641710 by Jamie.Dale Fixed pure-virtual function call on UMulticastDelegateProperty Change 3641941 by Lauren.Ridge Adding a Parameter Details tab to the Material Editor so users can change default parameter details Change 3644141 by Jamie.Dale Added an improved Korean font to the editor This is only used when displaying Korean text when the editor is set to Korean Change 3644213 by Arciel.Rekman Fix the side effects of a fix for UE-49465. - Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later. #jira UE-49465 Change 3644777 by Jamie.Dale Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished Change 3644879 by tim.gautier QAGame: Optimized assets for Procedural Foliage testing - Added camera bookmarks to Stations in QA-Foliage - Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape - Fixed up redirectors Change 3645109 by Matt.Kuhlenschmidt PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts) Change 3645114 by Matt.Kuhlenschmidt PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts) Change 3645116 by Matt.Kuhlenschmidt PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts) Change 3645118 by Matt.Kuhlenschmidt PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts) Change 3645876 by Arciel.Rekman Linux: fix submenus of context menu not working (UE-47639). - Change by icculus (Ryan Gordon). - QA-ClickHUD seems to be not affected by this change (it is already broken alas). #jira UE-47639 Change 3648088 by Jamie.Dale Fixed some case-sensitivity issues with FText format argument names/pins These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior. #jira UE-47122 Change 3648097 by Jamie.Dale Moved common macOS/iOS localization implementation into FApplePlatformMisc #jira UE-49940 Change 3650858 by Arciel.Rekman UBT: improve CodeLite project generator (UE-49400). - PR #3987 submitted by yaakuro (Cengiz Terzibas). #jira UE-49400 Change 3651231 by Arciel.Rekman Linux: default to SM5 for Vulkan. - Change by Timothee.Bessett. Change 3653627 by Matt.Kuhlenschmidt PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts) Change 3653628 by Matt.Kuhlenschmidt PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz) Change 3653984 by Jamie.Dale Fixed some redundant string construction Change 3658528 by Joe.Graf UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files Change 3658594 by Jamie.Dale Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues #jira UE-27263 Change 3659643 by Michael.Trepka Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior #jira UETOOL-1238 Change 3661908 by Matt.Kuhlenschmidt USD asset importing improvements Change 3664100 by Matt.Kuhlenschmidt Fix static analysis Change 3664107 by Matt.Kuhlenschmidt PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist) Change 3664125 by Matt.Kuhlenschmidt PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist) Change 3664340 by Jamie.Dale PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist) Change 3664403 by Jamie.Dale PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed) Change 3664539 by Jamie.Dale PR #3280: Added EditableText functionality (Contributed by projectgheist) Change 3665433 by Alexis.Matte When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target. #jira UE-50231 Change 3666747 by Cody.Albert Change 3669280 by Jamie.Dale PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist) Change 3669718 by Jamie.Dale PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist) Change 3670838 by Alexis.Matte Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button. #jira UE-50387 Change 3671559 by Matt.Kuhlenschmidt Update SimpleUI automation test ground truth #jira UE-50325 Change 3671587 by Alexis.Matte Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file. #jira UE-50147 Change 3671730 by Jamie.Dale Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances Change 3672104 by Michael.Dupuis #jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings Change 3674906 by Alexis.Matte Make sure the export LOD option is taken in consideration when exporting a level or the current level selection #jira UE-50248 Change 3674942 by Matt.Kuhlenschmidt Fix static analysis Change 3675401 by Alexis.Matte -fix export animation, do not truncate the last frame anymore -fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves. #jira UE-48231 Change 3675990 by