2019-12-26 14:45:42 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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#pragma once
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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
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "EngineDefines.h"
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#include "BehaviorTree/BehaviorTreeTypes.h"
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#include "GameplayTagContainer.h"
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2014-05-29 17:06:50 -04:00
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#include "AITypes.h"
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#include "BrainComponent.h"
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2020-06-23 18:40:00 -04:00
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#include "ProfilingDebugging/CsvProfiler.h"
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2014-03-14 14:13:41 -04:00
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#include "BehaviorTreeComponent.generated.h"
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2014-08-21 20:30:51 -04:00
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class FBehaviorTreeDebugger;
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class UBehaviorTree;
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class UBTAuxiliaryNode;
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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
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class UBTCompositeNode;
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class UBTDecorator;
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class UBTNode;
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class UBTTask_RunBehavior;
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class UBTTask_RunBehaviorDynamic;
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class UBTTaskNode;
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3623720 by Phillip.Kavan
#jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build.
Change summary:
- Temporarily excluded all AnimBP assets from nativization as a workaround.
Change 3626305 by Phillip.Kavan
#jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default.
Change 3629145 by Marc.Audy
Don't hide developer nativization tool behind ini
Change 3630849 by Marc.Audy
Fix nativization uncompilable code when using a non-referenceable term in a switch statement.
#jira UE-44085
Change 3631037 by Marc.Audy
(4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it
#jira UE-49440
Change 3631206 by Marc.Audy
Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT(""))
Change 3631232 by Marc.Audy
Remove outdated diagnostic code throwing false positives
#jira UE-47986
Change 3631573 by Marc.Audy
Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's'
Change 3633168 by Lukasz.Furman
fixed behavior tree changing its state during latent abort,
modified order of operations during abort to: abort & wait -> change aux nodes -> execute
Change 3633609 by Marc.Audy
Don't get unneeded string
Change 3633691 by Marc.Audy
Fix copy-pasting of a collapsed graph containing a map input losing the value type
#jira UE-49517
Change 3633967 by Ben.Zeigler
Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build
bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript
Fixed a few other fields to be private that were accidentally made public in 4.17
Change 3633984 by Michael.Noland
Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links
Change 3634464 by Ben.Zeigler
Header cleanups for Pawn, Controller, Character, and PlayerController
Change 3636858 by Marc.Audy
In preview worlds don't display the light error sprite
#jira UE-49555
Change 3636903 by Marc.Audy
Fix numerous issues with copy/pasting editable pin bases
#jira UE-49532
Change 3638898 by Marc.Audy
Allow right-click creation of local variables in blueprint function libraries
#jira UE-49590
Change 3639086 by Marc.Audy
PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin)
#jira UE-49591
Change 3639445 by Marc.Audy
Fix mistaken override and virtual markup on niagara schema function.
Change 3641202 by Marc.Audy
(4.17.2) Fix crash undoing pin changes with split pins
#jira UE-49634
Change 3643825 by Marc.Audy
(4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted
#jira UE-49756
Change 3645110 by mason.seay
Fixed up QA-ClickHUD map so it's usable and makes more sense
Change 3646428 by Dan.Oconnor
Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data
#jira None
Change 3647298 by Marc.Audy
PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist)
#jira UE-49748
Change 3647815 by Marc.Audy
Minor performance improvements
Change 3648931 by Lina.Halper
#Compiler : fixed so that each type of BP can provide module info, and compiler info
- Moved out AnimBlueprint Compiler
- Refactored WidgetBlueprint
- DUPE - Merging using ControlRig_Dev-Framework
Change 3654310 by Marc.Audy
Shrink USkinnedMeshComponent 64 bytes
Shrink USkeletalMeshComponent 224 bytes (160 bytes internal)
Change 3654636 by Lina.Halper
Fix crashing on shutdown
#jira: UE-50004
Change 3654960 by Lina.Halper
- Fix with automation test of creation/duplication
- Fixed shut down crash with editor again due to uobject GCed
#jira: UE-50028
Change 3655023 by Ben.Zeigler
#jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag
Change 3655426 by Ben.Zeigler
#jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them
Change 3657627 by Ben.Zeigler
#jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction
Change 3662086 by Mieszko.Zielinski
Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4
This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList
#jira UE-50101
Change 3662294 by Ben.Zeigler
Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check
Change 3662825 by Mieszko.Zielinski
Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4
there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no
Change 3664424 by Marc.Audy
UE-50076 test assets #rb none #rnx
Change 3664441 by Mieszko.Zielinski
PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist)
Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated.
Change 3664506 by Phillip.Kavan
#jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets.
Change summary:
- UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization.
- UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths.
- UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished.
- UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option).
- UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed.
- UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead.
- UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead.
- UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file.
- UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file.
- UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first).
- UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness.
- UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed.
- UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc.
- UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file.
- UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string.
- UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>.
- UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin.
- UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed).
- UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed).
- UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it.
- UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished.
- UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed.
- UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context.
- UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail.
- UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT).
- UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders.
Notes:
- After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release).
- Advanced users and build engineers can override this value per task. Instructions to do that are as follows:
- For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line.
- When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly.
- We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT.
- We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above).
Change 3665061 by Phillip.Kavan
Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum.
Mirrored from //UE4/Release-4.18 (CL# 3664993).
#3969
#jira UE-49233
Change 3665108 by Marc.Audy
(4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted
+ additional code cleanup
#jira UE-50076
Change 3665114 by Marc.Audy
Minor change that could potentially improve performance in some cases
Change 3665410 by Mieszko.Zielinski
Fixed naming of Vislog's BP API #UE4
Change 3665634 by Ben.Zeigler
#jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk
Change 3666970 by Phillip.Kavan
Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8.
#jira UE-46814
Change 3667058 by Phillip.Kavan
Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage.
Mirrored from //UE4/Release-4.18 (CL# 3667043).
#jira UE-50403
Change 3667150 by Mieszko.Zielinski
PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM)
Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend.
#jira UE-50249
Change 3667152 by Mieszko.Zielinski
PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM)
#jira UE-50298
Change 3667166 by Mieszko.Zielinski
Fixed FRichCurve baking so that it doesn't loose its curvature #UE4
Also, added some baking sanity checking (like if the range is larger than a single point).
Change 3668025 by Dan.Oconnor
Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed
#jira UE-50453
Change 3672063 by Ben.Zeigler
#jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case
Change 3672306 by Ben.Zeigler
#jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it
Change 3672683 by Marc.Audy
Code cleanup
Change 3672749 by Ben.Zeigler
Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build
Change 3672831 by Ben.Zeigler
#jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId.
Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project
Change 3673551 by Ben.Zeigler
#jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load
Change 3675074 by mason.seay
Test map for VisLog Testing
Change 3675084 by Mieszko.Zielinski
Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4
#jira UE-43430
Change 3676490 by Ben.Zeigler
#jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset
Change 3676579 by Lukasz.Furman
fixed crash in behavior tree's search rollback
Change 3676586 by Lukasz.Furman
added local scope mode to behavior tree's composite nodes
Change 3676587 by Ben.Zeigler
Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case
Add browse, use selected, and clear buttons, and make ID selector font the normal property font
Change 3676715 by Lukasz.Furman
changed order of behavior tree's aux node ticking
Change 3676867 by Ben.Zeigler
#jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup
Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early
Change 3677892 by Ben.Zeigler
Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites
Change 3678247 by Marc.Audy
Fix static analysis warning
Change 3678357 by Ben.Zeigler
#jira UE-50696 Add some container variables to diff test to track down crashes
Change 3678385 by Ben.Zeigler
#jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match
Change 3678600 by Ben.Zeigler
#jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference
Change 3679075 by Dan.Oconnor
Mirror 3679030 from Release-4.18
Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on
#jira UE-48692
Change 3679087 by Dan.Oconnor
Filter out unnecessary relink jobs from the compilation manager
#jira None
Change 3680221 by Ben.Zeigler
#jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary
Change 3680561 by Lukasz.Furman
fixed unsafe StopTree calls in behavior tree
#jira nope
Change 3680788 by Ben.Zeigler
Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind
Change 3683001 by mason.seay
Submitting various test maps and assets
Change 3686837 by Mieszko.Zielinski
Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion
#jira UE-50857
Change 3688451 by Marc.Audy
Fix up new material expression to work with String -> Name refactor
Change 3689097 by Mason.Seay
Test content for nativization and enum testing
Change 3689106 by Mieszko.Zielinski
Made NavMeshBoundsVolume react to undo in the editor #Orion
#jira UE-51013
Change 3689347 by Mieszko.Zielinski
Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4
Manual merge of CL#3689316 over from 4.18
#jira UE-51019
Change 3692524 by mason.seay
Moved some assets to folder for org, fixed up redirectors
Change 3692540 by mason.seay
Renaming test maps so they are clearly indicated for testing nativization
Change 3692577 by mason.seay
Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed
Change 3692724 by mason.seay
Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps
Change 3693184 by mason.seay
Assets for testing nativization with structs
Change 3693367 by mason.seay
Improvements to test content
Change 3695395 by Dan.Oconnor
Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced
#jira None
Change 3695484 by Marc.Audy
Fix sound cue connection drawing policy not getting returned.
#jira UE-51032
Change 3695494 by mason.seay
More test content for nativization testing
Change 3697829 by Mieszko.Zielinski
PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei)
Change 3700541 by mason.seay
Test map for containers with function bug
Change 3703459 by Marc.Audy
Remove poorly named InverseLerp
Fix degenerate behavior returning bad value
#jira UE-50295
Change 3703803 by Marc.Audy
Clean up autos
Minor improvement to ShouldGenerateCluster
Change 3704496 by Mason.Seay
More test content for testing nativization
Change 3706314 by Marc.Audy
PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar)
#jira UE-50874
Change 3707502 by Mason.Seay
Final changes to nativization test content (hopefully)
Change 3709478 by Marc.Audy
PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel)
Same as CL# 3689702 implemented in Fortnite
#jira UE-51453
Change 3709967 by Marc.Audy
PR #4139: fixed a typo in a comment (Contributed by derekvanvliet)
#jira UE-51372
Change 3709970 by Marc.Audy
PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman)
#jira UE-51495
Change 3709971 by Marc.Audy
PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas)
#jira UE-51492
Change 3710041 by Marc.Audy
Minor code cleanup
Change 3711223 by Phillip.Kavan
Move some Blueprint nativization log spam into the verbose category.
#jira UE-49770
Change 3713398 by Marc.Audy
PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM)
#jira UE-51517
Change 3713601 by Marc.Audy
Fix merge error
Change 3713994 by Marc.Audy
(4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event.
#jira UE-50738
Change 3714270 by Marc.Audy
Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors
#jira UE-51534
Change 3714406 by Marc.Audy
Fix dumb inverted boolean check
Change 3716594 by Dan.Oconnor
Integrate 3681301 from 4.18
Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior
#jira UE-50780, UE-51568
Change 3686450 by Marc.Audy
PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString.
CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither.
CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters.
Material Expressions now store input and output names as FName instead of FString
FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString
Most existing pin related functions using string have been deprecated.
Change 3713796 by Marc.Audy
Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not.
IsTickable no longer a pure virtual (defaults to true).
Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject.
Change 3638554 by Marc.Audy
Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected.
Change 3676502 by Ben.Zeigler
Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635
[CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
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struct FScopedBehaviorTreeLock;
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2014-08-21 20:30:51 -04:00
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2014-03-14 14:13:41 -04:00
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struct FBTNodeExecutionInfo
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{
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/** index of first task allowed to be executed */
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2014-08-21 20:30:51 -04:00
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FBTNodeIndex SearchStart;
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2014-03-14 14:13:41 -04:00
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Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4
CL#2272587
Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using. That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite.
CL#2272599
Fixed crash when AI were killed in the same frame they were spawning into the world.
CL#2274068
behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement
fix for move action crashing on pawn's death
CL#2274177
fixed behavior tree's search range when there are mutliple restart requests in the same frame
CL#2274359
Fixes RotateToFaceBBEntry not working correctly when focusing on an actor
- the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without
- with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors
- without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location
- while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix)
- solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority. while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea.
Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value)
CL#2274719
Fix crash related to AnimCameraActor.
TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash.
CL#2274988
#UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899
CL#2275045
#UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though.
CL#2275152
TTP# 336668
Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens. Removed code duplication.
CL#2275528
Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface
CL#2275960
fixed behavior tree search being discarded after merge with non discardable request
decorator observers will be added even after failed search
CL#2276294
Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back).
They are separate options which can be used together or separately.
CL#2277344
fixed BT decorator indices for abort range preview in editor
CL#2277473
NavCollision settings of static mesh will persist through reimport
ttp# 344853
CL#2277509
fixed multiple nodes connected to special pins in behavior tree editor
CL#2278042
Fixes EQS not returning the best item when the last EQS test is a filter.
- To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering.
Made the filter and score test types display "Filter Only" & "Score Only"
CL#2278111
Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate.
CL#2278115
Added "Random" EQS test, which can be used for adding a random value to items.
Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well.
CL#2278286
Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628.
CL#2281762
Moved VLOG in Vlog Redirect function to avoid ensure
- Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet
CL#2282248
Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types.
CL#2282639
Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4
- Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag
- Fixed crash in EQSRenderingComponent
- Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag)
CL#2282678
fixed crash on reimporting static mesh without NavCollision data
ttp# 345454
CL#2282919
Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4
- also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489
CL#2282927
Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite
CL#2283374
Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving
(Fixes ttp 344776)
CL#2283475
Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374
CL#2283644
#UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister
Fix it so particle system components track if they were active when unregistering, reactivate on next register if true
Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely
Fix it so single anim skeletal meshes restore state accross reinitializations
CL#2283688
Make bPendingKillPending no longer a UProperty so it won't be serialized.
