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

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Selection.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 "UObject/Package.h"
#include "GameFramework/Actor.h"
#include "Elements/Framework/EngineElementsLibrary.h"
#include "Elements/Interfaces/TypedElementObjectInterface.h"
DEFINE_LOG_CATEGORY_STATIC(LogSelection, Log, All);
class ISelectionElementBridge
{
public:
virtual ~ISelectionElementBridge() = default;
virtual bool IsValidObjectType(const UObject* InObject) const = 0;
virtual FTypedElementHandle GetElementHandleForObject(const UObject* InObject, const bool bAllowCreate = true) const = 0;
};
class FObjectSelectionElementBridge : public ISelectionElementBridge
{
public:
virtual bool IsValidObjectType(const UObject* InObject) const override
{
check(InObject);
return true;
}
virtual FTypedElementHandle GetElementHandleForObject(const UObject* InObject, const bool bAllowCreate = true) const override
{
check(InObject);
return UEngineElementsLibrary::AcquireEditorObjectElementHandle(InObject, bAllowCreate);
}
};
class FActorSelectionElementBridge : public ISelectionElementBridge
{
public:
virtual bool IsValidObjectType(const UObject* InObject) const override
{
check(InObject);
return InObject->IsA<AActor>();
}
virtual FTypedElementHandle GetElementHandleForObject(const UObject* InObject, const bool bAllowCreate = true) const override
{
check(InObject);
return UEngineElementsLibrary::AcquireEditorActorElementHandle(CastChecked<AActor>(InObject), bAllowCreate);
}
};
class FComponentSelectionElementBridge : public ISelectionElementBridge
{
public:
virtual bool IsValidObjectType(const UObject* InObject) const override
{
check(InObject);
return InObject->IsA<UActorComponent>();
}
virtual FTypedElementHandle GetElementHandleForObject(const UObject* InObject, const bool bAllowCreate = true) const override
{
check(InObject);
return UEngineElementsLibrary::AcquireEditorComponentElementHandle(CastChecked<UActorComponent>(InObject), bAllowCreate);
}
};
USelection::FOnSelectionChanged USelection::SelectionChangedEvent;
USelection::FOnSelectionChanged USelection::SelectObjectEvent;
FSimpleMulticastDelegate USelection::SelectNoneEvent;
USelection::FOnSelectionElementSelectionPtrChanged USelection::SelectionElementSelectionPtrChanged;
USelection* USelection::CreateObjectSelection(UObject* InOuter, FName InName, EObjectFlags InFlags)
{
USelection* Selection = NewObject<USelection>(InOuter, InName, InFlags);
Selection->Initialize(MakeShared<FObjectSelectionElementBridge>());
return Selection;
}
USelection* USelection::CreateActorSelection(UObject* InOuter, FName InName, EObjectFlags InFlags)
First phase of converting Level Editor viewport selection to use typed elements This phase focuses on the minimum set of changes needed to port the UnrealEd logic for handling the selection of actors and components within the Level Editor viewport to use typed element interfaces. There is still future work to be done to clean this up further. This change adds a new framework type, UTypedElementSelectionSet, which manages the concept of "selection" for typed elements. Internally this owns its own UTypedElementList, and ensures that mutation of that list goes via the UTypedElementSelectionInterface implementations. To allow specific asset editors to customize their selection behavior, UTypedElementSelectionSet may have "selection proxies" that implement UTypedElementAssetEditorSelectionProxy registered to it. This is what's used to allow the level editor to implement its type specific rules. The core Level Editor selection implementation for actors and components now lives inside UActorElementLevelEditorSelectionProxy and UComponentElementLevelEditorSelectionProxy, and the existing UUnrealEdEngine functions that used to deal with this logic now proxy through to those implementations via UTypedElementSelectionSet. This means that the implementation has moved into the LevelEditor module without UnrealEd even knowing. Future work will focus on: - Cleaning up the legacy USelection bridge, so that all USelection instances are just a proxy around a UTypedElementSelectionSet. - This will involve making a basic "Object" element type to handle the generic UObject based selection (for assets) that USelection also handles. - This should allow GetMutableElementList to be removed from UTypedElementSelectionSet, to avoid potential abuse or misuse. - Investigating the best way to integrate element based selection into the editor modes. #rb Chris.Gagnon, Brooke.Hubert #rnx [CL 14470181 by Jamie Dale in ue5-main branch]
2020-10-11 12:40:44 -04:00
{
USelection* Selection = NewObject<USelection>(InOuter, InName, InFlags);
Selection->Initialize(MakeShared<FActorSelectionElementBridge>());
return Selection;
First phase of converting Level Editor viewport selection to use typed elements This phase focuses on the minimum set of changes needed to port the UnrealEd logic for handling the selection of actors and components within the Level Editor viewport to use typed element interfaces. There is still future work to be done to clean this up further. This change adds a new framework type, UTypedElementSelectionSet, which manages the concept of "selection" for typed elements. Internally this owns its own UTypedElementList, and ensures that mutation of that list goes via the UTypedElementSelectionInterface implementations. To allow specific asset editors to customize their selection behavior, UTypedElementSelectionSet may have "selection proxies" that implement UTypedElementAssetEditorSelectionProxy registered to it. This is what's used to allow the level editor to implement its type specific rules. The core Level Editor selection implementation for actors and components now lives inside UActorElementLevelEditorSelectionProxy and UComponentElementLevelEditorSelectionProxy, and the existing UUnrealEdEngine functions that used to deal with this logic now proxy through to those implementations via UTypedElementSelectionSet. This means that the implementation has moved into the LevelEditor module without UnrealEd even knowing. Future work will focus on: - Cleaning up the legacy USelection bridge, so that all USelection instances are just a proxy around a UTypedElementSelectionSet. - This will involve making a basic "Object" element type to handle the generic UObject based selection (for assets) that USelection also handles. - This should allow GetMutableElementList to be removed from UTypedElementSelectionSet, to avoid potential abuse or misuse. - Investigating the best way to integrate element based selection into the editor modes. #rb Chris.Gagnon, Brooke.Hubert #rnx [CL 14470181 by Jamie Dale in ue5-main branch]
2020-10-11 12:40:44 -04:00
}
USelection* USelection::CreateComponentSelection(UObject* InOuter, FName InName, EObjectFlags InFlags)
{
USelection* Selection = NewObject<USelection>(InOuter, InName, InFlags);
Selection->Initialize(MakeShared<FComponentSelectionElementBridge>());
return Selection;
}
void USelection::Initialize(TSharedRef<ISelectionElementBridge>&& InSelectionElementBridge)
{
SelectionElementBridge = MoveTemp(InSelectionElementBridge);
}
void USelection::SetElementSelectionSet(UTypedElementSelectionSet* InElementSelectionSet)
{
if (ElementSelectionSet)
{
ElementSelectionSet->Legacy_GetElementListSync().OnSyncEvent().RemoveAll(this);
}
UTypedElementSelectionSet* OldElementSelectionSet = ElementSelectionSet;
ElementSelectionSet = InElementSelectionSet;
if (ElementSelectionSet)
{
ElementSelectionSet->Legacy_GetElementListSync().OnSyncEvent().AddUObject(this, &USelection::OnElementListSyncEvent);
}
USelection::SelectionElementSelectionPtrChanged.Broadcast(this, OldElementSelectionSet, ElementSelectionSet);
}
UTypedElementSelectionSet* USelection::GetElementSelectionSet() const
{
return ElementSelectionSet;
}
int32 USelection::Num() const
{
return ElementSelectionSet
? ElementSelectionSet->GetElementList()->Num()
: 0;
}
UObject* USelection::GetSelectedObject(const int32 InIndex) const
{
if (ElementSelectionSet)
{
Converted UTypedElementList to no longer be a UObject Storing typed elements in UObjects can easily lead to reference leaks if the elements aren't cleared prior to the UObject being left pending GC. This actually made UTypedElementList tricky to use, as you had to remember to manually empty it when you'd finished with it to avoid reference leaks, and we've had several cases now where that was done incorrectly. To address this issue, we've moved element lists back to being a normal C++ class, FTypedElementList. However, unlike the original version of FTypedElementList (which was itself a UStruct), this version is always heap-allocated and referenced via a TSharedPtr/TSharedRef. This gives us a nice middle-ground of a well defined lifetime (ie, no lingering references prior to GC) while still being efficient to pass around, including for scripting APIs via FTypedElementListProxy (which just wraps the TSharedPtr in a UStruct). The downside of this approach is that we need to wrap the FTypedElementList functions that we want to expose to the scripting API (see UTypedElementListLibrary), however that is a far more reasonable burden than requring every user of the typed element framework to know and understand that UTypedElementList had to be manually cleared to avoid potentially hard to find reference leaks (especially if via leaked via scripting APIs). The core of this change is to TypedElementList.h/.cpp, with TypedElementListFwd.h existing to forward declare the pointer types, and TypedElementListProxy.h and TypedElementListLibrary.h existing to declare the proxy type and wrapped functions used for scripting APIs. TypedElementSelectionInterface.h (and its implementations) provide an example of using FTypedElementListProxy within a scripting API, and the rest of the change is mostly just fallout to transform const UTypedElementList* to FTypedElementListConstRef and UTypedElementList* to FTypedElementListRef. #rb Brooke.Hubert #preflight 60d2720c634cd100016c804b [CL 16776547 by Jamie Dale in ue5-main branch]
2021-06-24 14:29:38 -04:00
FTypedElementListConstRef ElementList = ElementSelectionSet->GetElementList();
if (ElementList->IsValidIndex(InIndex))
{
const FTypedElementHandle ElementHandle = ElementList->GetElementHandleAt(InIndex);
return GetObjectForElementHandle(ElementHandle);
}
}
return nullptr;
}
void USelection::BeginBatchSelectOperation()
{
if (ElementSelectionSet)
{
ElementSelectionSet->Legacy_GetElementListSync().BeginBatchOperation();
}
}
void USelection::EndBatchSelectOperation(bool bNotify)
{
if (ElementSelectionSet)
{
ElementSelectionSet->Legacy_GetElementListSync().EndBatchOperation(bNotify);
}
}
bool USelection::IsBatchSelecting() const
{
return ElementSelectionSet && ElementSelectionSet->Legacy_GetElementListSync().IsRunningBatchOperation();
}
bool USelection::IsValidObjectToSelect(const UObject* InObject) const
{
bool bIsValid = SelectionElementBridge->IsValidObjectType(InObject);
if (bIsValid && ElementSelectionSet)
{
TTypedElement<ITypedElementObjectInterface> ObjectElement = ElementSelectionSet->GetElementList()->GetElement<ITypedElementObjectInterface>(SelectionElementBridge->GetElementHandleForObject(InObject));
if (ObjectElement)
{
bIsValid &= ObjectElement.GetObject() == InObject;
}
else
{
// Elements must implement the object interface in order to be selected!