Alexis.Matte Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx. This is to avoid driving random vertex with old morph target. #jira UE-50391 Change 3676169 by Alexis.Matte When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import. Change 3676396 by Alexis.Matte Make all LOD 0 name consistent in staticmesh editor #jira UE-49461 Change 3677730 by Cody.Albert Enable locking of Persistent Level in Levels tab #jira UE-50686 Change 3677838 by Jamie.Dale Replaced broken version of Roboto Light Change 3679619 by Alexis.Matte Integrate GitHub pr #4029 to fix import fbx chunk material assignation. #jira UE-50001 Change 3680093 by Alexis.Matte Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh. Change 3680931 by Arciel.Rekman SlateDialogs: show image icon for *.tga (UE-25106). - Also reworked the logic somewhat. #jira UE-25106 Change 3681966 by Yannick.Lange MaterialEditor post-process preview. #jira UE-45307 Change 3682407 by Lauren.Ridge Fixes for material editor compile errors Change 3682628 by Lauren.Ridge Content browser filters for Material Layers, Blends, and their instances Change 3682725 by Lauren.Ridge Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default Change 3682921 by Lauren.Ridge Fix for instance layers not initializing fully Change 3682954 by Lauren.Ridge Creating Material Layer Test Assets Change 3683582 by Alexis.Matte Fix static analysis build Change 3683614 by Matt.Kuhlenschmidt PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts) Change 3684130 by Lauren.Ridge Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3686289 by Arciel.Rekman Remove the pessimization (UE-23791). Change 3686455 by Lauren.Ridge Fixes for adding/removing a layer parameter from the parent not updating the child Change 3686829 by Jamie.Dale No longer include trailing whitespace in the justification calculation for soft-wrapped lines #jira UE-50266 Change 3686970 by Lauren.Ridge Making material parameter preview work for functions as well Change 3687077 by Jamie.Dale Fixed crash using FActorDetails with the struct details panel Change 3687152 by Jamie.Dale Fixed the row structure tag not appearing in the Content Browser for Data Table assets The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables. #jira UE-48691 Change 3687174 by Lauren.Ridge Fix for material layer sub-parameters showing up in the default material parameters panel Change 3688100 by Lauren.Ridge Fixing static analysis error Change 3688317 by Jamie.Dale Fixed crash using the widget reflector in a cooked game Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector. Change 3689054 by Jamie.Dale Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes #jira UE-45751 Change 3689513 by Jamie.Dale Fixed justification bug with RTL text caused by CL# 3686829 Also implemented the same alignment fix for visually left-aligned RTL text. #jira UE-50266 Change 3690231 by Lauren.Ridge Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor Change 3690234 by Lauren.Ridge Adding Material Layers Function Parameter to Static Parameter Compare Change 3690750 by Chris.Bunner Potential nullptr crash. Change 3690751 by Chris.Bunner Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter. Change 3691010 by Jamie.Dale Fixed some clipping issues that could occur with right-aligned text FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment) #jira UE-46760 Change 3691091 by Jamie.Dale Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type Change 3691134 by Alexis.Matte Make sure we instance also the collision mesh when exporting a level to fbx file. #jira UE-51066 Change 3691157 by Lauren.Ridge Fix for reset to default not refreshing sub-parameters Change 3691192 by Jamie.Dale Fixed Content Browser selection resetting when changing certain view settings #jira UE-49611 Change 3691204 by Alexis.Matte Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011. #jira UE-51023 Change 3692335 by Lauren.Ridge Setting displayed asset to equal filter asset if no instance has been selected Change 3692479 by Jamie.Dale Fixed whitespace Change 3692508 by Alexis.Matte Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu. We also prevent the export dialog to show #jira UE-50973 Change 3692639 by Jamie.Dale Translation Editor now shows stale translations as "Untranslated" Change 3692743 by Lauren.Ridge Smaller blend