Fixes TTPs 342221, 342634
CL#2283879
#UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored.
CL#2284368
fixed crash on using blueprint-based EQS contexts in PIE
CL#2284405
HotSpots auto expire #UE4
Also, Fortnite-specific:
- made FortAIHotSpotManager the owner of hotspots spawning process
- added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector
CL#2285167
Fixed Fortnite client to match FriendsService API change for pending invites
CL#2285650
#UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601
CL#2286127
fixed pathfinding eqs test
CL#2286208
fixed EQS tests reverting to Score Only settings after reopening editor
ttp# 345719
CL#2286296
Game Invites work in Fortnite again
Fixed game to match a backend API change
CL#2286378
Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can.
CL#2286408
- TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected.
CL#2286777
Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made. (In Fortnite, Goal Manager queries all have the same name, and the data would never update. In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.)
CL#2289211
Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash"
CL#2289279
LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed.
Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap.
CL#2289897
Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be.
CL#2290041
Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions.
CL#2290210
#UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed
- Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions. The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate.
- We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs
CL#2290255
#UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly
CL#2290585
Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4
It was resulting in copied actions loosing parts of its configuration.
Also:
- added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior
CL#2290675
Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4
CL#2290778
fixed invalid nav nodes in paths after offseting
CL#2290784
moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment
CL#2292104
Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.).
CL#2292198
Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4
CL#2292766
Fixed crash if touch event without valid MovieStreamer
CL#2292967
GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh.
NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display.
CL#2293116
#UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line.
CL#2293217
Added suffix override to allow StagingInfo instances without platform in the staging path
This is to handle where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient
CL#2293263
#UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys)
CL#2293534
fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor)
CL#2293536
fixed updating parent chain in navoctree after removing last attached node
CL#2293543
changed navigation octree parent map to use weak object pointers (merged from main)
CL#2293952
Changes/improvements to curl http module:
- Properly get bUseCurl from a configuration file.
- Do less work when creating requests (checking commandline settings moved to CurlHttpManager).
- Do not init/shutdown unless actually used.
CL#2294062
Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent
- Allows subclasses to define behavior when this occurs
- Comment states that this only will be called when the character is walking
[CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
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/** index of last task allowed to be executed */
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FBTNodeIndex SearchEnd;
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2014-03-14 14:13:41 -04:00
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/** node to be executed */
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2014-08-21 20:30:51 -04:00
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UBTCompositeNode* ExecuteNode;
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2014-03-14 14:13:41 -04:00
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/** subtree index */
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uint16 ExecuteInstanceIdx;
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/** result used for resuming execution */
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TEnumAsByte<EBTNodeResult::Type> ContinueWithResult;
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/** if set, tree will try to execute next child of composite instead of forcing branch containing SearchStart */
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uint8 bTryNextChild : 1;
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2014-07-22 16:23:09 -04:00
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/** if set, request was not instigated by finishing task/initialization but is a restart (e.g. decorator) */
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uint8 bIsRestart : 1;
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FBTNodeExecutionInfo() : ExecuteNode(NULL), bTryNextChild(false), bIsRestart(false) { }
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2014-03-14 14:13:41 -04:00
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};
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Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4
CL#2272587
Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using. That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite.
CL#2272599
Fixed crash when AI were killed in the same frame they were spawning into the world.
CL#2274068
behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement
fix for move action crashing on pawn's death
CL#2274177
fixed behavior tree's search range when there are mutliple restart requests in the same frame
CL#2274359
Fixes RotateToFaceBBEntry not working correctly when focusing on an actor
- the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without
- with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors
- without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location
- while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix)
- solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority. while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea.
Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value)
CL#2274719
Fix crash related to AnimCameraActor.
TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash.
CL#2274988
#UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899
CL#2275045
#UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though.
CL#2275152
TTP# 336668
Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens. Removed code duplication.
CL#2275528
Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface
CL#2275960
fixed behavior tree search being discarded after merge with non discardable request
decorator observers will be added even after failed search
CL#2276294
Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back).
They are separate options which can be used together or separately.
CL#2277344
fixed BT decorator indices for abort range preview in editor
CL#2277473
NavCollision settings of static mesh will persist through reimport
ttp# 344853
CL#2277509
fixed multiple nodes connected to special pins in behavior tree editor
CL#2278042
Fixes EQS not returning the best item when the last EQS test is a filter.
- To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering.
Made the filter and score test types display "Filter Only" & "Score Only"
CL#2278111
Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate.
CL#2278115
Added "Random" EQS test, which can be used for adding a random value to items.
Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well.
CL#2278286
Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628.
CL#2281762
Moved VLOG in Vlog Redirect function to avoid ensure
- Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet
CL#2282248
Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types.
CL#2282639
Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4
- Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag
- Fixed crash in EQSRenderingComponent
- Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag)
CL#2282678
fixed crash on reimporting static mesh without NavCollision data
ttp# 345454
CL#2282919
Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4
- also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489
CL#2282927
Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite
CL#2283374
Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving
(Fixes ttp 344776)
CL#2283475
Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374
CL#2283644
#UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister
Fix it so particle system components track if they were active when unregistering, reactivate on next register if true
Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely
Fix it so single anim skeletal meshes restore state accross reinitializations
CL#2283688
Make bPendingKillPending no longer a UProperty so it won't be serialized.
Fixes TTPs 342221, 342634
CL#2283879
#UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored.
CL#2284368
fixed crash on using blueprint-based EQS contexts in PIE
CL#2284405
HotSpots auto expire #UE4
Also, Fortnite-specific:
- made FortAIHotSpotManager the owner of hotspots spawning process
- added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector
CL#2285167
Fixed Fortnite client to match FriendsService API change for pending invites
CL#2285650
#UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601
CL#2286127
fixed pathfinding eqs test
CL#2286208
fixed EQS tests reverting to Score Only settings after reopening editor
ttp# 345719
CL#2286296
Game Invites work in Fortnite again
Fixed game to match a backend API change
CL#2286378
Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can.
CL#2286408
- TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected.
CL#2286777
Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made. (In Fortnite, Goal Manager queries all have the same name, and the data would never update. In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.)
CL#2289211
Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash"
CL#2289279
LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed.
Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap.
CL#2289897
Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be.
CL#2290041
Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions.
CL#2290210
#UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed
- Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions. The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate.
- We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs
CL#2290255
#UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly
CL#2290585
Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4
It was resulting in copied actions loosing parts of its configuration.
Also:
- added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior
CL#2290675
Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4
CL#2290778
fixed invalid nav nodes in paths after offseting
CL#2290784
moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment
CL#2292104
Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.).
CL#2292198
Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4
CL#2292766
Fixed crash if touch event without valid MovieStreamer
CL#2292967
GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh.
NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display.
CL#2293116
#UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line.