bIsValid = false;
}
}
return bIsValid;
}
UObject* USelection::GetObjectForElementHandle(const FTypedElementHandle& InElementHandle) const
{
check(InElementHandle && ElementSelectionSet);
if (TTypedElement<ITypedElementObjectInterface> ObjectElement = ElementSelectionSet->GetElementList()->GetElement<ITypedElementObjectInterface>(InElementHandle))
{
UObject* Object = ObjectElement.GetObject();
if (Object && SelectionElementBridge->IsValidObjectType(Object))
{
return Object;
}
}
return nullptr;
}
void USelection::OnElementListSyncEvent(const FTypedElementList& InElementList, FTypedElementList::FLegacySync::ESyncType InSyncType, const FTypedElementHandle& InElementHandle, bool bIsWithinBatchOperation)
{
Converted UTypedElementList to no longer be a UObject Storing typed elements in UObjects can easily lead to reference leaks if the elements aren't cleared prior to the UObject being left pending GC. This actually made UTypedElementList tricky to use, as you had to remember to manually empty it when you'd finished with it to avoid reference leaks, and we've had several cases now where that was done incorrectly. To address this issue, we've moved element lists back to being a normal C++ class, FTypedElementList. However, unlike the original version of FTypedElementList (which was itself a UStruct), this version is always heap-allocated and referenced via a TSharedPtr/TSharedRef. This gives us a nice middle-ground of a well defined lifetime (ie, no lingering references prior to GC) while still being efficient to pass around, including for scripting APIs via FTypedElementListProxy (which just wraps the TSharedPtr in a UStruct). The downside of this approach is that we need to wrap the FTypedElementList functions that we want to expose to the scripting API (see UTypedElementListLibrary), however that is a far more reasonable burden than requring every user of the typed element framework to know and understand that UTypedElementList had to be manually cleared to avoid potentially hard to find reference leaks (especially if via leaked via scripting APIs). The core of this change is to TypedElementList.h/.cpp, with TypedElementListFwd.h existing to forward declare the pointer types, and TypedElementListProxy.h and TypedElementListLibrary.h existing to declare the proxy type and wrapped functions used for scripting APIs. TypedElementSelectionInterface.h (and its implementations) provide an example of using FTypedElementListProxy within a scripting API, and the rest of the change is mostly just fallout to transform const UTypedElementList* to FTypedElementListConstRef and UTypedElementList* to FTypedElementListRef. #rb Brooke.Hubert #preflight 60d2720c634cd100016c804b [CL 16776547 by Jamie Dale in ue5-main branch]
2021-06-24 14:29:38 -04:00
check(&InElementList == &ElementSelectionSet->GetElementList().Get());
const bool bNotify = !bIsWithinBatchOperation;
if (bNotify)
{
switch (InSyncType)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3051464 on 2016/07/15 by Nick.Darnell Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map. Some UI improvements, easier access to the automation system. Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines. Change 3051465 on 2016/07/15 by Nick.Darnell Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions. Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt Fixed material editor viewport messages being blocked by viewport toolbar Change 3052025 on 2016/07/15 by Nick.Darnell Moving the placement mode hooks out of functional testing module, moving them into the editor automation module. Change 3053508 on 2016/07/18 by Stephan.Jiang Copy,Cut,Paste tracks, not for mastertracks yet. #UE-31808 Change 3054723 on 2016/07/18 by Stephan.Jiang Small fixes for typo & comments Change 3055996 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received Change 3056106 on 2016/07/19 by Trung.Le Back out changelist 3055996. Build break. Change 3056108 on 2016/07/19 by Stephan.Jiang Updating "SoundConcurrency" asseticon Change 3056389 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received #jira UE-33339 Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt More perf selection improvements: - Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path Change 3056758 on 2016/07/19 by Stephan.Jiang Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer. Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt Another fix for selecting lots of objects taking forever. This one is due to repeated Modify calls if there are groups in the selection. Each group actor selected iterates through each object selected during USelection::Modify! Change 3057635 on 2016/07/20 by Stephan.Jiang Updating visual logger icon UI Change 3057645 on 2016/07/20 by Richard.TalbotWatkin Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3057868 on 2016/07/20 by Richard.TalbotWatkin Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3057895 on 2016/07/20 by Richard.TalbotWatkin Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3057966 on 2016/07/20 by Richard.TalbotWatkin Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport Change 3058009 on 2016/07/20 by Richard.TalbotWatkin Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868. Change 3058047 on 2016/07/20 by Stephan.Jiang Fixing error on previous CL: 3056758 (extra qualification) Change 3058266 on 2016/07/20 by Nick.Darnell Automation - Work continues on automation integrating some ideas form a licensee. Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things. The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor. Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran) Change 3059214 on 2016/07/21 by Richard.TalbotWatkin Further fixes to visualizers following Component Visualizer API change. Change 3059260 on 2016/07/21 by Richard.TalbotWatkin Template specialization not allowed in class scope, but Visual Studio allows it anyway. Fixed for clang. Change 3059543 on 2016/07/21 by Stephan.Jiang Changeing level details icon Change 3059732 on 2016/07/21 by Stephan.Jiang Directional Light icon update Change 3060095 on 2016/07/21 by Stephan.Jiang Directional Light editor icon asset changed Change 3060129 on 2016/07/21 by Nick.Darnell Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes. This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance. Change 3061735 on 2016/07/22 by Stephan.Jiang Improve UMG replace with in HierarchyView function #UE-33582 Change 3062059 on 2016/07/22 by Stephan.Jiang Strip off "b" in propertyname in replace with function for tracks. Change 3062146 on 2016/07/22 by Stephan.Jiang checkin with CL: 3061735 Change 3062182 on 2016/07/22 by Stephan.Jiang Change both animation bindings' widget name when renameing the widget so the slot content is still valid Change 3062257 on 2016/07/22 by Stephan.Jiang comments Change 3062381 on 2016/07/22 by Nick.Darnell Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build. Change 3062924 on 2016/07/25 by Chris.Wood Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories. This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570 Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant) Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt PR #2619: added a search box to ModuleUI (Contributed by straymist) Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages. https://jira.ol.epicgames.net/browse/UE-33651 #jira UE-33651 Change 3063091 on 2016/07/25 by Alex.Delesky #jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber. Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Fix large FName creation time when selecting thousands of objects Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Modified how USelection stores classes. Classes are now in a TSet and can be accessed efficiently using IsClassSelected. The old unused way of checking if a selection has a class by iterating through them is deprecated - USelection no longer directly checks if an item is already selected with a costly n^2 search. The check is done by using the already existing UObject selected annotation - Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels. This is now left up to the caller to avoid - Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached. If a read address list is not passed in we'll not attempt to the work to populate it - Removed expensive checking for brush actors when any actor is selected Change 3063749 on 2016/07/25 by Stephan.Jiang Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename() #jira UE-33711 Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3064612 on 2016/07/26 by Alex.Delesky #jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset. Change 3064647 on 2016/07/26 by Alexis.Matte #jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file. Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt Fixed typo Change 3064795 on 2016/07/26 by Jamie.Dale Fixed typo in FLocalizationModule::GetLocalizationTargetByName #jira UE-32961 Change 3066461 on 2016/07/27 by Jamie.Dale Enabled stable localization keys Change 3066463 on 2016/07/27 by Jamie.Dale Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes Change 3066467 on 2016/07/27 by Jamie.Dale Updated internationalization archives to store translations per-identity This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text. Major changes: - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper. - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static. - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig. - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now). - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead. Workflow changes: - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed). - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data. - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated. - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file). Format changes: - The archive version was bumped to 2. - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version. #jira UETOOL-897 #jira UETOOL-898 #jira UE-29481 Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt Attempt to fix linux compilation Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt Fixed data tables with structs crashing due to recent editor selection optimizations Change 3066886 on 2016/07/27 by Jamie.Dale Added required data to accurately detect TZ (needed for DST) #jira UE-28511 Change 3067122 on 2016/07/27 by Jamie.Dale Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone). Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display. Change 3067227 on 2016/07/27 by Jamie.Dale Added a test to verify that the ICU timezone is set correctly to produce local time (including DST) Change 3067313 on 2016/07/27 by Richard.TalbotWatkin Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values. #jira UE-33669 - Crash in Dev-Editor Change 3067736 on 2016/07/27 by Stephan.Jiang Border changes for experimental classes warning Change 3067769 on 2016/07/27 by Stephan.Jiang HERE BE DRAGONS for experimental class warning #UE-33780 Change 3068192 on 2016/07/28 by Alexis.Matte #jira UE-33586 make sure we remove any false warning when running fbx automation test. Change 3068264 on 2016/07/28 by Jamie.Dale Removed some code that was no longer needed and could cause a crash #jira UE-33342 Change 3068293 on 2016/07/28 by Alex.Delesky #jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them. Change 3068481 on 2016/07/28 by Stephan.Jiang Adding Options to show/hide soft & hard references & dependencies in References Viewer #jira UE-33746 Change 3068585 on 2016/07/28 by Richard.TalbotWatkin Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt Fixed some issues with the selected classes not updating when objects are deselected Change 3069335 on 2016/07/28 by Jamie.Dale Fixed unintended error when trying to load a manifest/archive that didn't exist Fixed a warning when trying to load a PO file that didn't exist Change 3069408 on 2016/07/28 by Alex.Delesky #jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well. Change 3069878 on 2016/07/29 by Jamie.Dale Fixed include casing #jira UE-33910 Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary) Change 3071813 on 2016/08/01 by Jamie.Dale Fixed include casing #jira UE-33936 Change 3072043 on 2016/08/01 by Jamie.Dale Fixed FText formatting of pre-Gregorian dates We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates. #jira UE-14504 Change 3072066 on 2016/08/01 by Jamie.Dale PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist) Change 3072149 on 2016/08/01 by Jamie.Dale We no longer use the editor culture when running with -game Change 3072169 on 2016/08/01 by Richard.TalbotWatkin A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3072221 on 2016/08/01 by Jamie.Dale Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor #jira UE-33001 Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt Added ability to vsync the editor. Disabled by default. Set r.VSyncEditor to 1 to enable it. Reimplemented this change from the siggraph demo stream Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt Removed unused code as suggested by a pull request Change 3073750 on 2016/08/02 by Richard.TalbotWatkin Fixed formatting (broken in CL 3057895) in anticipation of merge from Main. Change 3073789 on 2016/08/02 by Jamie.Dale Added a way to mark text in text properties as culture invariant This allows you to flag properties containing text that doesn't need to be gathered. #jira UE-33713 Change 3073825 on 2016/08/02 by Stephan.Jiang Material Editor: Highligh all Nodes connect to an input. #jira UE-32502 Change 3073947 on 2016/08/02 by Stephan.Jiang UMG Project settings to show/hide different classes and categories in Palette view. --under Project Settings ->Editor->UMG Editor Change 3074012 on 2016/08/02 by Stephan.Jiang Minor changes and comments for CL: 3073947 Change 3074029 on 2016/08/02 by Jamie.Dale Deleting folders in the Content Browser now removes the folder from disk #jira UE-24303 Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt Added missing stats to track pooled vertex and index buffer cpu memory A new slate allocator was added to track memory usage for this case. Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt Renamed a few slate stats for consistency Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt Moved geometry cache asset type to the animation category. It is not a basic asset type Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt Fix a few padding and sizing issues Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt Settings UI improvements * Added the ability to search through all settings at once * Settings files which are not checked out are no longer grayed out. The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly ------- * This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class. This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel. * Each top level object in a details panel will get their own customization instance. This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class. *Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel. Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt Removed FBX scene as a top level option in asset filter menu in the content browser. Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt Mac warning fix Change 3075603 on 2016/08/03 by Nick.Darnell Adding two new plugins to engine, one for editor and one for runtime based testing. Currently the only consumer of these plugins is going to be the EngineTest project. Change 3075605 on 2016/08/03 by Nick.Darnell Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser. Change 3076084 on 2016/08/03 by Jamie.Dale Added basic support for localizing plugins You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually. You need to define the localization targets your plugin uses in its .uplugin file, eg) "LocalizationTargets": [ { "Name": "Paper2D", "LoadingPolicy": "Always" } ] "Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config. "LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor). UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory). UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project. #jira UE-4217 Change 3076123 on 2016/08/03 by Stephan.Jiang Extend "Select all input nodes" function to general blueprint editor Change 3077103 on 2016/08/04 by Jamie.Dale Added support for underlined text rendering (including with drop-shadows) FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness. FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline). This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight. Change 3077842 on 2016/08/04 by Jamie.Dale Fixed fallout from API changes Change 3077999 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078000 on 2016/08/04 by Trung.Le Categories VREditor-specific UMG widget assets as "VR Editor" #jira UE-34134 Change 3078056 on 2016/08/04 by Nick.Darnell Build - Fixing a mac compiler warning, reodering constructor initializers. Change 3078813 on 2016/08/05 by Nick.Darnell Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests. Change 3078818 on 2016/08/05 by Nick.Darnell Additional rename and cleanup associated with test moving. Change 3078819 on 2016/08/05 by Nick.Darnell Removing the Oculus performance automation test, not running, and was unclaimed. Change 3078842 on 2016/08/05 by Nick.Darnell Continued reorganizing tests. Change 3078897 on 2016/08/05 by Nick.Darnell Additional changes to get some moved tests compiling Change 3079157 on 2016/08/05 by Nick.Darnell Making it possible to browse provider names thorugh the source control module interface. Change 3079176 on 2016/08/05 by Stephan.Jiang Add shortcut Ctrl+Shift+Space to rotate through different viewport options #jira UE-34140 Change 3079208 on 2016/08/05 by Stephan.Jiang Fix new animation name check in UMG Change 3079278 on 2016/08/05 by Nick.Darnell Fixing the build Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3081155 on 2016/08/08 by Nick.Darnell Fixing some issues with the editor tests / runtime tests under certain build configs. Change 3081243 on 2016/08/08 by Stephan.Jiang Add gesture in LevelViewport to switch between Top/Bottom...etc. Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt Work around animations not playing in paragon due to bsp rebuilds (UE-34391) Change 3082254 on 2016/08/09 by Stephan.Jiang DragTool_ViewportChange init changes [CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00
{
// Emit a general object selection changed notification for the following events
case FTypedElementList::FLegacySync::ESyncType::Added:
case FTypedElementList::FLegacySync::ESyncType::Removed:
if (UObject* Object = GetObjectForElementHandle(InElementHandle))
{
USelection::SelectObjectEvent.Broadcast(Object);
}
break;
// Emit a general selection changed notification for the following events
case FTypedElementList::FLegacySync::ESyncType::Modified:
case FTypedElementList::FLegacySync::ESyncType::Cleared:
case FTypedElementList::FLegacySync::ESyncType::BatchComplete:
USelection::SelectionChangedEvent.Broadcast(this);
break;
default:
break;
}
}
}
void USelection::Select(UObject* InObject)
{
check(InObject && IsValidObjectToSelect(InObject));
if (ElementSelectionSet)
{
FTypedElementHandle ElementHandle = SelectionElementBridge->GetElementHandleForObject(InObject);
check(ElementHandle);
ElementSelectionSet->SelectElement(ElementHandle, FTypedElementSelectionOptions().SetAllowHidden(true).SetAllowGroups(false).SetWarnIfLocked(false));
}
}
void USelection::Deselect(UObject* InObject)
{
check(InObject);
if (ElementSelectionSet)
{
if (const FTypedElementHandle ElementHandle = SelectionElementBridge->GetElementHandleForObject(InObject, /*bAllowCreate*/false))
{
ElementSelectionSet->DeselectElement(ElementHandle, FTypedElementSelectionOptions().SetAllowHidden(true).SetAllowGroups(false).SetWarnIfLocked(false));
}
}
}
void USelection::Select(UObject* InObject, bool bSelect)
{
if (bSelect)
{
Select(InObject);
}
else
{
Deselect(InObject);
}
}
void USelection::ToggleSelect(UObject* InObject)
{
Select(InObject, InObject && !InObject->IsSelected());
}
void USelection::DeselectAll(UClass* InClass)
{
if (!ElementSelectionSet)
{
return;
}
UClass* ClassToDeselect = InClass;
if (!ClassToDeselect)
{
ClassToDeselect = UObject::StaticClass();
}
TArray<UObject*> ObjectsToDeselect;
GetSelectedObjects(ClassToDeselect, ObjectsToDeselect);
TArray<FTypedElementHandle, TInlineAllocator<256>> ElementsToDeselect;
ElementsToDeselect.Reserve(ObjectsToDeselect.Num());
for (UObject* ObjectToDeselect : ObjectsToDeselect)
{
if (FTypedElementHandle ElementHandle = SelectionElementBridge->GetElementHandleForObject(ObjectToDeselect, /*bAllowCreate*/false))
{
ElementsToDeselect.Add(MoveTemp(ElementHandle));
}
}
if (ElementsToDeselect.Num() > 0)
{
ElementSelectionSet->DeselectElements(ElementsToDeselect, FTypedElementSelectionOptions().SetAllowHidden(true).SetAllowGroups(false).SetWarnIfLocked(false));
}
}
void USelection::ForceBatchDirty()
{
if (IsBatchSelecting())
{
check(ElementSelectionSet);
ElementSelectionSet->Legacy_GetElementListSync().ForceBatchOperationDirty();
}
}
void USelection::NoteSelectionChanged()
{
USelection::SelectionChangedEvent.Broadcast(this);
}
void USelection::NoteUnknownSelectionChanged()
{
USelection::SelectionChangedEvent.Broadcast(nullptr);
}
bool USelection::IsSelected(const UObject* InObject) const
{
if (InObject && ElementSelectionSet)
{
if (const FTypedElementHandle ElementHandle = SelectionElementBridge->GetElementHandleForObject(InObject, /*bAllowCreate*/false))
{
return ElementSelectionSet->IsElementSelected(ElementHandle, FTypedElementIsSelectedOptions());
}
}
return false;
}
bool USelection::IsClassSelected(UClass* Class) const
{
return ElementSelectionSet
&& TypedElementListObjectUtil::HasObjectsOfExactClass(ElementSelectionSet->GetElementList(), Class);
}
void USelection::Serialize(FArchive& Ar)
{
if (ElementSelectionSet)
{
ElementSelectionSet->Serialize(Ar);
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3167010 on 2016/10/19 by Dmitriy.Dyomin Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html #jira UE-36397 Change 3166824 on 2016/10/18 by Alexis.Matte Fix re-import of mesh material assignment regression #jira UE-37479 Change 3166821 on 2016/10/18 by Alexis.Matte Make sure the old asset are build correctly #jira UE-37461 Change 3166740 on 2016/10/18 by Lina.Halper Fix crash with hide name when bone buffer doesn't exist due to slave component #jira: UE-37467 Change 3166737 on 2016/10/18 by Jeff.Campeau Fix double release in PhysX if there's an exception during shutdown #jira UE-37058 Change 3166733 on 2016/10/18 by Chris.Babcock Add missing MultiviewOVR functions for Android deferred #jira UE-37401 #ue4 #android Change 3166719 on 2016/10/18 by Richard.TalbotWatkin Fixed crash when setting a closed loop on a SplineComponent with no spline points defined. #jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint Change 3166701 on 2016/10/18 by Daniel.Wright Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups. #jira UE-37317 Change 3166549 on 2016/10/18 by Alexis.Matte Make sure the vertex paint circle brush is display when painting #jira UE-37462 Change 3166459 on 2016/10/18 by Mitchell.Wilson Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template #jira UE-37471 Change 3166435 on 2016/10/18 by Mitchell.Wilson Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings #jira UE-29718 Change 3166363 on 2016/10/18 by Mitchell.Wilson copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane. Rebuilt lighting for shootergame levels and added build data for each level. #jira UE-37435 Change 3166342 on 2016/10/18 by Rolando.Caloca UE4.14 - Fix for crash on splines with decals #jira UE-36864 Change 3166315 on 2016/10/18 by Ori.Cohen Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers. #JIRA UE-21572, UE-37429 Change 3166274 on 2016/10/18 by Peter.Sauerbrei deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support #jira UE-37034 Change 3166238 on 2016/10/18 by Max.Preussner MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470) Copied from Dev-Sequencer CL# 3166218 #jira UE-37470 Change 3166209 on 2016/10/18 by Daniel.Lamb Fixed issue with launch on marking packages as dirty. #test Cook shooter game #jira UE-37455 Change 3165901 on 2016/10/18 by Jamie.Dale Fixed Clang error caused by missing return type #jira UE-37421 Change 3165774 on 2016/10/18 by Steve.Robb Fix for FMallocBinned::GetAllocationSize() for aligned allocations. Copied from CL# 3165739. #jira UE-37249 #jira UE-37243 Change 3165457 on 2016/10/17 by Max.Chen Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user. #jira UE-37420 Change 3165444 on 2016/10/17 by Max.Chen Sequencer: Fix reset view range so that it's a no-op when the range is negative. #jira UE-37412 Change 3165257 on 2016/10/17 by Keli.Hlodversson Fix crash when exiting using SteamVR if using VR controllers and launched from steam. #jira UE-37432 Change 3165225 on 2016/10/17 by Nick.Darnell Strategy Game - No longer overrides the engine default iOS build machine to use. Shooter Game - Has been upgraded to user the newer location of the DPI scale curve. #jira UE-37001 Change 3165110 on 2016/10/17 by Michael.Trepka Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script #jira UE-36939 Change 3165107 on 2016/10/17 by Mitchell.Wilson Resolve CIS content warnings in Shooter Game. #jira UE-30791 Change 3165001 on 2016/10/17 by Alexis.Matte Bump the static mesh build version to force a rebuild. #jira UE-37262 Change 3164928 on 2016/10/17 by Ben.Marsh GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too. Change 3164914 on 2016/10/17 by Max.Chen Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null. Copy from Dev-Sequencer #jira UE-35285 Change 3164896 on 2016/10/17 by Ben.Marsh UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway. Change 3164892 on 2016/10/17 by Jamie.Dale Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText #jira UE-36977 Change 3164886 on 2016/10/17 by Jamie.Dale Fixed issues propagating property changes when editing Blueprints - FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text. - TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do. - TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values. #jira UE-36977 Change 3164884 on 2016/10/17 by Jamie.Dale We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor #jira UE-36977 Change 3164843 on 2016/10/17 by Ben.Marsh UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>. #jira UE-37386 Change 3164823 on 2016/10/17 by Daniel.Lamb Fixed warning about shader compiler stalling. #test Cook Shootergame #jira UE-37393 Change 3164805 on 2016/10/17 by Alexis.Matte Remove the skinxx import workflow for static mesh #jira UE-37262 