icons, added icon size override to FObjectEntryBox Change 3692830 by Alexis.Matte Fix linux build Change 3692894 by Lauren.Ridge Tooltip on "Parent" in material layers Change 3693141 by Jamie.Dale Removed dead code FastDecimalFormat made this redundant Change 3693580 by Jamie.Dale Added AlwaysSign number formatting option #jira UE-10310 Change 3693784 by Jamie.Dale Fixed assert extracting the number formatting rules for Arabic It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that. #jira UE-10310 Change 3694428 by Arciel.Rekman Linux: make directory watch request a warning so they don't block cooking. - See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html Change 3694458 by Matt.Kuhlenschmidt Made duplicate keybinding warning non-fatal Change 3694496 by Alexis.Matte fix static analysis build Change 3694515 by Jamie.Dale Added support for culture correct parsing of decimal numbers #jira UE-4028 Change 3694621 by Jamie.Dale Added a variant of FastDecimalFormat::StringToNumber that takes a string length This can be useful if you want to convert a number from within a non-null terminated string #jira UE-4028 Change 3694958 by Jamie.Dale Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail. #jira UE-4028 Change 3695083 by Alexis.Matte Optimisation of the morph target import - We now compute only the normal for the shape the tangent are not necessary - The async tasks are create when there is some available cpu thread to avoid filling the memory - When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets #jira UE-50945 Change 3695122 by Jamie.Dale GetCultureAgnosticFormattingRules no longer returns a copy Change 3695835 by Arciel.Rekman TestPAL: greatly expanded malloc test. Change 3695918 by Arciel.Rekman TestPAL: Added thread priority test. Change 3696589 by Arciel.Rekman TestPAL: tweak thread priorities test (better readability). Change 3697345 by Alexis.Matte Fix reorder of material when importing a LOD with new material #jira UE-51135 Change 3699590 by Jamie.Dale Updated SGraphPinNum to use a numeric editor #jira UE-4028 Change 3699698 by Matt.Kuhlenschmidt Fix crash opening the level viewport context menu if the actor-component selection is out of sync #jira UE-48444 Change 3700158 by Arciel.Rekman Enable packaging for Android Vulkan on Linux (UETOOL-1232). - Change by Cengiz Terzibas Change 3700224 by Arciel.Rekman TestPAL: fixed a memory leak. Change 3700775 by Cody.Albert Don't need to initialize EnvironmentCubeMap twice. Change 3700866 by Michael.Trepka PR #3223: Remove unnecessary reallocation. (Contributed by foollbar) #jira UE-41643 Change 3701132 by Michael.Trepka Copy of CL 3671538 Fixed issues with editor's game mode in high DPI on Mac. #jira UE-49947, UE-51063 Change 3701421 by Michael.Trepka Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression Change 3701495 by Alexis.Matte Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them. #jira UE-UE-51359 Change 3702982 by Jamie.Dale Cleaned up some localization setting names These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting. Change 3703517 by Arciel.Rekman TestPAL: improved thread test. - Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic). Change 3704378 by Michael.Trepka Disable Zoom button on Mac if project requests a resizeable window without it. #jira UE-51335 Change 3706316 by Jamie.Dale Fixed the asset search suggestions list closing if you clicked on its scrollbar #jira UE-28885 Change 3706855 by Alexis.Matte Support importing animation that has some keys with negative time #jira UE-51305 Change 3709634 by Matt.Kuhlenschmidt PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist) Change 3711085 by Michael.Trepka Reenabled UBT makefiles on Mac Change 3713049 by Josh.Engebretson The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect. #jira UE-51319 Change 3713144 by Lauren.Ridge Fixing automated test error #jira UE-50982 Change 3713395 by Alexis.Matte Fix auto import mountpoint #jira UE-51524 Change 3713881 by Michael.Trepka Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets. #jira UE-31093 Change 3714197 by Michael.Trepka Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields. #jira UE-47915 Change 3714911 by Joe.Graf Merge of cmake changes from Dev-Rendering Change 3715973 by Michael.Trepka Disable OS close button on Windows if project