CL#2293217
Added suffix override to allow StagingInfo instances without platform in the staging path
This is to handle where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient
CL#2293263
#UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys)
CL#2293534
fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor)
CL#2293536
fixed updating parent chain in navoctree after removing last attached node
CL#2293543
changed navigation octree parent map to use weak object pointers (merged from main)
CL#2293952
Changes/improvements to curl http module:
- Properly get bUseCurl from a configuration file.
- Do less work when creating requests (checking commandline settings moved to CurlHttpManager).
- Do not init/shutdown unless actually used.
CL#2294062
Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent
- Allows subclasses to define behavior when this occurs
- Comment states that this only will be called when the character is walking
[CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
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struct FBTPendingExecutionInfo
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{
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/** next task to execute */
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UBTTaskNode* NextTask;
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/** if set, tree ran out of nodes */
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uint32 bOutOfNodes : 1;
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Merging Dev->Main up to CL#2467337 using UE4-Fortnite-To-UE4.
* CL#2446826 Lukasz.Furman
Back out changelist 2445212
Broken direct paths to goal, will fix it soon.
* CL#2446871 Lukasz.Furman
fixed path updates of direct path (FAbstractNavigationPath)
#fortnite
* CL#2447293 John.Abercrombie
Resubmit CL 2443888
- Looks like things are working correctly, potentially due to my changes in CL 2444830
(Back out changelist 2443888 - which backed out CL 2443888 originally)
* CL#2447787 Ben.Zeigler
#UE4 Fix for cooking gameplay cue notifies, keep hard references to them during cooking as they get GCd out otherwise
* CL#2448460 Lukasz.Furman
added cleanup for duplicated subtree assets on behavior tree graph save
#fortnite
* CL#2449132 David.Nikdel
#UE4 #DataTable #JSON: Added WriteRowAsJSON to serialize a single row from a table to Json and adjusted WriteTableAsJSON to use this internally
* CL#2449208 Fred.Kimberley
Fix crashes when compiling some blueprints.
A recent change (2447719) added a one frame delay during blueprint compiling where some data may be NULL. Added null checks to handle this situation.
#ue4
* CL#2449329 Josh.Andersen
#engine - Added more info to an assert that can happen in an animsequence at runtime.
* CL#2449869 sebastian.kowalczyk
Changed timer in visual logger to use FTimerHandle.
Fixed possible issue with missing log on LogVisualizer timeline.
* CL#2450394 John.Abercrombie
Part of the fix for FORT-4986 - Blaster will become inactive towards a specific player if player goes out of range during the blasters attack.
- The set next montage section and wait was using callbacks from the end of the animation, rather than when it is blended out
- Fixed up function names to match the functionality of animations blending out rather than the animation ended
* CL#2451683 Josh.Andersen
#engine - Enhanced PlaySlotAnimation by allowing looping counts as a parameter. Enhanced StopSlotAnimation by adding the ability to stop only a specific slot node.
* CL#2452151 Ben.Zeigler
#UE4 Fix ability block tags to correctly handle parent expansion, we want to expand the parents of the ability we're checking, not the blocked tags
Fix it so AbilitySystemComponent::PlayMontage correctly sets the start section if called on a predicted client
* CL#2452733 Ben.Zeigler
#UE4 Fix replication bug where an actor without a root component was treated as being at 0,0,0 for computing net priority, leading to different priority based on facing direction
* CL#2453024 Lukasz.Furman
added navigation filter to EQS pathfinding tests
* CL#2453422 Ben.Zeigler
#UE4 Fix bug with FGameplayTagCountContainer, where if you added A, then A.B, then removed A, then removed A.B, A would still be in the explicit tag list. Switch to using a separate map for explicitly added tags
* CL#2453874 Josh.Markiewicz
#UE4 - check that the http module is available before attempting to remove pending http requests in mcp
- prevents an assert in the http module that it was unloaded based on shutdown order of modules and timing of pending requests at shutdown
* CL#2453906 Josh.Markiewicz
#UE4 - added IsValid function to party reservation structure
- added a few more checks to validate input on reservation request
- prevent empty or invalid reservation ids on reservation requests
* CL#2454211 Bob.Tellez
#UE4 CategoryText for tags that were added by being parent tags of others is now properly registered when inserting tags into the tag manager tree.
* CL#2454353 Billy.Bramer
- Fixes for issues in GE pending list implementation:
- PendingAdds could become out of sync due to additional removals or additions occuring during a scope lock; Removed pending add integer optimization to guarantee accuracy
- GetActiveGameplayEffect(Idx) could return results in the pending list that weren't actually being actively used at the moment
- RemoveActiveEffects needs to scope lock because removals can cause additional removals earlier in the array
* CL#2454740 Laurent.Delayen
Fixed SlotNode being registered multiple times when inside of a State.
(Triggered by FAnimNode_StateMachine::SetState)
* CL#2455611 Ben.Zeigler
#UE4 Changes to GameplayCue handling to improve network performance:
Add wrapper to FGameplayCueManager to handle batching together Execute gameplay cues.
FScopedGameplayCueSendContext can be used to create a batched context, cues created during that period will all be sent after the context falls out of scope.
Subclasses of GameplayCueManager can implement ProcessPendingCueExecute to do processing on the execute cues before networking and display.
Fixed bug where Remove cue events would be sent twice for loose cues, deleted the RPC.
Fixed bug where WhileActive/Removed cue events would happen twice on a predicted client
* CL#2455653 Ben.Zeigler
#UE4 Add code to support checking networking conditions like OwnerOnly for custom delta serialization used by fast tarray serialization. They were ignored before and it always replicated.
* CL#2455995 Lukasz.Furman
fixed losing pending task execution data after failed search attempt
* CL#2456247 John.Abercrombie
- The FBlackboardKeySelector ActorToCheck's KeyID is an invalid value for some reason (only occurs in cooked content)
- Made it so if we detect an invalid KeyID we get the correct KeyID at runtime
- This could be causing problems elsewhere, but it'll at least fix this particular issue on AIs for now
- Not marking the bug fixed because it needs a real fix, this code will be removed. Passing to Lukasz.
* CL#2456854 John.Abercrombie
Fixed crash when writing to VLog while it was making a string with invalid data
* CL#2457309 Eric.Newman
Don't update LastUserInteractionTime for WindowActivated events unless it was mouse triggered.
This fixes an issue where "kicked from game" popups would cause the user to be treated as active.
* CL#2457658 Sammy.James
Double-Deferred Slate Widgets will now properly render :)
* CL#2458196 Lukasz.Furman
proper fix for UBTDecorator_CheckGameplayTagsOnActor
* CL#2458334 sebastian.kowalczyk
Fix for issue "Pause does not stop the Visual Logger from recording data while PIEing with dedicated server".