Change 3164803 on 2016/10/17 by Mitchell.Wilson Rebuilt lighting on all template projects #jira UE-37317 Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash #jira UE-37029 Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt Fixed crash debugging blueprints in a networked game session - Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default. #jira UE-37360 Change 3164711 on 2016/10/17 by Chris.Wood Added char limit to user description in Crash Report Client [UE-37377] - Limit description field size in Crash Report Client #jira UE-37377 Change 3164706 on 2016/10/17 by Alexis.Matte Fix fbx scene re-import of staticmesh loosing there materials #jira UE-37032 Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone #jira UE-37300 Change 3164686 on 2016/10/17 by Alexis.Matte Remove unwanted re-import setting option in both mesh editor. #jira UE-36640 Change 3164622 on 2016/10/17 by Dan.Oconnor Duplicating 3153975 and 3155758 in 4.14 #jira UE-36938 Change 3164620 on 2016/10/17 by Robert.Manuszewski UE4 - Critical fix for task graph memory leak. (re-implementing CL #3159689 by Gil.Gribb) #jira UE-37382 #fyi Gil.Gribb Change 3164557 on 2016/10/17 by Mitchell.Wilson Rebuilt lighting in code and bp first person template. #jira UE-37317 Change 3164370 on 2016/10/17 by Chris.Wood Fix broken application path in Crash Report Client app restart code. [UE-36429] - Send and Restart from Crash Reporter does nothing #jira UE-36429 Change 3164329 on 2016/10/17 by Dmitriy.Dyomin Fixed: Shader compile error using Point Lights Nvidia Shield #jira UE-25671 Change 3164219 on 2016/10/16 by Max.Chen Fix CDO Constructor errors Copy from Dev-Sequencer #jira UE-36787 Change 3164173 on 2016/10/16 by Zachary.Wilson Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections #jira UE-29618 Change 3164171 on 2016/10/16 by Benjamin.Hyder Re-Saving TM-Noise to update camera position #jira UE-29618 Change 3164169 on 2016/10/16 by Benjamin.Hyder Updating TM-Noise map to include VectorVoronoi noise material #jira UE-29618 Change 3164022 on 2016/10/15 by zachary.wilson Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node #jira UE-29618 Change 3163970 on 2016/10/15 by Benjamin.Hyder updating shading model for skeletal mesh example in TM-SSS_Fullres #jira UE-29618 Change 3163961 on 2016/10/15 by Benjamin.Hyder adding animated skeletal mesh example to TM-SSS_Fullres #jira UE-29618 Change 3163958 on 2016/10/15 by Benjamin.Hyder adding diffuse example to TM-SSS_Fullres #jira UE-29618 Change 3163728 on 2016/10/14 by Tyler.Cole Prep build scripts for WEX MCP in UE4 Release-4.14 stream. #jira NONE-0 Change 3163718 on 2016/10/14 by Tyler.Cole Prep build scripts for Ocean MCP in UE4 Release-4.14 stream. #jira NONE-0 Change 3163715 on 2016/10/14 by Tyler.Cole Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream. #jira NONE-0 Change 3163711 on 2016/10/14 by Tyler.Cole Prep build scripts for Orion MCP in UE4 Release-4.14 stream. #jira NONE-0 Change 3163698 on 2016/10/14 by Michael.Trepka Fixed a CoreAudio crash on unpause #jira UE-37126 Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt Disable versioning info in project badge by default #jira UE-37335 Change 3163485 on 2016/10/14 by Michael.Trepka Add one more RPATH entry on Mac to support launching staged builds #jira UE-36799 Change 3163479 on 2016/10/14 by Michael.Trepka A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store #jira UE-25742 Change 3163465 on 2016/10/14 by Daniel.Lamb Fix issue with cook command from editor was trying to package also. #test Cook command in editor #jira UE-36796 Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt Fixed selected section highlight and vertex color view modes not working. #jira UE-37308 Change 3163450 on 2016/10/14 by Mike.Beach Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost. #jira UE-37055 Change 3163400 on 2016/10/14 by Benjamin.Hyder Updating Lighting setttings inTM-SSS_Fullres #jira UE-29618 Change 3163392 on 2016/10/14 by Benjamin.Hyder Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials #jira UE-29618 Change 3163336 on 2016/10/14 by Mike.Beach Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle. #jira UE-37055 Change 3163335 on 2016/10/14 by Max.Chen Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport. Copy from Dev-Sequencer #jira UE-35342 Change 3163230 on 2016/10/14 by Richard.TalbotWatkin Duplicated from //UE4/Release-4.13, CL 3111897 When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface. #jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry #jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry #jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building Change 3163155 on 2016/10/14 by Benn.Gallagher Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active #jira UE-37332 Change 3163146 on 2016/10/14 by Marc.Audy Properly add/remove wind sources when activated/deactivated #jira UE-37289 Change 3163135 on 2016/10/14 by Phillip.Kavan [UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios. Mirrored from CL# 3160052 (//UE4/Dev-Blueprints). Additional changes (for release branch): - Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change. #jira UE-35259 Change 3162999 on 2016/10/14 by Ben.Marsh QFE: Fix writing output files if they don't already exist, and bump version number to 4.14. Change 3162988 on 2016/10/14 by Thomas.Sarkanen Fix socket editing on meshes Feature was inadvertently removed with the Persona refactor. #jira UE-37313 - Create Mesh Socket is missing Change 3162938 on 2016/10/14 by Ben.Zeigler Merging CL 3162934 to //UE4/Release-4.14 #jira UE-37044 Fix crash when loading map that has null actors in the actor list Change 3162900 on 2016/10/14 by Dmitriy.Dyomin Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel #jira UE-37312 Change 3162864 on 2016/10/14 by Yannick.Lange VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050 - Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272 #jira UE-37050 #jira UE-37272 Change 3162761 on 2016/10/14 by Jack.Porter Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel #jira UE-36863 Change 3162724 on 2016/10/14 by Max.Chen Sequencer: Fix time dilation in level sequence player Copy from Dev-Sequencer #jira UE-37277 Change 3162617 on 2016/10/13 by Jeff.Campeau Fix Windows XP compilation issues. - Block Win10 SDK includes - Remove unused Win10 SDK path collecting - Fix extraneous includes - Add 32b atomic option for certain stats #jira UE-36909 Change 3162503 on 2016/10/13 by Max.Preussner MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248) Merged from Dev-Sequencer CL# 3160995 #jira UE-37248 Change 3162470 on 2016/10/13 by Mitchell.Wilson Rebuilt lighting and saved levels in StrategyGame. #jira UE-36913 Change 3162466 on 2016/10/13 by Michael.Trepka By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking #jira UE-37088 Change 3162458 on 2016/10/13 by Keli.Hlodversson When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor) #jira UE-37292 Game does not exit when exited through SteamVR UI Change 3162421 on 2016/10/13 by Mitchell.Wilson Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content. #jira UE-36913 Change 3162420 on 2016/10/13 by Marc.Audy Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty #jira UE-37071 Change 3162406 on 2016/10/13 by Ben.Marsh Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees. #jira UE-37269 Change 3162382 on 2016/10/13 by Ben.Marsh UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings. Change 3162314 on 2016/10/13 by Ben.Marsh Add PhysX build job to 4.14 branch. Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt Ensure FBX scene import data object is not garbage collected during import #jira UE-35606 Change 3162270 on 2016/10/13 by Ben.Marsh UBT/Editor: Improved integration for Visual Studio "15". * Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use. * UBT reads this setting, and will generate project files for the preferred Visual Studio version if set. * Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode. * Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml. * Removed compiler argument from generated project files (this should now persist via INI files or XML config) * Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead) * Added support for enums in UBT XML configs * Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc... #jira UE-37176 #jira UE-36872 Change 3162236 on 2016/10/13 by Mike.Beach Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class. #jira UE-37224 Change 3162225 on 2016/10/13 by Alex.Delesky #jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list. Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com) Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds. #jira UE-37278 Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt Fix mac build #jira UE-36885 Change 3162025 on 2016/10/13 by Daniel.Wright Compile fix #jira UE-37246 Change 3162009 on 2016/10/13 by Daniel.Wright [Copy] Fixed movable lights getting assigned a shadowmap channel #jira UE-37246 Change 3161963 on 2016/10/13 by Jon.Nabozny Enable PrimaryActorTick.bCanEverTick in necessary Samples. The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo). #jira UE-36888 Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt Added guard and more logging for crash when reimporting textures #jira UE-37263 Change 3161865 on 2016/10/13 by mason.seay Making the name more user friendly for test asset #jira UE-29618 Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default - Made the keybindings setting a proper developer settings object #jira UE-36885 Change 3161854 on 2016/10/13 by Daniel.Wright [Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present #jira UE-37204 Change 3161743 on 2016/10/13 by Lauren.Ridge Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift #jira UE-37245 Change 3161694 on 2016/10/13 by Michael.Dupuis #jira UE-37001 Perform manual migration of UICurve to proper config category Change 3161689 on 2016/10/13 by Thomas.Sarkanen Fixed failing detachment automation test The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set. #jira UE-37160 - Detachment automation tests failing Change 3161685 on 2016/10/13 by mason.seay Test content for retargeting animation #jira UE-29618 Change 3161423 on 2016/10/13 by Jamie.Dale Split localized package redirection out of FCoreDelegates::PackageNameResolvers They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name. #jira UE-37119 Change 3161394 on 2016/10/13 by Mitchell.Wilson Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings. #jira UE-37256 Change 3161363 on 2016/10/13 by Jamie.Dale Fixing mangled English translations #jira UE-36128 Change 3161319 on 2016/10/13 by Benn.Gallagher Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances #jira UE-37254 Change 3161310 on 2016/10/13 by Martin.Wilson Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled #jira UE-35149 Change 3161303 on 2016/10/13 by Jurre.deBaare Crash when using merge actor on static meshes that have been affected by simplygon #fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data #jira UE-36880 Change 3161166 on 2016/10/13 by Jack.Porter Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps #jira UE-37131 Change 3161161 on 2016/10/13 by Thomas.Sarkanen Fixed override materials hanging around when setting skeletal meshes #jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are Change 3161160 on 2016/10/13 by Thomas.Sarkanen Fix crash changing preview skeletal mesh with bone selected Make sure to keep BonesOfInterest and the preview scene selected bone in sync. Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future. #jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash Change 3160882 on 2016/10/12 by Mike.Beach Mirroring CL 3158790 from Dev-BP Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation). #jira UE-37033 Change 3160863 on 2016/10/12 by Lauren.Ridge Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it #jira UE-35685 Change 3160855 on 2016/10/12 by Jeff.Campeau Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes. #jira UE-36909 Change 3160844 on 2016/10/12 by Marcus.Wassmer Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv) #jira UE-37162 Change 3160749 on 2016/10/12 by Daniel.Wright [Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser. #jira UE-37231 Change 3160748 on 2016/10/12 by Daniel.Wright [Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser #jira UE-37231 Change 3160747 on 2016/10/12 by Daniel.Wright [Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them. #jira UE-37231 Change 3160727 on 2016/10/12 by Mitchell.Wilson Updating minimum iOS version to iOS 8 for all samples and templates #jira UE-37022 Change 3160655 on 2016/10/12 by Chad.Taylor Merging VR loading screen fixes from Dev-VR #jira UE-36741 Change 3160643 on 2016/10/12 by Keli.Hlodversson Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering. #jira UE-36440 Change 3160641 on 2016/10/12 by Mike.Beach Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle. #jira UE-37055 Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt Missed change from CL 3159889 #jira UE-35503 Change 3160518 on 2016/10/12 by Ryan.Gerleve Fix assert when adding a new sublevel. #jira UE-37148 Change 3160439 on 2016/10/12 by Ben.Marsh Fix support for Visual Studio "15" preview 5. #jira UE-37227 Change 3160363 on 2016/10/12 by Daniel.Lamb Fix for skip editor content flag being passed throught o UAT. #jira UE-37223 Change 3160277 on 2016/10/12 by Mieszko.Zielinski Manually recreated CL#3159909 #UE4 Original comment: --- Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4 Lack of those test has been reported licencees as source of some crashes #jira UE-37209 Change 3160120 on 2016/10/12 by Chris.Babcock Fix x86 and x86_64 libpng libraries for Android #jira UE-37192 #ue4 #android Change 3160080 on 2016/10/12 by Matthew.Griffin PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist) #jira UE-36945 Change 3160063 on 2016/10/12 by Gareth.Martin Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled #jira UE-36933 Change 3160045 on 2016/10/12 by Ryan.Gerleve Fix some issues with manipulating sublevels in the editor. #jira UE-36901, UE-36932 Change 3160044 on 2016/10/12 by Gareth.Martin Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize - This should fix the crash that caused it to be commented out #jira UE-37152 Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh #jira UE-36985 Change 3159965 on 2016/10/12 by Ben.Zeigler #jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager Change 3159957 on 2016/10/12 by Robert.Manuszewski Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread. #jira UE-35570, UE-35511, UE-35570, UE-35924 Change 3159921 on 2016/10/12 by Matthew.Griffin Duplicating CL#3153485 from Dev-Build Removed GUBP from Automation Tool Mono solution Change 3159919 on 2016/10/12 by Matthew.Griffin Duplicating CL#3150017 from Dev-Build Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game #jira UE-37112 Change 3159903 on 2016/10/12 by Ben.Zeigler #jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly. #jira UE-36814 Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI #jira UE-35503 Change 3159888 on 2016/10/12 by Ben.Zeigler #jira UE-36849 DataTable::LoadStructData allocating wrong size Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt Guard against crash in Fcanvas drawing #jira UE-36496 Change 3159886 on 2016/10/12 by Ben.Zeigler #jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved #jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it Fix it so pending kill component templates do not end up in import table, they will fail to import Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill. This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint Change 3159885 on 2016/10/12 by Matthew.Griffin Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build Including source for additional programs to Installed Build #jira UE-36668 #jira UE-37072 Change 3159853 on 2016/10/12 by Matthew.Griffin Duplicating CL#3148611 from Dev-Build Added list of Dependant modules to EULA check #jira UE-29432 Change 3159385 on 2016/10/11 by Nick.Shin make emscripten for physx use gMask like windows and xbox does emsdk doesn't like: union { U32 u; F32 f; } bla; it seems, floats are 64 bits on browsers... stream: release-4.14 #jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings Change 3159384 on 2016/10/11 by Nick.Shin manually submitting HTML5 PhysX libs recompiled to fix the NaN warnings stream: Release-4.14 #jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings Change 3159210 on 2016/10/11 by Ben.Marsh Set the default for the BRANCH_NAME macro to the escaped 4.14 branch. [CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
}
}
bool USelection::Modify(bool bAlwaysMarkDirty)
{
return ElementSelectionSet
&& ElementSelectionSet->Modify(bAlwaysMarkDirty);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3133954) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3077573 on 2016/08/04 by Nick.Darnell Removing some unused code, adding additional needed modules to editor tests. #rb none Change 3077580 on 2016/08/04 by Nick.Darnell Removing the test plugins, going to be recreating them in EngineTest. Change 3082659 on 2016/08/09 by Nick.Darnell Automation - Presets are now stored in json files stored in Config so they can be shared, and human readable. Working on screenshot automation, getting it where it needs to be to permit us to have repeatable tests for comarison. Removing the option to not take full size screenshots, that defeats the purpose of being able to compare them. #rb none Change 3082766 on 2016/08/09 by Jamie.Dale Fixed crashes when dealing with code-points outside the BMP on platforms with UTF-32 FStrings ICU always deals with its offsets as UTF-16 (as it always uses UTF-16 internally with icu::UnicodeString), so there were a couple of places in code (break iteration, and bidi detection) where we needed to adjust those UTF-16 offsets to UTF-32 offsets in the case where FString is UTF-32. #jira UE-33971 #rb James.Hopkin Change 3083067 on 2016/08/09 by Nick.Darnell Automation - Working on screenshot support, system now allows a lot more customization in terms of how large the shot is. #rb none Change 3084475 on 2016/08/10 by Richard.TalbotWatkin Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server #codereview Matt.Kuhlenschmidt #rb none Change 3084661 on 2016/08/10 by Matt.Kuhlenschmidt Added grayscale texture importing support #rb none Change 3084774 on 2016/08/10 by Cody.Albert Adding controller support for ComboBox widget #jira UE-33826 #rb nick.darnell Change 3085716 on 2016/08/11 by Nick.Darnell UMG - Taking the Widget Component and Widget Interaction Components out of experimental. Removed old importing support for upgrading ancient versions of widget components. Removing parbola distortion, as users can now do whatever they want in their custom MID they can override the widget with. #rb none Change 3085733 on 2016/08/11 by Nick.Darnell UMG - Documenting the meta parameters allowed on widgets, like we do for regular UObjects. For binding widgets from blueprints you can now do BindWidget (unchanged), and to simplify binding widgets optionally, you can now just do (BindWidgetOptional), rather than the combination of BindWidget + OptionalWidget=true. Made generating the Design time wrapper call a little more efficent, by optimizing it away by force inlining a noop. Also added some additional checking when we forcefully set focus in UMG, to help people catch cases where they set focus, but didn't make the widget focusable. #rb none Change 3085734 on 2016/08/11 by Nick.Darnell Texture - Making GetDefaultMipMapBias a bit more efficent in the common case. #rb none Change 3085736 on 2016/08/11 by Nick.Darnell Static Lighting - Warning the user when they build lighting, but have bForceNoPrecomputedLighting set to true on the world settings. #rb none Change 3085737 on 2016/08/11 by Nick.Darnell Editor - code organization. #rb none Change 3085875 on 2016/08/11 by Nick.Darnell UMG - You can now use 'G' to toggle game mode on the designer so that you can disable and enable the dashed lines around containers. The option in the settings is now used as the default when you startup a designer. #rb none Change 3086209 on 2016/08/11 by Ben.Salem Make our automated test pass reporting more robust and pipe out to JSON in \saved\automation\logs\AutomationReport-{CL}-{Timestamp}.json format. #rb adric.worley, william.ewen Change 3086515 on 2016/08/11 by Nick.Darnell Editor - Fixing a crash in the curve table customization. If the row doesn't exist, it would crash, we now protect against that case. #rb Matt.Kuhlenschmidt Change 3087216 on 2016/08/12 by Jamie.Dale Fixed an issue where re-scanning a package file may leave old assets in the asset registry We didn't used to clear out anything associated with the old package before scanning the file, which could result in old assets being left if they'd since been removed from the package. This also exposes a PackageDeleted function to allow people to manually clear anything associated with a package (if doing some custom asset work). #rb Andrew.Rodham Change 3087219 on 2016/08/12 by Jamie.Dale Updated TextRenderComponent to support multiple font pages It used to use the correct UV data, but wouldn't set the correct texture page when rendering. It now creates MIDs for all of the texture pages used by the font, and will use these MIDs (which override the font page on the material) when rendering the text (batched on sequential index/vertex buffer data with the same texture page). #rb Matt.Kuhlenschmidt Change 3087308 on 2016/08/12 by Alex.Delesky #jira UE-14727 - Support for editing TSet properties in the editor's Details panel has been added. #rb Matt.Kuhlenschmidt Change 3089140 on 2016/08/15 by Jamie.Dale We now abort a directory watch if we lose access to the directory in question This prevents an infinite loop in the call to MsgWaitForMultipleObjectsEx if a watched directory is deleted. #jira UE-30172 #rb Andrew.Rodham Change 3089148 on 2016/08/15 by Alexis.Matte Allow fbx export of any actor type. #rb none #codereview dmitriy.dyomin Change 3089211 on 2016/08/15 by Jamie.Dale Unified access to the parent window for external dialogs A lot of places used to ad-hoc use the MainFrame window, even when they had access to a widget that may be belong to a different window. This could cause issues where an external dialog could appear behind a modal UE4 window (as it would appear above the MainFrame), and be inaccessible. You can now use IMainFrameModule::GetBestParentWindowHandleForDialogs to get the best window handle to use for an external dialog. This will either be the parent window for the given widget (if known), or failing that, the MainFrame window. #rb Andrew.Rodham Change 3089640 on 2016/08/15 by Jamie.Dale Wrapped UMaterialExpression::MenuCategories in WITH_EDITORONLY_DATA to avoid gathering it for game-only loc #rb none Change 3089661 on 2016/08/15 by Nick.Darnell Editor - There's a new view option "Show C++ Classes" in the content browser. Lets you hide all those C++ folders most folks probably don't care to see. #rb none Change 3089667 on 2016/08/15 by Cody.Albert Updating RoutePointerUpEvent to call OnDrop for touch events when dragging #jira UE-34709 #rb nick.darnell Change 3089694 on 2016/08/15 by Jamie.Dale Applied a fix to the ExcludeClasses setting in the loc gather #rb none Change 3089889 on 2016/08/15 by Nick.Darnell Automation - Continued work on the screenshot portion of the automation system. Going to start using the adapter information in the screenshots taken, otherwise we can't accurately test a plethora of devices sharing the same OS, with different capabilities. #rb none Change 3090256 on 2016/08/16 by Nick.Darnell Automation - working on screenshots. #rb none Change 3090322 on 2016/08/16 by Nick.Darnell Automation - Adding modified screenshot function. #rb none Change 3090335 on 2016/08/16 by Nick.Darnell Automation - The tests were determined to need to be shared afterall, but at least keeping them as plugins. Moved to Engine plugins. #rb none Change 3090881 on 2016/08/16 by Nick.Darnell Automation - Moving the content over and fixing up some code so that the AutoRimport tests work as expected. #rb none Change 3090884 on 2016/08/16 by Nick.Darnell Plugins - There's now support for generating a Content Only plugin from the new plugin wizard. #rb none Change 3090911 on 2016/08/16 by Nick.Darnell Feature Packs - If there's an error loading a manifest, it's now an error, not a warning. #rb none Change 3090913 on 2016/08/16 by Jamie.Dale Optimization and usability improvements of the MemoryProfiler2 tool - Optimized the processing of the Callgraph, Histogram, and Short lived allocations views. - The callgraph view is now using a virtualized tree view mapped to our own internal tree. This allows us to amortize the cost of adding nodes to the TreeView as the user views the nodes in the tree. In my own test, this took callgraph generation from ~45 seconds to ~5 seconds. - The Histogram view was vastly optimized via the use of a HashSet on the callstack filter, and the batch addition of unsorted callstacks that are sorted once at the end. In my own test, this took histogram generation from ~15 minutes to ~2 seconds. - The Short lived allocations view was optimized by avoiding redundant sorting, including maintaining a sorted order while inserting items, and instead doing a final sort at the end. The column selection was also optimized by avoiding copying the entire dataset just to resort it. In my own test, this took short lived allocation generation from ~1 minute to ~3 seconds. - Added a user-configurable list of allocator functions to trim (which now includes FMemory and operator new by default, and produces much cleaner callstacks). #jira UETOOL-948 #jira UETOOL-949 #rb James.Hopkin Change 3090962 on 2016/08/16 by Jamie.Dale Fixed double assignment of filter functions #rb none Change 3090989 on 2016/08/16 by Nick.Darnell Editor - Attempting to fix the build, non-unity issue I suspect. #rb none Change 3091754 on 2016/08/17 by Nick.Darnell FbxAutomationTestBuilder is now a plugin. Users won't see it unless they've enabled the plugin (so primarily internal QA). Reorganized the automation tools and testing menu to be a bit lower in the main menu, and gave them a more test sounding name. Additionally made some modifications to the workspace menu structure to allow generating just a subset of a workplace menu so that I could target where I wanted to insert all of the automation tool menu items, rather than just allowing the general placement of them under developer tools...etc. #rb none #codereview