settings request that #jira UE-45522 Change 3716390 by Lauren.Ridge The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior. #jira UE-50916 Change 3716529 by Josh.Engebretson Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1 #jira UE-51341 Change 3716885 by Josh.Engebretson Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary. #jira UE-48572 Change 3716929 by Josh.Engebretson Unshelved from pending changelist '3364093': PR #3420: Exe's icons and properties (Contributed by projectgheist) Change 3716937 by Josh.Engebretson Unshelved from pending changelist '3647428': PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik) Change 3717002 by Josh.Engebretson Fix FileReference/string conversion Change 3717355 by Joe.Graf Fixed CMake file generation on Windows including Engine/Source/ThirdParty source Change 3718256 by Arciel.Rekman TestPAL: slight mod to the malloc test. - Touch the allocated memory to check actual resident usage. Change 3718290 by Arciel.Rekman BAFO: place descriptor after the allocation to save some VIRT memory. - We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor. Change 3718508 by Michael.Trepka Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer) #jira UE-46148 Change 3718855 by Lauren.Ridge Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options. Change 3718932 by Cody.Albert Update ActorSequence plugin loading phase to PreDefault #jira UE-51612 Change 3719378 by tim.gautier QAGame: Renamed multiTxt_Justification > UMG_TextJustification. Added additional Text Widgets for testing Change 3719413 by Lauren.Ridge Resubmit of content browser favorites Change 3719803 by Yannick.Lange VREditor: Fix crash with null GEditor #jira UE-50103 Change 3721127 by tim.gautier QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials - Added M_ParamDefaults and MF_ParamDefaults - Moved legacy MeshPaint materials into /Content/Materials/MeshPaint - Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions Change 3721255 by Alexis.Matte Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds. #jira UE-51363 Change 3721594 by Lauren.Ridge Material Blends now have plane mesh previews in their icons. Change 3722072 by tim.gautier QAGame: Updated MF_ParamDefaults - using red channel as roughness Updated M_ParamDefaults - tweaked Scalar values Change 3722180 by Michael.Trepka Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator. #jira UE-25941 Change 3722220 by Michael.Trepka Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly #jira UE-40246 Change 3722806 by Lauren.Ridge Fixing non-editor compiles Change 3722914 by Alexis.Matte Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import. #jira UE-51665 Change 3723446 by Michael.Trepka Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window. #jira UE-48257 Change 3723505 by Matt.Kuhlenschmidt Fix duplicate actors being created for USD primitives that specify a custom actor class Change 3723555 by Matt.Kuhlenschmidt Fix crash loading the gameplayabilities module #jira UE-51693 Change 3723557 by Matt.Kuhlenschmidt Fixed tooltip on viewport dpi scaling option Change 3723870 by Lauren.Ridge Fixing incorrect reset to default visibility, adding clear behavior to fields Change 3723917 by Arciel.Rekman Linux: fix compilation with glibc 2.26+ (UE-51699). - Fixes compilation on Ubuntu 17.10 among others. (Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3723918 by Arciel.Rekman Linux: do not test for popcnt presence unnecessarily (UE-51677). (Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3724229 by Arciel.Rekman Fix FOutputDeviceStdOutput to use printf() on Unix platforms. Change 3724261 by Arciel.Rekman TestPAL: fix thread priority test (zero the counter). Change 3724978 by Arciel.Rekman Linux: fix priority calculation. - Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0. Change 3725382 by Matt.Kuhlenschmidt Guard against crashes and add more logging when actor creation fails. Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed #jira UE-47464 Change 3725559 by Matt.Kuhlenschmidt Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows. Moved some files around for better consistency Change 3725640 by Arciel.Rekman Fix Linux thread/process priorities. - Should also speed up SCW on Linux by deprioritizing them less. Change 3726101 by Matt.Kuhlenschmidt Fix logic bug in USD child "kind" type resolving Change 3726244 by Joe.Graf Added an option to generate a minimal set of targets for cmake files Added shader and config files to cmake file generation for searching within IDEs Change 3726506 by Arciel.Rekman Fix compile issue after DPI change. Change 3726549 by Matt.Kuhlenschmidt Remove unnecessary indirection to cached widgets in the hit test grid Change 3726660 by Arciel.Rekman Enable DPI switch on Linux. Change 3726763 by Arciel.Rekman Fix mismatching "noperspective" qualifier (UE-50807). - Pull request #4080 by TTimo. Change 3727080 by Michael.Trepka Added support for editor's EnableHighDPIAwareness setting on Mac Change 3727658 by Matt.Kuhlenschmidt Fix shutdown crash if level editor is still referenced after the object system has been gc'd #jira UE-51630 Change 3728270 by Matt.Kuhlenschmidt Remove propertyeditor dependency from editorstyle Change 3728291 by Arciel.Rekman Linux: fix for a crash on a headless system (UE-51714). - Preliminary change before merging to 4.18. Change 3728293 by Arciel.Rekman Linux: remove unneeded dependency on CEF. - Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs. Change 3728524 by Michael.Trepka Copy of CL 3725570 Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240) #jira UE-51709 Change 3728875 by Michael.Trepka Fixed compile error in Mac SlateOpenGLContext.cpp Change 3728880 by Matt.Kuhlenschmidt Guard against invalid worlds in thumbnail renderers Change 3728924 by Michael.Trepka Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call. #jira UE-51711 Change 3729288 by Joe.Graf Added the .idea/misc.xml file generation to speed up CLion indexing Change 3729935 by Michael.Dupuis #jira UE-51722: Hide from UI invalid enum values Change 3730234 by Matt.Kuhlenschmidt Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured. #jira UE-51801 Change 3730349 by Michael.Dupuis #jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item Change 3730438 by Lauren.Ridge Cleaning up material layering UI functions Change 3730723 by Jamie.Dale Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers #jira UE-51799 Change 3731008 by Lauren.Ridge Changing Layers and Blends from proxy assets to real assets Change 3731026 by Arciel.Rekman libelf: make elf_end() visible (UE-51843). - This repairs compilation for a case when CUDA is being used. - Also added some missing files for ARM 32-bit. Change 3731081 by Lauren.Ridge New material layer test assets Change 3731186 by Josh.Engebretson Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets #jira UE-50104 Change 3731188 by Mike.Erwin Improve responsiveness of Open Asset dialog. On large projects, there's a noticeable delay when opening and searching/filtering assets. Stopwatch measurements on my machine (seconds for ~122,000 assets): before with this CL ctrl-P 1.4 0.45 search 1.8 0.55 CollectionManagerModule was the main culprit for search/filter slowness. Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation. Change 3731682 by Arciel.Rekman UnrealEd: Allow unattended commandlets to rename/save packages. Change 3732305 by Michael.Dupuis #jira UE-48434 : Only register if the foliage type still has a valid mesh Change 3732361 by Matt.Kuhlenschmidt Fix two settings objects being created in the transient package with the same name #jira UE-51891 Change 3732895 by Josh.Engebretson https://jira.it.epicgames.net/browse/UE-51706 If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC. Adds DDC notification events for check/put and query for whether a shared DDC is in use. #jira UE-51706 Change 3733025 by Arciel.Rekman UBT: make sure new clang versions are invoked. Change 3733311 by Mike.Erwin Fix Linux compile warning from CL 3731188 It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder. Change 3733658 by Josh.Engebretson Add a missing #undef LOCTEXT_NAMESPACE Change 3734003 by Arciel.Rekman Fix Windows attempting to use printf %ls and crashing at that (UE-51934). Change 3734039 by Michael.Trepka Fixed a couple of merge issues in Mac ApplicationCore Change 3734052 by Michael.Trepka One more Mac ApplicationCore fix Change 3734244 by Lauren.Ridge Fix for accessing Slate window on render thread Change 3734950 by Josh.Engebretson Fixing clang warning Change 3734978 by Jamie.Dale Relaxed enum property importing to allow valid numeric values to be imported