* CL#2459893 Billy.Bramer
[FORT-6059] Add GE removal tech necessary to support Phil fixing AE damage clouds
- Add RemoveActiveGameplayEffectBySourceEffect to ability system component (implemented via CustomMatch delegate in query so as to avoid risking query changes before OT2; query needs a refactor in general)
- Change CustomMatch query delegate to take the active effect by reference instead of making copies
- Fix bug with stacking where the stacking limit could be completely ignored on aggregate by target stacks if the newly added effect didn't have a valid instigator ASC (can happen on delayed application like via projectiles)
* CL#2462362 Daniel.Broder
Minor cleanup while investigating a crash:
In FBlueprintVarActionDetails::PopulateCategories:
* Split up check with && into two separate checks so the exact issue can be seen
* Replaced repeated calls to MyBlueprint->GetBlueprintObj() with Blueprint, which already existed and was already assigned to that value.
* Made a few spacing discrepancies consistent within the function.
* CL#2462580 John.Abercrombie
Added a decorator that can set a tag cooldown but does not test affect BT execution flow
* CL#2463013 John.Abercrombie
Added extra info to VLog when we need to smash something as part of our path.
- Exposed the PathFollowing log category outside of the AI Module
* CL#2463138 Josh.Markiewicz
#UE4 - found some compile errors when LOG_SLATE_EVENTS is 1
- doesn't actually make it work, but they were compile errors
* CL#2464208 Ben.Zeigler
#UE4 Flush MustBeMappedGUIDs list after flushing dormancy, those avoids warnings the next time something is replicated
* CL#2464231 Josh.Markiewicz
#UE4 - added more descriptions to party beacon return results
* CL#2466155 Lukasz.Furman
added batch pathfinding test for EQS
* CL#2466237 Lukasz.Furman
EQS generators will now cache NavLocation of items if navmesh projection is enabled
* CL#2466356 Lukasz.Furman
added support for deprecated nodes in EQS editor
* CL#2466358 Lukasz.Furman
pathing grid EQS generator is now deprecated
* CL#2466439 Lukasz.Furman
added failsafe in EQS editor for recreating missing nodes
* CL#2466643 Josh.Markiewicz
#UE4 - removed cached "is talking" value as it doesn't persist across various travel mechanisms. Start/StopTalking handle their own state.
* CL#2466813 Laurent.Delayen
Fix for weapons not showing aiming angle on simulated proxies.
* CL#2467308 Bob.Tellez
#UE4 Fixed an issue where when following a redirector, a non-PIE world will be changed to the PIE world type. Also removed some log spam related to worlds while streaming.
[CL 2474673 by Bob Tellez in Main branch]
2015-03-10 21:41:11 -04:00
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3623720 by Phillip.Kavan
#jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build.
Change summary:
- Temporarily excluded all AnimBP assets from nativization as a workaround.
Change 3626305 by Phillip.Kavan
#jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default.
Change 3629145 by Marc.Audy
Don't hide developer nativization tool behind ini
Change 3630849 by Marc.Audy
Fix nativization uncompilable code when using a non-referenceable term in a switch statement.
#jira UE-44085
Change 3631037 by Marc.Audy
(4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it
#jira UE-49440
Change 3631206 by Marc.Audy
Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT(""))
Change 3631232 by Marc.Audy
Remove outdated diagnostic code throwing false positives
#jira UE-47986
Change 3631573 by Marc.Audy
Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's'
Change 3633168 by Lukasz.Furman
fixed behavior tree changing its state during latent abort,
modified order of operations during abort to: abort & wait -> change aux nodes -> execute
Change 3633609 by Marc.Audy
Don't get unneeded string
Change 3633691 by Marc.Audy
Fix copy-pasting of a collapsed graph containing a map input losing the value type
#jira UE-49517
Change 3633967 by Ben.Zeigler
Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build
bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript
Fixed a few other fields to be private that were accidentally made public in 4.17
Change 3633984 by Michael.Noland
Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links
Change 3634464 by Ben.Zeigler
Header cleanups for Pawn, Controller, Character, and PlayerController
Change 3636858 by Marc.Audy
In preview worlds don't display the light error sprite
#jira UE-49555
Change 3636903 by Marc.Audy
Fix numerous issues with copy/pasting editable pin bases
#jira UE-49532
Change 3638898 by Marc.Audy
Allow right-click creation of local variables in blueprint function libraries
#jira UE-49590
Change 3639086 by Marc.Audy
PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin)
#jira UE-49591
Change 3639445 by Marc.Audy
Fix mistaken override and virtual markup on niagara schema function.
Change 3641202 by Marc.Audy
(4.17.2) Fix crash undoing pin changes with split pins
#jira UE-49634
Change 3643825 by Marc.Audy
(4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted
#jira UE-49756
Change 3645110 by mason.seay
Fixed up QA-ClickHUD map so it's usable and makes more sense
Change 3646428 by Dan.Oconnor
Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data
#jira None
Change 3647298 by Marc.Audy
PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist)
#jira UE-49748
Change 3647815 by Marc.Audy
Minor performance improvements
Change 3648931 by Lina.Halper
#Compiler : fixed so that each type of BP can provide module info, and compiler info
- Moved out AnimBlueprint Compiler
- Refactored WidgetBlueprint
- DUPE - Merging using ControlRig_Dev-Framework
Change 3654310 by Marc.Audy
Shrink USkinnedMeshComponent 64 bytes
Shrink USkeletalMeshComponent 224 bytes (160 bytes internal)
Change 3654636 by Lina.Halper
Fix crashing on shutdown
#jira: UE-50004
Change 3654960 by Lina.Halper
- Fix with automation test of creation/duplication
- Fixed shut down crash with editor again due to uobject GCed
#jira: UE-50028
Change 3655023 by Ben.Zeigler
#jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag
Change 3655426 by Ben.Zeigler
#jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them
Change 3657627 by Ben.Zeigler
#jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction
Change 3662086 by Mieszko.Zielinski
Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4
This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList
#jira UE-50101
Change 3662294 by Ben.Zeigler
Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check
Change 3662825 by Mieszko.Zielinski
Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4
there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no
Change 3664424 by Marc.Audy
UE-50076 test assets #rb none #rnx
Change 3664441 by Mieszko.Zielinski
PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist)
Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated.
Change 3664506 by Phillip.Kavan
#jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets.
Change summary:
- UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization.
- UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths.
- UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished.
- UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option).
- UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed.
- UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead.
- UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead.
- UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file.
- UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file.
- UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first).
- UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness.
- UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed.
- UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc.
- UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file.
- UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string.
- UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>.
- UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin.
- UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed).
- UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed).
- UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it.
- UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished.
- UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed.
- UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context.
- UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail.
- UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT).
- UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders.
Notes:
- After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release).
- Advanced users and build engineers can override this value per task. Instructions to do that are as follows:
- For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line.
- When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly.
- We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT.
- We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above).
Change 3665061 by Phillip.Kavan
Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum.
Mirrored from //UE4/Release-4.18 (CL# 3664993).
#3969
#jira UE-49233
Change 3665108 by Marc.Audy
(4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted
+ additional code cleanup
#jira UE-50076
Change 3665114 by Marc.Audy
Minor change that could potentially improve performance in some cases
Change 3665410 by Mieszko.Zielinski
Fixed naming of Vislog's BP API #UE4
Change 3665634 by Ben.Zeigler
#jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk
Change 3666970 by Phillip.Kavan
Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8.