Alexis.Matte Change 3091758 on 2016/08/17 by Nick.Darnell Slate / Editor - Trying to make the editor less focus greedy. Now when there are notification popups and tabs attempt to grab your attention we now do a few activation ownership checks to ensure that it or a parent window actually owns activation. Not doing this has the nasty side effect of things like notifications and message log errors that popup while playing the game (if the game is in new window PIE), causing the game to be hidden, and focus returned to the editor. Ran into this a lot running the automation tests, the new PIE window that's launched to run tests is immediately hidden as soon as the tests log a warning or error or a notification about high res screenshots happens. #rb none #codereview Nick.Atamas,Matt.Kuhlenschmidt Change 3091829 on 2016/08/17 by Nick.Darnell Build - Attempting to repair the build. #rb none Change 3091920 on 2016/08/17 by Nick.Darnell Build - Another attempt at fixing the mac build. #rb none Change 3093380 on 2016/08/18 by Matt.Kuhlenschmidt Ignore group actors when checking for references to other actors when deleting. The check for references is designed for gameplay affecting references which groups are not. Having this show up for groups is annoying #rb none Change 3094474 on 2016/08/19 by Jamie.Dale Fixed PS4 error when building with USE_MALLOC_PROFILER, and optimized symbol name resolution for a build with USE_MALLOC_PROFILER enabled #jira UETOOL-951 #rb James.Hopkin Change 3094581 on 2016/08/19 by Jamie.Dale Added missing allocator filter needed by PS4 profiles #rb none Change 3094681 on 2016/08/19 by Richard.TalbotWatkin Fixed issue where painting override vertex colors on a SpeedTree mesh would cause its wind animation to cease. The OverrideVertexColors vertex factory needed to be registered with the SpeedTree renderer. #jira UE-32762 - Custom VertexPaint on SpeedTrees interferes with wind animation #rb none Change 3095163 on 2016/08/19 by Trung.Le #jira UE-20849: Added tooltips to the inputs of the Material final result node #rb matt.kuhlenschmidt Change 3095285 on 2016/08/19 by Trung.Le #jira UE-20849 In SGraphNodeMaterialResult, renamed ToolTip to ToolTipWidget so we're not hiding class member #rb none Change 3095344 on 2016/08/19 by Alexis.Matte #jira UE-34690 When using the optionnal matrix to change the scene root node, we have to flush the fbx evaluation engine. Add also a new option to allow the user to automatically convert the fbx scene to unreal unit (centimeter). #rb none #codereview matt.kuhlenschmidt Change 3096162 on 2016/08/22 by Alexis.Matte #jira UE-34763 Remove offending no-action combo box entry when the json file is readonly. Also clean up other combo box menu. #rb none #codereview matt.kuhlenschmidt Change 3096261 on 2016/08/22 by Alexis.Matte #jira UE-33121 Make sure re-import all and import all fix all the issue before starting the job. So it get not interrupt during the process. #rb lina.halper #codereview lina.halper Change 3096344 on 2016/08/22 by Jamie.Dale NSString conversion fix for UTF-32 strings containing characters outside of the BMP #jira UE-33971 #rb Peter.Sauerbrei, James.Hopkin Change 3096605 on 2016/08/22 by Alex.Delesky #jira UE-34787 - Dropdown menus in standalone programs will now correctly display tooltips if they have any. #rb Matt.Kuhlenschmidt Change 3096615 on 2016/08/22 by Alex.Delesky #jira UE-33334 - Scrolling up on the mouse wheel when using the orbit camera should no longer move away from the orbit point when the camera moves too close to the orbit origin. #rb Matt.Kuhlenschmidt Change 3096619 on 2016/08/22 by Alex.Delesky #jira UE-34084 - Structs containing an enum with a value that contains a whitespace character will now serialize correctly when copied from the Details Panel. #rb Matt.Kuhlenschmidt Change 3097644 on 2016/08/23 by Matt.Kuhlenschmidt PR #2729: Fix a typo in the comment (Contributed by adcentury) #rb none Change 3097648 on 2016/08/23 by Matt.Kuhlenschmidt PR #2726: Undef unused macros (Contributed by shrimpy56) #rb none Change 3097697 on 2016/08/23 by Matt.Kuhlenschmidt Guard against crash when details panels rebuild when their customizations have been torn down https://jira.ol.epicgames.net/browse/UE-35048 #rb none Change 3097757 on 2016/08/23 by Alex.Delesky #jira UE-14727 - Support for editing TMap properties in the editor's Details panel has been added. This change also removes the Duplicate option from TSet elements, and disallows entry of duplicates elements into a TSet or duplicate keys into a TMap #rb Matt.Kuhlenschmidt Change 3098164 on 2016/08/23 by Alexis.Matte #jira UE-34686 Fbx importer bImportMeshesInBoneHierarchy is used also by the animation. #rb none #codereview matt.kuhlenschmidt Change 3098502 on 2016/08/23 by Alexis.Matte #jira UE-30951 Fbx option dialog, we disable the option to bake pivot if transform vertex position is true #rb none #codereview matt.kuhlenschmidt Change 3099986 on 2016/08/24 by Jamie.Dale Fixing non-editor builds #rb none Change 3101138 on 2016/08/25 by Matt.Kuhlenschmidt Fixed viewport redraw callback not being called when certian property modifications occur in the details panel (reset to default, array size changes, etc) #rb none Change 3101280 on 2016/08/25 by Jamie.Dale Fixed crash when counting memory over internationalization meta-data - The serialization code only used to handle loading or saving, now it handles loading or not loading. - The Type of the meta-data wasn't set by all constructors. For safety it has been removed and replaced with a virtual function that the derived types override. #rb James.Hopkin Change 3101283 on 2016/08/25 by Jamie.Dale MProf2 platform and symbol parsing improvements - Updated ISymbolParser to work with lazy symbol resolution (handled via the UI when looking at full callstacks). - Added a PS4 symbol parser which handles performing full file/line resolution for symbols. - Removed all the V3 file format support and legacy platform handling. - Optimized FStreamInfo.GetNameIndex so it can be used by the lazy symbol fixup. #rb James.Hopkin Change 3101586 on 2016/08/25 by Jamie.Dale Small code cleanup and path normalization #rb James.Hopkin Change 3101837 on 2016/08/25 by Alexis.Matte #jira UE-35101 we now store the sourceanimationname to retrieve the correct animtrack when re-importing animations #rb none #codereview matt.kuhlenschmidt Change 3102537 on 2016/08/26 by Jamie.Dale Fix for potential crash in FICUCamelCaseBreakIterator In platforms with UTF-32 strings, the index returned by FICUTextCharacterIterator may not be in the same range as FString, so we need to call InternalIndexToSourceIndex to ensure that it is. #rb James.Hopkin Change 3102582 on 2016/08/26 by Matt.Kuhlenschmidt Log the freetype version when it starts up (for debugging purposes) #rb none Change 3102657 on 2016/08/26 by Alexis.Matte #jira UE-29177 When re-importing a texture we want to notify materials using this texture so they can recompile the shader. #review-3101585 @uriel.doyon #rb matt.kuhlenschmidt Change 3102704 on 2016/08/26 by Jamie.Dale Added symbol meta-data support to MProf2 You can now define platform specific meta-data using FPlatformStackWalk::GetSymbolMetaData, which is then stored within the generated .mprof file. PS4 uses this meta-data to say where the original .self file can be found, so that MProf2 can usually automatically load the .self file without having to bother the user. #rb James.Hopkin Change 3102878 on 2016/08/26 by Matt.Kuhlenschmidt Added support for outline fonts - An outline size (in slate units), optional material and optional fill color can be specified with each font info. - Outlines do not contribute to measurement directly so the text measuring and shaping methods have been modified to account for outlines - Fixed a bug where font materials do not work properly if part of the font's rendered glyphs were in a different atlas #rb jamie.dale Change 3102879 on 2016/08/26 by Jamie.Dale Bumped the MProf2 version so we can tell which build of the tool can load v6 mprof files #rb none Change 3102960 on 2016/08/26 by Alexis.Matte build fix #rb none Change 3103032 on 2016/08/26 by Jamie.Dale Fixed SEditableText and SMultiLineEditableText not setting the correct foreground color when painting #jira UE-34936 #rb Matt.Kuhlenschmidt Change 3103278 on 2016/08/26 by Jamie.Dale Fixing Clang warnings #rb none Change 3104211 on 2016/08/29 by Ben.Marsh Add build script for automated tests, and create settings file for Dev-Editor which adds an agent pool for running them. #rb none Change 3104290 on 2016/08/29 by Alex.Delesky Adding additional documentation accessible from the editor for TSet and TMap properties, along with a quick clarification on container properties to let the user know what kind of container they're working with. #rb Matt.Kuhlenschmidt Change 3104292 on 2016/08/29 by Alex.Delesky #jira UE-35039 - Command/Control user keybindings will no longer flip-flop when the editor is opened on Mac. #rb Matt.Kuhlenschmidt Change 3104294 on 2016/08/29 by Alex.Delesky #jira UE-34952 - The user will no longer encounter an ensure when setting the value of Period equal to or less than 0 on the circular throbber widget #rb Matt.Kuhlenschmidt Change 3104295 on 2016/08/29 by Matt.Kuhlenschmidt PR #2682: Remove unused bUseDesktopResolutionForFullscreen (Contributed by stfx) #rb none Change 3104296 on 2016/08/29 by Alex.Delesky #jira UE-35160 - The Auto Distance Error for LOD meshes can now be set to any value larger than zero. #rb Matt.Kuhlenschmidt Change 3104348 on 2016/08/29 by Matt.Kuhlenschmidt Added the ability to clear the preview mesh on a material instance. Previously there was no way to null it out. #rb none Change 3104355 on 2016/08/29 by Matt.Kuhlenschmidt Guard against crash with invalid path to the default physical material. Just create a new one if it doesnt exist and warn about it. #rb none #jira UE-31865 Change 3104396 on 2016/08/29 by Ben.Marsh Fix incrorrect agent names for running automated tests Change 3104610 on 2016/08/29 by Alex.Delesky Fix for AutomationTool compile editor from changes introduced today. #rb None Change 3104611 on 2016/08/29 by Michael.Dupuis #jira UETOOL-253 #rb Alexis.Matte Change 3105826 on 2016/08/30 by Gareth.Martin Added console variables to discard grass and/or scalable foliage data on load #jira UE-35086 #rb Benn Change 3106126 on 2016/08/30 by Matt.Kuhlenschmidt Eliminated bad code duplication between retainer widgets and element batcher #rb none #codereview nick.darnell Change 3106449 on 2016/08/30 by Michael.Dupuis #jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu) #rb Alexis.Matte Change 3106966 on 2016/08/30 by Jamie.Dale Fixed FApp::IsAuthorizedUser not considering the SessionOwner override #rb Max.Preussner Change 3107687 on 2016/08/31 by Michael.Dupuis Checkout/Make Writable on proper config file #rb Matt Kuhlenschmidt Change 3107736 on 2016/08/31 by Matt.Kuhlenschmidt Fixed mode typos in the lerp instruction #rb none Change 3107830 on 2016/08/31 by Matt.Kuhlenschmidt Logging and guard against UEditorEngine::TeardownPlaySession crash. #rb none https://jira.ol.epicgames.net/browse/UE-35325 Change 3107912 on 2016/08/31 by Alex.Delesky #jira UE-35181 - Normalizing paths when retrieving absolute filenames for source control operations. #rb Matt.Kuhlenschmidt Change 3107986 on 2016/08/31 by Matt.Kuhlenschmidt Removed PropertyTestObject.h out of UnrealEd.h so you dont have to compile the entire editor when changing this one file. #rb none Change 3108027 on 2016/08/31 by Chris.Wood Re-added lost doc comment for analytics event "Engine.AbnormalShutdown". #rb none - just a comment in a cpp file #codereview wes.hunt Change 3108580 on 2016/08/31 by Mike.Fricker Deleted the "Live Editor" plugins from UE4 - These were undocumented, buggy and never finished, and we have no plans to complete them - Both the "LiveEditor" and "LiveEditorListenServer" plugins were deleted, along with related icon files #codereview matt.kuhlenschmidt #rb matt.kuhlenschmidt Change 3108604 on 2016/08/31 by Mike.Fricker Added new "MIDI Device" plugin (disabled by default) - This is a simple MIDI interface that allows you to receive MIDI events from devices connected to your computer - Currently only input is supported. In the future we might allow for output, as well. - In Blueprints, here's how to use it: - Look for "MIDI Device Manager" in the Blueprint RMB menu - Call "Find MIDI Devices" to choose your favorite device. Break the "Found MIDI Device" struct to see what's available. - Then call "Create MIDI Device Controller" for the device you want. Store that in a variable. - On your MIDI Device Controller, bind your own Event to the "On MIDI Event" event. This will be called every game Tick when there is at least one new MIDI event to receive. - Process the data passed into the Event to make your project do stuff! - This plugin makes use of the "PortMidi" third party library (which already existed in UE4 -- it was used by the now-deprecated 'LiveEditor' plugin) #codereview matt.kuhlenschmidt #rb none Change 3108760 on 2016/08/31 by Alexis.Matte #jira UE-25840 Fbx export collision mesh, we now export collision: box, sphere, capsule and convex mesh. There is an option in the editor preference to enable the export of collisions, default value is false. #rb none #codereview matt.kuhlenschmidt