too This was previously made more strict which caused a regression in Data Table importing #jira UE-51848 Change 3734999 by Arciel.Rekman Linux: add LTO support and more. - Adds ability to use link-time opitimization (reusing current target property bAllowLTCG). - Supports using llvm-ar and lld instead of ar/ranlib and ld. - More build information printed (and in a better organized way). - Native scripts updated to install packages with the appropriate tools on supported systems - AutoSDKs updated to require a new toolchain (already checked in). - Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089 Change 3735268 by Matt.Kuhlenschmidt Added support for canvas based DPI scaling. -Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI -The debug canvas for stats is always dpi scaled in editor and pie. -Eliminated text scaling workaround now that the entire canvas is properly scaled -Enabled canvas scaling in cascade UI Change 3735329 by Matt.Kuhlenschmidt Fix potential crash if an asset editor has an object deleted out from under it #jira UE-51941 Change 3735502 by Arciel.Rekman Fix compile issue (bShouldUpdateScreenPercentage). Change 3735878 by Jamie.Dale Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers. Change 3735881 by Jamie.Dale JsonValue no longer stringifies whole numbers as floats Change 3735884 by Jamie.Dale Only allow enums to import integral values Change 3735912 by Josh.Engebretson Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications #jira UE-48131 Change 3736280 by Matt.Kuhlenschmidt Fix 0 dpi scale for canvases #jira UE-51995 Change 3736298 by Matt.Kuhlenschmidt Force focus of game viewports in vr mode Change 3736374 by Jamie.Dale Fixed some places where input chords were being used without testing that they had a valid key set #jira UE-51799 Change 3738543 by Matt.Kuhlenschmidt Better fix for edit condition crashes #jira UE-51886 Change 3738603 by Lauren.Ridge Copy over of drag and drop non-array onto array fix Change 3739701 by Chris.Babcock Fix crashlytics merge error #jira UE-52064 #ue4 #android [CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
.Font(FCoreStyle::GetDefaultFontStyle("Regular", 14))
]
+SVerticalBox::Slot()
.FillHeight(1)
.Padding(3)
[
ContentBrowserModule.Get().CreatePathPicker(PathPickerConfig)
]
]
]
+SVerticalBox::Slot()
.AutoHeight()
.HAlign(HAlign_Right)
.Padding(5)
[
SNew(SUniformGridPanel)
.SlotPadding(FAppStyle::GetMargin("StandardDialog.SlotPadding"))
.MinDesiredSlotWidth(FAppStyle::GetFloat("StandardDialog.MinDesiredSlotWidth"))
.MinDesiredSlotHeight(FAppStyle::GetFloat("StandardDialog.MinDesiredSlotHeight"))
+SUniformGridPanel::Slot(0, 0)
[
SNew(SButton)
.HAlign(HAlign_Center)
.ContentPadding(FAppStyle::GetMargin("StandardDialog.ContentPadding"))
.Text(LOCTEXT("OK", "OK"))
.OnClicked(this, &SSelectFolderDlg::OnButtonClick, EAppReturnType::Ok)
]
+SUniformGridPanel::Slot(1, 0)
[
SNew(SButton)
.HAlign(HAlign_Center)
.ContentPadding(FAppStyle::GetMargin("StandardDialog.ContentPadding"))
.Text(LOCTEXT("Cancel", "Cancel"))
.OnClicked(this, &SSelectFolderDlg::OnButtonClick, EAppReturnType::Cancel)
]
]
]);
}
void SSelectFolderDlg::OnPathChange(const FString& NewPath)
{
AssetPath = FText::FromString(NewPath);
}
FReply SSelectFolderDlg::OnButtonClick(EAppReturnType::Type ButtonID)
{
UserResponse = ButtonID;
RequestDestroyWindow();
return FReply::Handled();
}
EAppReturnType::Type SSelectFolderDlg::ShowModal()
{
GEditor->EditorAddModalWindow(SharedThis(this));
return UserResponse;
}
FString SSelectFolderDlg::GetAssetPath()
{
return AssetPath.ToString();
}
TSharedRef<FDisplayedAssetEntryInfo> FDisplayedAssetEntryInfo::Make(UObject* InAsset, USkeleton* InNewSkeleton)
{
return MakeShareable(new FDisplayedAssetEntryInfo(InAsset, InNewSkeleton));
}
FDisplayedAssetEntryInfo::FDisplayedAssetEntryInfo(UObject* InAsset, USkeleton* InNewSkeleton)
: NewSkeleton(InNewSkeleton)
, AnimAsset(InAsset)
, RemapAsset(nullptr)
{
}
void SReplaceMissingSkeletonDialog::Construct(const FArguments& InArgs)
{
AssetsToReplaceSkeletonOn = InArgs._AnimAssets;
// Load the content browser module to display an asset picker
const FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
FAssetPickerConfig AssetPickerConfig;
/** The asset picker will only show skeleton assets */