#jira UE-46814
Change 3667058 by Phillip.Kavan
Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage.
Mirrored from //UE4/Release-4.18 (CL# 3667043).
#jira UE-50403
Change 3667150 by Mieszko.Zielinski
PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM)
Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend.
#jira UE-50249
Change 3667152 by Mieszko.Zielinski
PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM)
#jira UE-50298
Change 3667166 by Mieszko.Zielinski
Fixed FRichCurve baking so that it doesn't loose its curvature #UE4
Also, added some baking sanity checking (like if the range is larger than a single point).
Change 3668025 by Dan.Oconnor
Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed
#jira UE-50453
Change 3672063 by Ben.Zeigler
#jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case
Change 3672306 by Ben.Zeigler
#jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it
Change 3672683 by Marc.Audy
Code cleanup
Change 3672749 by Ben.Zeigler
Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build
Change 3672831 by Ben.Zeigler
#jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId.
Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project
Change 3673551 by Ben.Zeigler
#jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load
Change 3675074 by mason.seay
Test map for VisLog Testing
Change 3675084 by Mieszko.Zielinski
Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4
#jira UE-43430
Change 3676490 by Ben.Zeigler
#jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset
Change 3676579 by Lukasz.Furman
fixed crash in behavior tree's search rollback
Change 3676586 by Lukasz.Furman
added local scope mode to behavior tree's composite nodes
Change 3676587 by Ben.Zeigler
Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case
Add browse, use selected, and clear buttons, and make ID selector font the normal property font
Change 3676715 by Lukasz.Furman
changed order of behavior tree's aux node ticking
Change 3676867 by Ben.Zeigler
#jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup
Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early
Change 3677892 by Ben.Zeigler
Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites
Change 3678247 by Marc.Audy
Fix static analysis warning
Change 3678357 by Ben.Zeigler
#jira UE-50696 Add some container variables to diff test to track down crashes
Change 3678385 by Ben.Zeigler
#jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match
Change 3678600 by Ben.Zeigler
#jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference
Change 3679075 by Dan.Oconnor
Mirror 3679030 from Release-4.18
Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on
#jira UE-48692
Change 3679087 by Dan.Oconnor
Filter out unnecessary relink jobs from the compilation manager
#jira None
Change 3680221 by Ben.Zeigler
#jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary
Change 3680561 by Lukasz.Furman
fixed unsafe StopTree calls in behavior tree
#jira nope
Change 3680788 by Ben.Zeigler
Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind
Change 3683001 by mason.seay
Submitting various test maps and assets
Change 3686837 by Mieszko.Zielinski
Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion
#jira UE-50857
Change 3688451 by Marc.Audy
Fix up new material expression to work with String -> Name refactor
Change 3689097 by Mason.Seay
Test content for nativization and enum testing
Change 3689106 by Mieszko.Zielinski
Made NavMeshBoundsVolume react to undo in the editor #Orion
#jira UE-51013
Change 3689347 by Mieszko.Zielinski
Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4
Manual merge of CL#3689316 over from 4.18
#jira UE-51019
Change 3692524 by mason.seay
Moved some assets to folder for org, fixed up redirectors
Change 3692540 by mason.seay
Renaming test maps so they are clearly indicated for testing nativization
Change 3692577 by mason.seay
Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed
Change 3692724 by mason.seay
Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps
Change 3693184 by mason.seay
Assets for testing nativization with structs
Change 3693367 by mason.seay
Improvements to test content
Change 3695395 by Dan.Oconnor
Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced
#jira None
Change 3695484 by Marc.Audy
Fix sound cue connection drawing policy not getting returned.
#jira UE-51032
Change 3695494 by mason.seay
More test content for nativization testing
Change 3697829 by Mieszko.Zielinski
PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei)
Change 3700541 by mason.seay
Test map for containers with function bug
Change 3703459 by Marc.Audy
Remove poorly named InverseLerp
Fix degenerate behavior returning bad value
#jira UE-50295
Change 3703803 by Marc.Audy
Clean up autos
Minor improvement to ShouldGenerateCluster
Change 3704496 by Mason.Seay
More test content for testing nativization
Change 3706314 by Marc.Audy
PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar)
#jira UE-50874
Change 3707502 by Mason.Seay
Final changes to nativization test content (hopefully)
Change 3709478 by Marc.Audy
PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel)
Same as CL# 3689702 implemented in Fortnite
#jira UE-51453
Change 3709967 by Marc.Audy
PR #4139: fixed a typo in a comment (Contributed by derekvanvliet)
#jira UE-51372
Change 3709970 by Marc.Audy
PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman)
#jira UE-51495
Change 3709971 by Marc.Audy
PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas)
#jira UE-51492
Change 3710041 by Marc.Audy
Minor code cleanup
Change 3711223 by Phillip.Kavan
Move some Blueprint nativization log spam into the verbose category.
#jira UE-49770
Change 3713398 by Marc.Audy
PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM)
#jira UE-51517
Change 3713601 by Marc.Audy
Fix merge error
Change 3713994 by Marc.Audy
(4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event.
#jira UE-50738
Change 3714270 by Marc.Audy
Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors
#jira UE-51534
Change 3714406 by Marc.Audy
Fix dumb inverted boolean check
Change 3716594 by Dan.Oconnor
Integrate 3681301 from 4.18
Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior
#jira UE-50780, UE-51568
Change 3686450 by Marc.Audy
PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString.
CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither.
CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters.
Material Expressions now store input and output names as FName instead of FString
FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString
Most existing pin related functions using string have been deprecated.
Change 3713796 by Marc.Audy
Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not.
IsTickable no longer a pure virtual (defaults to true).
Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject.
Change 3638554 by Marc.Audy
Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected.
Change 3676502 by Ben.Zeigler
Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635
[CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
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FBTPendingExecutionInfo() : NextTask(NULL), bOutOfNodes(false), bLocked(false) {}
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Merging Dev->Main up to CL#2467337 using UE4-Fortnite-To-UE4.
* CL#2446826 Lukasz.Furman
Back out changelist 2445212
Broken direct paths to goal, will fix it soon.
* CL#2446871 Lukasz.Furman
fixed path updates of direct path (FAbstractNavigationPath)
#fortnite
* CL#2447293 John.Abercrombie
Resubmit CL 2443888
- Looks like things are working correctly, potentially due to my changes in CL 2444830
(Back out changelist 2443888 - which backed out CL 2443888 originally)
* CL#2447787 Ben.Zeigler
#UE4 Fix for cooking gameplay cue notifies, keep hard references to them during cooking as they get GCd out otherwise
* CL#2448460 Lukasz.Furman
added cleanup for duplicated subtree assets on behavior tree graph save
#fortnite
* CL#2449132 David.Nikdel
#UE4 #DataTable #JSON: Added WriteRowAsJSON to serialize a single row from a table to Json and adjusted WriteTableAsJSON to use this internally
* CL#2449208 Fred.Kimberley
Fix crashes when compiling some blueprints.