Change 3109006 on 2016/08/31 by Alex.Delesky #ignore Source Control rename test - initial commit Change 3109044 on 2016/08/31 by Alex.Delesky #ignore Testing asset rename from P4 to observe correct behavior. #rb none Change 3109048 on 2016/08/31 by Alex.Delesky #ignore Testing P4 rename to identify correct behavior #rb none Change 3110044 on 2016/09/01 by Gareth.Martin Fixed painting foliage on blocking "query" actors not working #jira UE-33852 #rb Allan.Bentham Change 3110133 on 2016/09/01 by Alexis.Matte Fix crash in function GetForceRecompileTextureIdsHash #rb none #codereview jamie.dale Change 3111848 on 2016/09/02 by Mike.Fricker MIDI Device plugin: Fixed compilation error on Clang compilers (Mac, Linux) - Fixed bad enum cast #rb none Change 3111995 on 2016/09/02 by Michael.Dupuis #jira UE-35263 Do not try selecting the actor if the actor is in the blueprint Properly Refresh the ToopTip & Hyper Link to take into account blueprint recreation process #rb Alexis Matte Change 3112280 on 2016/09/02 by Michael.Dupuis Call MakeWritable if source control fail #rb Alexis Matte Change 3112335 on 2016/09/02 by Cody.Albert Updating cursor hiding logic to not improperly hide cursor when left clicking in ortho mode #jira UE-35306 #rb none Change 3112478 on 2016/09/02 by Alexis.Matte #jira UE-20059 Use a base material to import fbx material. #rb uriel.doyon #codereview matt.kuhlenschmidt #1468 Github pull request number Change 3113912 on 2016/09/06 by Michael.Dupuis #jira UE-32288 Fixed Console params display #rb Alexis Matte Change 3114026 on 2016/09/06 by Alex.Delesky #jira UE-35123 - The Details panel in a Texture editor or Simple Asset editor window will no longer disappear when the inspected asset is imported again. #rb Matt.Kuhlenschmidt Change 3114032 on 2016/09/06 by Alex.Delesky PR #2733: Improved the project launcher progress page (Contributed by projectgheist) #jira UE-34027 #rb Matt.Kuhlenschmidt Change 3114034 on 2016/09/06 by Alex.Delesky #jira UE-35265 - Copying a comment node from a Material Function and pasting it inside a Material will no longer render the Material unsaveable #rb Matt.Kuhlenschmidt Change 3114071 on 2016/09/06 by Nick.Darnell [AUTOMATED TEST] Automatic checkin, testing functionality. Change 3114109 on 2016/09/06 by Nick.Darnell [AUTOMATED TEST] Automatic checkin, testing functionality. Change 3114562 on 2016/09/06 by Nick.Darnell Adding LevelEditor to the FbxAutomationTestBuilder to fix a compiler issue. #rb none Change 3114701 on 2016/09/06 by Michael.Dupuis #jira UE-31988 add const to all usage of TArray<ItemType>* as it was done in SListView #rb Alexis Matte Change 3114861 on 2016/09/06 by Matt.Kuhlenschmidt Prevent non-thread safe slate code from running on the slate loading thread #rb none Change 3115698 on 2016/09/07 by Nick.Darnell Make sure the commands are available - during functional testing that was found to not always be the case. #rb none Change 3115719 on 2016/09/07 by Nick.Darnell Adding an IsRegistered command to commands. #rb none Change 3115721 on 2016/09/07 by Nick.Darnell Adding a new built VirtualReality feature pack, this new one contains the update manifest that will parse correctly. #rb none Change 3115722 on 2016/09/07 by Nick.Darnell IsBindWidgetProperty now returns false if the property passed in is null. #rb none Change 3115734 on 2016/09/07 by Alexis.Matte #jira UE-30166 Support fbx sdk 2017 #rb none Change 3115737 on 2016/09/07 by Nick.Darnell Adding an image comparer for screenshots. Removing some content from EngineTest. #rb none Change 3115743 on 2016/09/07 by Nick.Darnell Checkpointing a bunch of progress towards a screenshot comparison workflow that allows us to diff screenshots taken on various platforms and hardware. Disabling many tests that are not passing. Updating a few tests to log better errors, and fixed a few tests with easy bugs in them so they would start passing again. All editor tests currently passing! #rb none Change 3115748 on 2016/09/07 by Nick.Darnell Making the RuntimeTests plugin a Developer module, so that it doesn't get included in shipping builds. #rb none Change 3115789 on 2016/09/07 by Jamie.Dale We now favor Traditional Chinese for Hong Kong and Macau #rb James.Hopkin Change 3115799 on 2016/09/07 by Jamie.Dale Removed validity check on source cultures when remapping, as platforms may use invalid cultures that need to be remapped #rb James.Hopkin Change 3115826 on 2016/09/07 by Nick.Darnell Adding missing files. #rb none Change 3115838 on 2016/09/07 by Nick.Darnell Back out revision 6 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h #rb none Change 3116007 on 2016/09/07 by Alexis.Matte build fix #rb none Change 3116057 on 2016/09/07 by Jamie.Dale Fixed widget snapshot messages so they appear in the message debugger #rb none Change 3116112 on 2016/09/07 by Nick.Darnell Removing the FbxAutomationBuilder file that go recreated on a merge from main. #rb none Change 3116365 on 2016/09/07 by Michael.Dupuis #jira UE-20765 Added missing class flag to test (CLASS_CONFIG) and change a bit how the checkout/make writable work. #codereview Matt.Kuhlenschmidt #rb Alexis.Matte Change 3116622 on 2016/09/07 by Alexis.Matte #jira UE-35608 Use the same naming convention when trying to retrieve uv channel by name. #rb matt.kuhlenschmidt Change 3116638 on 2016/09/07 by Jamie.Dale Ensured that manifests and archives don't try and load data that they can't parse #rb none Change 3117397 on 2016/09/08 by Gareth.Martin Added rotate and blend support to the landscape mirror tool #jira UE-34829 #rb Jack.Porter Change 3117459 on 2016/09/08 by Gareth.Martin Fixed crash saving a hidden landscape level with an offset (cloned from 4.13.1) #jira UE-35301 #rb Jack.Porter Change 3117462 on 2016/09/08 by Gareth.Martin Fixed invisible landscape components and crashes when tessellation is enabled (cloned from 4.13.1) #jira UE-35494 #rb Benn.Gallagher Change 3117583 on 2016/09/08 by Nick.Darnell Continued work on automation support for screenshot comparison, stubbing in a commandlet that can be run after automation tests that would perform the diffing. Need to finish rigging it up so that deltas and results can be dumped out somewhere and consumed by a tool to approve shots. #rb none Change 3117595 on 2016/09/08 by Nick.Darnell Updating the build script for AutomatedTests, going to see if this works! #rb none Change 3117808 on 2016/09/08 by Nick.Darnell Adding header includes for async. #rb none Change 3117812 on 2016/09/08 by Matt.Kuhlenschmidt Partially taken from Pr 2381 Fixed Array Properties to handle duplicates properly and fixed Material Parameter Collection duplicate Guid problem. #rb none Change 3117851 on 2016/09/08 by Jamie.Dale Silenced some redundant P4 errors that could be generated when running a stat update on a file Some of the options produced errors when working with newly added files. These errors are now downgraded to infos like they are for the main stat command. #rb Ben.Marsh #codereview Thomas.Sarkanen Change 3117853 on 2016/09/08 by Gareth.Martin Clean up landscape includes and PCH #rb steve.robb Change 3117859 on 2016/09/08 by Alex.Delesky #jira UE-35321 - Minimized windows will no longer act like they are visible when determining what widgets are currently underneath the mouse. #rb Nick.Darnell Change 3117997 on 2016/09/08 by Nick.Darnell Updating the automation tests build script to use Editor-Cmd #rb none Change 3118005 on 2016/09/08 by Matt.Kuhlenschmidt Properly reference graph node on material expressions so they are not GC'd while an expression still uses them #jira UE-35362 #rb none Change 3118043 on 2016/09/08 by Alex.Delesky #jira UE-30649 - Removed unnecessary returns from UWidget API. PR #2377: fix widget bug. (Contributed by dorgonman) #rb none Change 3118045 on 2016/09/08 by Matt.Kuhlenschmidt Guard against crash saving config during level editor shutdown #rb none #jira UE-35605 Change 3118074 on 2016/09/08 by Matt.Kuhlenschmidt PR #2783: Removed #pragme once from CPP files (Contributed by projectgheist) #rb none Change 3118078 on 2016/09/08 by Michael.Dupuis #jira UE-32065 Removed the -windows that was added as a default option and add it simply if fullscreen is not specified #rb Alexis.Matte Change 3118080 on 2016/09/08 by Michael.Dupuis #jira UE-31131 Do not show a contextual menu if the menu is empty #rb Alexis.Matte Change 3118087 on 2016/09/08 by Matt.Kuhlenschmidt Constify this method #rb none Change 3118166 on 2016/09/08 by Nick.Darnell Trying additional command options for the build machine for automation. #rb none Change 3118222 on 2016/09/08 by Matt.Kuhlenschmidt Fix actor delete during mesh paint not working during undo #rb none #jira UE-35684 Change 3118298 on 2016/09/08 by Alexis.Matte #jira UE-35302 Export all LODs for static mesh when there is no force LOD #rb uriel.doyon Change 3118325 on 2016/09/08 by Matt.Kuhlenschmidt Fixed reset to default not appearing for slate brushes #rb none #jira UE-34958 Change 3119321 on 2016/09/09 by Matt.Kuhlenschmidt Guard against crash with an invalid world trying to be opened from the content browser #rb none https://jira.ol.epicgames.net/browse/UE-35712 Change 3119433 on 2016/09/09 by Nick.Darnell Removing a hack added by Paragon that prevents applications from resizing in real time as the user drags the size of the window around. #rb Matt.Kuklenschmidt #jira UE-35789 Change 3119448 on 2016/09/09 by Alex.Delesky When simulating touch events using the mouse, clicking the mouse will no longer let a drag operation continue. This should also allow the finger that started a drag to continue dragging items until it is released from the surface. #rb Nick.Darnell Change 3119522 on 2016/09/09 by Jamie.Dale Fixed FDetailCategoryImpl::ShouldBeExpanded not honoring bShouldBeInitiallyCollapsed when bRestoreExpansionState was true #rb Matt.Kuhlenschmidt Change 3119528 on 2016/09/09 by Jamie.Dale Some UI re-work to the localization dashboard This makes a better use of the available space, and will make it easier to make some other planned changes in the future. #rb James.Hopkin Change 3119861 on 2016/09/09 by Michael.Dupuis #jira UE-9284 Added the Play/Stop button on the thumbnail #rb Alexis.Matte Change 3120027 on 2016/09/09 by Alexis.Matte incorporate some fixes from licensee for LOD group re-import workflow #jira UE-32268 #rb uriel.doyon #codereview matt.kuhlenschmidt Change 3120845 on 2016/09/12 by Gareth.Martin Fixed crash in landscape editor when "Early Z" is enabled (cloned from 4.13.1) #jira UE-35850 #rb Allan.Bentham Change 3120980 on 2016/09/12 by Nick.Darnell Adding a commandlet that is runnable for comparing screenshots. Adding comparing and exporting capability to the screenshot manager. #rb none Change 3120992 on 2016/09/12 by Alex.Delesky #jira UE-35575 - TScriptInterface UProperties now have asset picker support. #rb Matt.Kuhlenschmidt Change 3121074 on 2016/09/12 by Michael.Dupuis #jira UE-30092 Added path length in error message when typing Added display of current filepath lenght for cooking #rb Alexis.Matte Change 3121113 on 2016/09/12 by Nick.Darnell Adding some placeholder examples to show people how to author tests in EngineTest. #rb none Change 3121152 on 2016/09/12 by Gareth.Martin Added TElementType, TIsContiguousContainer traits Added GetData(), GetNum() generic functions #rb Steve.Robb Change 3121702 on 2016/09/12 by Jamie.Dale Optimized a loop over a sorted list to instead use a binary search This speeds up the short-lived allocation view generation. We also now dump the exception information to the Trace log when in a non-debug build. #rb James.Hopkin Change 3121721 on 2016/09/12 by Jamie.Dale We now set the window mode first when resizing the game viewport to ensure that the work area is correct Fullscreen windows can affect the available work area size, which can break centering when moving between fullscreen and windowed mode. #jira UE-32842 #rb Matt.Kuhlenschmidt Change 3122578 on 2016/09/13 by Jamie.Dale Small code clean up Removed a use of the placement new style array addition. #rb none Change 3122634 on 2016/09/13 by Jamie.Dale We now immediately update DefaultConfigCheckOutNeeded when checking out/making writable the config file, rather than wait for the text tick #jira UE-34865 #rb James.Hopkin Change 3122656 on 2016/09/13 by Jamie.Dale Fixed array combo button not focusing its contents, which prevented the menu closing correctly #jira UE-33667 #rb none Change 3122661 on 2016/09/13 by Nick.Darnell Checkpointing additional work on the screenshot compare dialog, moving some Directory path picker widget into a more common area. Moving some "Find the best top level window handle for this widget for dialogs' code out of the main frame module and into Slate Application where it probably belongs. #rb none Change 3122678 on 2016/09/13 by Jamie.Dale Fixing CIS error on Clang CoreUObject needs to be included before USTRUCT can be used. #rb none Change 3122686 on 2016/09/13 by Jamie.Dale Fixing CIS error on Clang CoreUObject needs to be included before UCLASS can be used. #rb none Change 3122728 on 2016/09/13 by Nick.Darnell UMG - Exposing a trace channel for the WIC, defaults to Visibility. Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left. Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface. #jira UE-35167 #rb none Change 3122775 on 2016/09/13 by Nick.Darnell Automation - Fixing an error with the ScreenshotTools plugin, needed to add an the include for Engine.h to the PCH. #rb none Change 3122779 on 2016/09/13 by Nick.Darnell Widgetnimation - Exposing more of the class to C++. #rb none Change 3122793 on 2016/09/13 by Nick.Darnell Fixing a crash in UWidgetComponent::UpdateRenderTarget updating a null material instance. #jira UE-35796 #rb none Change 3122834 on 2016/09/13 by Matt.Kuhlenschmidt Fixed crash undoing moves after bsp creation https://jira.ol.epicgames.net/browse/UE-35880 #rb none Change 3122835 on 2016/09/13 by Nick.Darnell Reverting changes to WIdgetAnimation #rb none Change 3122897 on 2016/09/13 by Matt.Kuhlenschmidt Fixed non-editor compile error #rb none Change 3122988 on 2016/09/13 by Alexis.Matte Material workflow refactor #jira UETOOL-774 #rb matt.kuhlenschmidt Change 3123006 on 2016/09/13 by Jamie.Dale Fixed dynamic collections not returning anything #jira UE-35869 #rb James.Hopkin Change 3123145 on 2016/09/13 by Alexis.Matte Fix fbx automation test. The test found a regression cause by CL: 3120027. In the case where we dont have a LODGroup we dont want to add LODs before the build. #jira UE-32268 #rb none #codereview matt.kuhlenschmidt Change 3123148 on 2016/09/13 by Matt.Kuhlenschmidt Fix fortnite compile error #rb alexis.matte Change 3123208 on 2016/09/13 by Jamie.Dale The 'find culprit' dialog now honors the user choice #rb RichTW Change 3123545 on 2016/09/13 by Nick.Darnell Slate - Adjusting the window dialog host finding code to do a better job of searching for slate windows and excluding popups and non-regular windows. #rb none Change 3124494 on 2016/09/14 by Jamie.Dale Added ~ to the list of invalid characters for object/package names #jira UE-12908 #rb Matt.Kuhlenschmidt Change 3124513 on 2016/09/14 by Gareth.Martin Implemented filter to allow painting foliage on other foliage - Altered foliage filters so it will no longer paint on object types which don't have a filter, e.g. skeletal meshes #rb Allan.Bentham #2472 Change 3124523 on 2016/09/14 by Jamie.Dale PR #2724: Fix ScrollBox right mouse/touch grab scrolling functionality (Contributed by aarmbruster) #jira UE-34811 #jira UE-32082 #rb none Change 3124607 on 2016/09/14 by Nick.Darnell UMG - Adding BoundsScale support to the WidgetComponent's CalcBounds function. #jira UE-35667 #rb none Change 3124785 on 2016/09/14 by Gareth.Martin Made some foliage functions editor-only to fix non-editor build #rb none Change 3124795 on 2016/09/14 by Gareth.Martin Saved/loaded the new foliage filter #rb Allan.Bentham #2472 Change 3124915 on 2016/09/14 by Michael.Dupuis #jira UE-19511 Add support for Add to source control on DefaultEditorPerProjectUserSettings file Remove CheckoutNotice when not editing a DefaultXXXX.ini file Edit proper config file either we're modifying settings from a Default file or Local user file #codereview Matt.Kuhlenschmidt Max.Preussner #rb Alexis.Matte Change 3125266 on 2016/09/14 by Jamie.Dale Fixed ULocalizationTarget::DeleteFiles not deleting cultures, and using SCC wrong #rb none Change 3125385 on 2016/09/14 by Matt.Kuhlenschmidt Fix crash when using SaveAs to save over top of an existing level #rb none https://jira.ol.epicgames.net/browse/UE-35919 https://jira.ol.epicgames.net/browse/UE-35921 Change 3125487 on 2016/09/14 by Alexis.Matte Fix cook content, regression induce by the material workflow refactor #rb matt.kuhlenschmidt Change 3126217 on 2016/09/15 by Gareth.Martin Unset bHasPerInstanceHitProxies on landscape grass components, as they don't have individually editable instances #rb Allan.Bentham Change 3126311 on 2016/09/15 by Jamie.Dale Placement mode fixes - The display name is now cached correctly on construction, and the FPlaceableItem instance used with SPlacementAssetEntry is now const. - Ensured that the ID used by FPlaceableItem could never overflow. - Fixed some types being missing from the "All Classes" list. - Fixed the escape key not cancelling the search. #jira UE-35972 #rb James.Hopkin Change 3126325 on 2016/09/15 by Jamie.Dale Made sure that UWorld::GetAssetRegistryTags called its Super function so that properties tagged as AssetRegistrySearchable will be added. #rb Andrew.Rodham Change 3126403 on 2016/09/15 by Gareth.Martin Added Find and Contains functions to TBitArray #rb Steve.Robb Change 3126405 on 2016/09/15 by Gareth.Martin Allowed instances of Hierarchical Instanced Mesh Components to be moved around with the transform widget in the blueprint editor - Just like regular instanced mesh components! Also fixed not being able to move instances of an instanced mesh component when it is the root component Also also fixed Hierarchical Instanced Mesh Components not flushing their async tree build on saving (this was causing log spam from PostLoad when dragging instances around as the blueprint would constantly reinstance the component before the async tree build had finished) #jira UE-29357 #rb Allan.Bentham Change 3126444 on 2016/09/15 by Jamie.Dale Fixed the loc dashboard configs not working with SCC This isn't a great solution, but the whole way the loc dashboard manages its config data is in need of an overhaul. #rb none Change 3126446 on 2016/09/15 by Jamie.Dale Fixed loc dashboard game and engine targets sharing the same expansion settting #rb none Change 3126555 on 2016/09/15 by Chris.Wood Removed WER from Windows crash handling. Crashes saved to log folder and passed to CRC with explicit path. [UE-34470] - Investigate WER settings and if they can conflict with CRC on Windows #rb Steve.Robb Change 3126586 on 2016/09/15 by Gareth.Martin Fixed missing landscape components when using a LODBias (cloned from 4.13.1) #jira UE-35873 #rb Jack.Porter Change 3126610 on 2016/09/15 by Jamie.Dale Stopped PS4 from always staging all ICU data files #rb Marcus.Wassmer Change 3126779 on 2016/09/15 by Michael.Dupuis #jira UE-32914 Improve the help text to provide usage examples and params #rb Alexis.Matte Change 3126849 on 2016/09/15 by Matt.Kuhlenschmidt Fix font material and outline font material not being animatable in sequencer #rb frank.fella Change 3126858 on 2016/09/15 by Matt.Kuhlenschmidt File not saved #rb none Change 3127001 on 2016/09/15 by Matt.Kuhlenschmidt Fixed reset to default state still not appearing in all cases after changing a property. #rb none Change 3127038 on 2016/09/15 by Nick.Darnell UMG - Improving focus setting for users on widgets. If we're unable to set the focus immediately, possibly because the user is setting focus in the Construct callback before the widget is in the tree, we now update the SlateOperations FReply on LocalPlayer to set focus next frame when it's more likely the widget will become focusable. #rb none Change 3127061 on 2016/09/15 by Nick.Darnell Slate - We now have a reentrancy guard in TPanelChildren to avoid the broad cases where users might attempt to remove children while all children are being removed. Which is an easy case to engineer if you've got widgets spawning children managed by another widget, that all go away at the same time, thus causing the parent to attempt to cleanup children. The end result is a delete while deleting. So now TPanelChildren prevents adds/removes while emptying the list of children. #jira UE-35726 #rb Matt.Kuchlenschmidt Change 3127205 on 2016/09/15 by Alex.Delesky #jira UE-18013 - Users can now add Textures, Materials, or Sprites to a Widget Blueprint directly from the content browser. This also fixes a few issues with adding Widget Blueprints to another Widget BP from the content browser, such as adding a widget to itself or creating a circular dependency. #rb Nick.Darnell Change 3127971 on 2016/09/16 by Matt.Kuhlenschmidt Fix crash in scene outliner if actors become invalid #rb none https://jira.ol.epicgames.net/browse/UE-35932 Change 3128011 on 2016/09/16 by Matt.Kuhlenschmidt Added guards for crashes accessing slate resources for deleted uobjects #rb nick.darnell Change 3128067 on 2016/09/16 by Michael.Dupuis #jira UE-34158 Add an option to auto expand advanced details #rb Alexis.Matte Change 3128073 on 2016/09/16 by Michael.Dupuis #jira UE-1145 Set Save As to Ctrl + Alt + S Set Save All to Ctrl + Shift + S Set Save Current to Ctrl + S #rb Alexis.Matte Change 3128117 on 2016/09/16 by Jamie.Dale Updated the pin-type filter combo to filter on both the localized and source type descriptions #jira UE-36081 #rb none Change 3128177 on 2016/09/16 by Alexis.Matte #jira UE-35946 Remove unnecessary GetReadValue call with bad parameter. The read value call is cache so subsequent call was returning the bad cache value. #rb michael.dupuis #codereview matt.kuhlenschmidt Change 3128387 on 2016/09/16 by Gareth.Martin Fixed location and rotation of arrow widget in the landscape mirror tool when using one of the new "Rotate" modes #jira UE-36093 #rb none Change 3128445 on 2016/09/16 by Matt.Kuhlenschmidt Guard against scene outliner crash. Print out tree when items appear twice. https://jira.ol.epicgames.net/browse/UE-35935 #rb none Change 3128454 on 2016/09/16 by Matt.Kuhlenschmidt Remove category for WindowTitleBarArea. It is very custom for internal use and should not be a top level widget #rb none Change 3128482 on 2016/09/16 by Michael.Dupuis Added new key binding for generic Save, Save As Added new key binding for Save All for the content browser #rb Alexis.Matte (approved by MattK) Change 3128560 on 2016/09/16 by Matt.Kuhlenschmidt Fix build warning #codereview nick.darnell #rb none Change 3128642 on 2016/09/16 by Alexis.Matte #jira UE-36047 We now convert the light color correctly when importing and exporting fbx files. UE4 is sRGB and FBX is linear #rb none #codereview matt.kuhlenschmidt Change 3128733 on 2016/09/16 by Nick.Darnell UMG - Fixing a bad merge, some code was removed causing all BindWidget statements to fail to compile correctly. #jira UE-36105 #rb none Change 3128768 on 2016/09/16 by Matt.Kuhlenschmidt Fix selection outline showing around edges of all internal mesh sections of a component instead of around the entire actor #rb none Change 3128779 on 2016/09/16 by Matt.Kuhlenschmidt Fix offset characters on some small fonts #rb none Change 3130057 on 2016/09/19 by Jamie.Dale Fixing volatility and invalidation issues for text widgets #jira UE-33988 #rb Nick.Darnell Change 3130064 on 2016/09/19 by Jamie.Dale Changed mprof meta-data to allow unicode strings and updated ReadString to deal with them correctly #rb James.Hopkin Change 3130233 on 2016/09/19 by Michael.Dupuis #jira UE-32914 Added missing args that the UI supported #rb Alexis.Matte Change 3130265 on 2016/09/19 by Nick.Darnell Automation - Cleaning up some API items. #rb none Change 3130378 on 2016/09/19 by Matt.Kuhlenschmidt Fix reentrancy saving assets while a prompt for checkout dialog is open #rb none Change 3130398 on 2016/09/19 by Jamie.Dale Fixing UHT error when building #rb none Change 3132101 on 2016/09/20 by Nick.Darnell UMG - Adding a toolbar option in the designer for the 'G' command, similar to 'Game View' in the level editor, it disables all the dashed lines / future editor visuals. #rb none Change 3132110 on 2016/09/20 by Nick.Darnell PR #2792: ShowFlags for WidgetComponents (Contributed by projectgheist) #jira UE-13770 #rb Nick.Darnell Change 3132111 on 2016/09/20 by Nick.Darnell UMG - The retainer now embeds a virtual window into the focus path so that paths are resolved correctly. #rb none Change 3132138 on 2016/09/20 by Michael.Dupuis #jira UE-30945 Added missing PostEditComponentMove after drag is finished #rb Alexis.Matte Change 3132147 on 2016/09/20 by Michael.Dupuis #jira UE-30866 Fixed the filter to work properly #rb Alexis.Matte Change 3132190 on 2016/09/20 by Matt.Kuhlenschmidt Fix static analysis warnings in this file #rb none Change 3132231 on 2016/09/20 by Nick.Darnell Slate - Updating the material blend states to match what is expected of Slate rendering, which differs a lot from the scene renderer with the way it treats alpha. This fixes translucent rendering with the retainer widget, users will need to set their materials to Alpha Composite though for it to behave as expected. #jira UE-33285 #rb none Change 3132255 on 2016/09/20 by Alex.Delesky #jira UE-36048 - TMap and TSet properties are now disallowed from adding more children through the Details panel when they contain the dfault value for a key or element. Reset to Default is also no longer allowed on a Map or Set child when it will result in a second default value existing within the container. #rb Matt.Kuhlenschmidt Change 3132587 on 2016/09/20 by Mike.Fricker MIDI Plugin: Fixed a CIS error in shipping configuration (introduced in CL 3108604) #rb none #lockdown matt.kuhlenschmidt Change 3132623 on 2016/09/20 by Matt.Kuhlenschmidt Fix crash opening the cooker settings https://jira.it.epicgames.net/browse/UE-36197 #rb none #lockdown nick.darnell Change 3133144 on 2016/09/20 by Nick.Darnell Build configuration for automation tests. #rb none #lockdown matt.kuhlenschmidt Change 3133206 on 2016/09/20 by Matt.Kuhlenschmidt Fix default material on odin text #rb none #lockdown nick.darnell Change 3133913 on 2016/09/21 by Nick.Darnell Back out revision 17 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Private/Slate/SRetainerWidget.cpp #rb none #jira UE-36231 #lockdown matt.kuhlenschmidt [CL 3133983 by Matt Kuhlenschmidt in Main branch]
2016-09-21 10:07:18 -04:00
}