Deprecating ANY_PACKAGE. This change consists of multiple changes: Core: - Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject) - Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter - Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses - Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names - Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed. - Added static UClass::TryConvertShortNameToPathName utility function - Added static UClass::TryFixShortClassNameExportPath utility function - Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass') - All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath - Added a new startup test that checks for short type names in UClass/FProperty MetaData values AssetRegistry: - Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath - Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names - This also applies to a few other modules' APIs to match AssetRegistry changes Everything else: - Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input) - Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName() - Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names #jira UE-99463 #rb many.people [FYI] Marcus.Wassmer #preflight 629248ec2256738f75de9b32 #codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786 #ROBOMERGE-OWNER: robert.manuszewski #ROBOMERGE-AUTHOR: robert.manuszewski #ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246) [CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
AssetPickerConfig.Filter.ClassPaths.Add(USkeleton::StaticClass()->GetClassPathName());
AssetPickerConfig.Filter.bRecursiveClasses = true;
/** The delegate that fires when an asset was selected */
AssetPickerConfig.OnAssetSelected = FOnAssetSelected::CreateSP(this, & SReplaceMissingSkeletonDialog::OnSkeletonSelected);
/** The default view mode should be a list view */
AssetPickerConfig.InitialAssetViewType = EAssetViewType::List;
SWindow::Construct(SWindow::FArguments()
.Title(LOCTEXT("ReplaceSkeletonOptions", "Pick Replacement Skeleton"))
.ClientSize(FVector2D(500, 600))
.SupportsMinimize(false)
.SupportsMaximize(false)
.ClientSize(FVector2D(450, 450))
[
SNew(SVerticalBox)
+ SVerticalBox::Slot() // Add user input block
[
ContentBrowserModule.Get().CreateAssetPicker(AssetPickerConfig)
]
+SVerticalBox::Slot()
.AutoHeight()
.HAlign(HAlign_Right)
.Padding(5)
[
SNew(SUniformGridPanel)
.SlotPadding(FAppStyle::GetMargin("StandardDialog.SlotPadding"))
.MinDesiredSlotWidth(FAppStyle::GetFloat("StandardDialog.MinDesiredSlotWidth"))
.MinDesiredSlotHeight(FAppStyle::GetFloat("StandardDialog.MinDesiredSlotHeight"))
+SUniformGridPanel::Slot(0, 0)
[
SNew(SButton)
.HAlign(HAlign_Center)
.ContentPadding(FAppStyle::GetMargin("StandardDialog.ContentPadding"))
.Text(LOCTEXT("OK", "OK"))
.OnClicked(this, &SReplaceMissingSkeletonDialog::OnButtonClick, EAppReturnType::Ok)
]
+SUniformGridPanel::Slot(1, 0)
[
SNew(SButton)
.HAlign(HAlign_Center)
.ContentPadding(FAppStyle::GetMargin("StandardDialog.ContentPadding"))
.Text(LOCTEXT("Cancel", "Cancel"))
.OnClicked(this, &SReplaceMissingSkeletonDialog::OnButtonClick, EAppReturnType::Cancel)
]
]
]);
}
void SReplaceMissingSkeletonDialog::OnSkeletonSelected(const FAssetData& Replacement)
{
SelectedAsset = Replacement;
}
FReply SReplaceMissingSkeletonDialog::OnButtonClick(EAppReturnType::Type ButtonID)
{
UserResponse = ButtonID;
RequestDestroyWindow();
if (ButtonID != EAppReturnType::Ok)
{
return FReply::Handled();
}
const TObjectPtr<UObject> Asset = SelectedAsset.GetAsset();
if (Asset.IsNull())
{
return FReply::Handled();
}
if (const TObjectPtr<USkeleton> ReplacementSkeleton = CastChecked<USkeleton>(Asset))
{
constexpr bool bRetargetReferredAssets = true;
constexpr bool bConvertSpaces = false;
FAnimationRetargetContext RetargetContext(AssetsToReplaceSkeletonOn, bRetargetReferredAssets, bConvertSpaces);
// since we are replacing a missing skeleton, we don't want to duplicate the asset
// setting this to null prevents assets from being duplicated
const FNameDuplicationRule* NameRule = nullptr;
EditorAnimUtils::RetargetAnimations(nullptr, ReplacementSkeleton, RetargetContext, bRetargetReferredAssets, NameRule);
bWasSkeletonReplaced = true;
}
return FReply::Handled();
}
bool SReplaceMissingSkeletonDialog::ShowModal()
{
bWasSkeletonReplaced = false;
GEditor->EditorAddModalWindow(SharedThis(this));
return bWasSkeletonReplaced;
}
#undef LOCTEXT_NAMESPACE