A recent change (2447719) added a one frame delay during blueprint compiling where some data may be NULL. Added null checks to handle this situation.
#ue4
* CL#2449329 Josh.Andersen
#engine - Added more info to an assert that can happen in an animsequence at runtime.
* CL#2449869 sebastian.kowalczyk
Changed timer in visual logger to use FTimerHandle.
Fixed possible issue with missing log on LogVisualizer timeline.
* CL#2450394 John.Abercrombie
Part of the fix for FORT-4986 - Blaster will become inactive towards a specific player if player goes out of range during the blasters attack.
- The set next montage section and wait was using callbacks from the end of the animation, rather than when it is blended out
- Fixed up function names to match the functionality of animations blending out rather than the animation ended
* CL#2451683 Josh.Andersen
#engine - Enhanced PlaySlotAnimation by allowing looping counts as a parameter. Enhanced StopSlotAnimation by adding the ability to stop only a specific slot node.
* CL#2452151 Ben.Zeigler
#UE4 Fix ability block tags to correctly handle parent expansion, we want to expand the parents of the ability we're checking, not the blocked tags
Fix it so AbilitySystemComponent::PlayMontage correctly sets the start section if called on a predicted client
* CL#2452733 Ben.Zeigler
#UE4 Fix replication bug where an actor without a root component was treated as being at 0,0,0 for computing net priority, leading to different priority based on facing direction
* CL#2453024 Lukasz.Furman
added navigation filter to EQS pathfinding tests
* CL#2453422 Ben.Zeigler
#UE4 Fix bug with FGameplayTagCountContainer, where if you added A, then A.B, then removed A, then removed A.B, A would still be in the explicit tag list. Switch to using a separate map for explicitly added tags
* CL#2453874 Josh.Markiewicz
#UE4 - check that the http module is available before attempting to remove pending http requests in mcp
- prevents an assert in the http module that it was unloaded based on shutdown order of modules and timing of pending requests at shutdown
* CL#2453906 Josh.Markiewicz
#UE4 - added IsValid function to party reservation structure
- added a few more checks to validate input on reservation request
- prevent empty or invalid reservation ids on reservation requests
* CL#2454211 Bob.Tellez
#UE4 CategoryText for tags that were added by being parent tags of others is now properly registered when inserting tags into the tag manager tree.
* CL#2454353 Billy.Bramer
- Fixes for issues in GE pending list implementation:
- PendingAdds could become out of sync due to additional removals or additions occuring during a scope lock; Removed pending add integer optimization to guarantee accuracy
- GetActiveGameplayEffect(Idx) could return results in the pending list that weren't actually being actively used at the moment
- RemoveActiveEffects needs to scope lock because removals can cause additional removals earlier in the array
* CL#2454740 Laurent.Delayen
Fixed SlotNode being registered multiple times when inside of a State.
(Triggered by FAnimNode_StateMachine::SetState)
* CL#2455611 Ben.Zeigler
#UE4 Changes to GameplayCue handling to improve network performance:
Add wrapper to FGameplayCueManager to handle batching together Execute gameplay cues.
FScopedGameplayCueSendContext can be used to create a batched context, cues created during that period will all be sent after the context falls out of scope.
Subclasses of GameplayCueManager can implement ProcessPendingCueExecute to do processing on the execute cues before networking and display.
Fixed bug where Remove cue events would be sent twice for loose cues, deleted the RPC.
Fixed bug where WhileActive/Removed cue events would happen twice on a predicted client
* CL#2455653 Ben.Zeigler
#UE4 Add code to support checking networking conditions like OwnerOnly for custom delta serialization used by fast tarray serialization. They were ignored before and it always replicated.
* CL#2455995 Lukasz.Furman
fixed losing pending task execution data after failed search attempt
* CL#2456247 John.Abercrombie
- The FBlackboardKeySelector ActorToCheck's KeyID is an invalid value for some reason (only occurs in cooked content)
- Made it so if we detect an invalid KeyID we get the correct KeyID at runtime
- This could be causing problems elsewhere, but it'll at least fix this particular issue on AIs for now
- Not marking the bug fixed because it needs a real fix, this code will be removed. Passing to Lukasz.
* CL#2456854 John.Abercrombie
Fixed crash when writing to VLog while it was making a string with invalid data
* CL#2457309 Eric.Newman
Don't update LastUserInteractionTime for WindowActivated events unless it was mouse triggered.
This fixes an issue where "kicked from game" popups would cause the user to be treated as active.
* CL#2457658 Sammy.James
Double-Deferred Slate Widgets will now properly render :)
* CL#2458196 Lukasz.Furman
proper fix for UBTDecorator_CheckGameplayTagsOnActor
* CL#2458334 sebastian.kowalczyk
Fix for issue "Pause does not stop the Visual Logger from recording data while PIEing with dedicated server".
* CL#2459893 Billy.Bramer
[FORT-6059] Add GE removal tech necessary to support Phil fixing AE damage clouds
- Add RemoveActiveGameplayEffectBySourceEffect to ability system component (implemented via CustomMatch delegate in query so as to avoid risking query changes before OT2; query needs a refactor in general)
- Change CustomMatch query delegate to take the active effect by reference instead of making copies
- Fix bug with stacking where the stacking limit could be completely ignored on aggregate by target stacks if the newly added effect didn't have a valid instigator ASC (can happen on delayed application like via projectiles)
* CL#2462362 Daniel.Broder
Minor cleanup while investigating a crash:
In FBlueprintVarActionDetails::PopulateCategories:
* Split up check with && into two separate checks so the exact issue can be seen
* Replaced repeated calls to MyBlueprint->GetBlueprintObj() with Blueprint, which already existed and was already assigned to that value.
* Made a few spacing discrepancies consistent within the function.
* CL#2462580 John.Abercrombie
Added a decorator that can set a tag cooldown but does not test affect BT execution flow
* CL#2463013 John.Abercrombie
Added extra info to VLog when we need to smash something as part of our path.
- Exposed the PathFollowing log category outside of the AI Module
* CL#2463138 Josh.Markiewicz
#UE4 - found some compile errors when LOG_SLATE_EVENTS is 1
- doesn't actually make it work, but they were compile errors
* CL#2464208 Ben.Zeigler
#UE4 Flush MustBeMappedGUIDs list after flushing dormancy, those avoids warnings the next time something is replicated
* CL#2464231 Josh.Markiewicz
#UE4 - added more descriptions to party beacon return results
* CL#2466155 Lukasz.Furman
added batch pathfinding test for EQS
* CL#2466237 Lukasz.Furman
EQS generators will now cache NavLocation of items if navmesh projection is enabled
* CL#2466356 Lukasz.Furman
added support for deprecated nodes in EQS editor
* CL#2466358 Lukasz.Furman
pathing grid EQS generator is now deprecated
* CL#2466439 Lukasz.Furman
added failsafe in EQS editor for recreating missing nodes
* CL#2466643 Josh.Markiewicz
#UE4 - removed cached "is talking" value as it doesn't persist across various travel mechanisms. Start/StopTalking handle their own state.
* CL#2466813 Laurent.Delayen
Fix for weapons not showing aiming angle on simulated proxies.
* CL#2467308 Bob.Tellez
#UE4 Fixed an issue where when following a redirector, a non-PIE world will be changed to the PIE world type. Also removed some log spam related to worlds while streaming.
[CL 2474673 by Bob Tellez in Main branch]
2015-03-10 21:41:11 -04:00
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bool IsSet() const { return (NextTask || bOutOfNodes) && !bLocked; }
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2020-09-24 00:43:27 -04:00
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bool IsLocked() const { return bLocked; }
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Merging Dev->Main up to CL#2467337 using UE4-Fortnite-To-UE4.
* CL#2446826 Lukasz.Furman
Back out changelist 2445212
Broken direct paths to goal, will fix it soon.
* CL#2446871 Lukasz.Furman
fixed path updates of direct path (FAbstractNavigationPath)
#fortnite
* CL#2447293 John.Abercrombie
Resubmit CL 2443888
- Looks like things are working correctly, potentially due to my changes in CL 2444830
(Back out changelist 2443888 - which backed out CL 2443888 originally)
* CL#2447787 Ben.Zeigler
#UE4 Fix for cooking gameplay cue notifies, keep hard references to them during cooking as they get GCd out otherwise
* CL#2448460 Lukasz.Furman
added cleanup for duplicated subtree assets on behavior tree graph save
#fortnite
* CL#2449132 David.Nikdel
#UE4 #DataTable #JSON: Added WriteRowAsJSON to serialize a single row from a table to Json and adjusted WriteTableAsJSON to use this internally
* CL#2449208 Fred.Kimberley
Fix crashes when compiling some blueprints.
A recent change (2447719) added a one frame delay during blueprint compiling where some data may be NULL. Added null checks to handle this situation.
#ue4
* CL#2449329 Josh.Andersen
#engine - Added more info to an assert that can happen in an animsequence at runtime.
* CL#2449869 sebastian.kowalczyk
Changed timer in visual logger to use FTimerHandle.
Fixed possible issue with missing log on LogVisualizer timeline.
* CL#2450394 John.Abercrombie
Part of the fix for FORT-4986 - Blaster will become inactive towards a specific player if player goes out of range during the blasters attack.
- The set next montage section and wait was using callbacks from the end of the animation, rather than when it is blended out
- Fixed up function names to match the functionality of animations blending out rather than the animation ended
* CL#2451683 Josh.Andersen
#engine - Enhanced PlaySlotAnimation by allowing looping counts as a parameter. Enhanced StopSlotAnimation by adding the ability to stop only a specific slot node.
* CL#2452151 Ben.Zeigler
#UE4 Fix ability block tags to correctly handle parent expansion, we want to expand the parents of the ability we're checking, not the blocked tags
Fix it so AbilitySystemComponent::PlayMontage correctly sets the start section if called on a predicted client
* CL#2452733 Ben.Zeigler
#UE4 Fix replication bug where an actor without a root component was treated as being at 0,0,0 for computing net priority, leading to different priority based on facing direction
* CL#2453024 Lukasz.Furman
added navigation filter to EQS pathfinding tests
* CL#2453422 Ben.Zeigler
#UE4 Fix bug with FGameplayTagCountContainer, where if you added A, then A.B, then removed A, then removed A.B, A would still be in the explicit tag list. Switch to using a separate map for explicitly added tags
* CL#2453874 Josh.Markiewicz
#UE4 - check that the http module is available before attempting to remove pending http requests in mcp
- prevents an assert in the http module that it was unloaded based on shutdown order of modules and timing of pending requests at shutdown
* CL#2453906 Josh.Markiewicz
#UE4 - added IsValid function to party reservation structure
- added a few more checks to validate input on reservation request
- prevent empty or invalid reservation ids on reservation requests
* CL#2454211 Bob.Tellez
#UE4 CategoryText for tags that were added by being parent tags of others is now properly registered when inserting tags into the tag manager tree.
* CL#2454353 Billy.Bramer
- Fixes for issues in GE pending list implementation:
- PendingAdds could become out of sync due to additional removals or additions occuring during a scope lock; Removed pending add integer optimization to guarantee accuracy
- GetActiveGameplayEffect(Idx) could return results in the pending list that weren't actually being actively used at the moment
- RemoveActiveEffects needs to scope lock because removals can cause additional removals earlier in the array
* CL#2454740 Laurent.Delayen
Fixed SlotNode being registered multiple times when inside of a State.
(Triggered by FAnimNode_StateMachine::SetState)
* CL#2455611 Ben.Zeigler
#UE4 Changes to GameplayCue handling to improve network performance:
Add wrapper to FGameplayCueManager to handle batching together Execute gameplay cues.
FScopedGameplayCueSendContext can be used to create a batched context, cues created during that period will all be sent after the context falls out of scope.
Subclasses of GameplayCueManager can implement ProcessPendingCueExecute to do processing on the execute cues before networking and display.
Fixed bug where Remove cue events would be sent twice for loose cues, deleted the RPC.
Fixed bug where WhileActive/Removed cue events would happen twice on a predicted client
* CL#2455653 Ben.Zeigler
#UE4 Add code to support checking networking conditions like OwnerOnly for custom delta serialization used by fast tarray serialization. They were ignored before and it always replicated.
* CL#2455995 Lukasz.Furman
fixed losing pending task execution data after failed search attempt
* CL#2456247 John.Abercrombie
- The FBlackboardKeySelector ActorToCheck's KeyID is an invalid value for some reason (only occurs in cooked content)
- Made it so if we detect an invalid KeyID we get the correct KeyID at runtime
- This could be causing problems elsewhere, but it'll at least fix this particular issue on AIs for now
- Not marking the bug fixed because it needs a real fix, this code will be removed. Passing to Lukasz.
* CL#2456854 John.Abercrombie
Fixed crash when writing to VLog while it was making a string with invalid data
* CL#2457309 Eric.Newman
Don't update LastUserInteractionTime for WindowActivated events unless it was mouse triggered.
This fixes an issue where "kicked from game" popups would cause the user to be treated as active.
* CL#2457658 Sammy.James
Double-Deferred Slate Widgets will now properly render :)
* CL#2458196 Lukasz.Furman
proper fix for UBTDecorator_CheckGameplayTagsOnActor
* CL#2458334 sebastian.kowalczyk
Fix for issue "Pause does not stop the Visual Logger from recording data while PIEing with dedicated server".
* CL#2459893 Billy.Bramer
[FORT-6059] Add GE removal tech necessary to support Phil fixing AE damage clouds
- Add RemoveActiveGameplayEffectBySourceEffect to ability system component (implemented via CustomMatch delegate in query so as to avoid risking query changes before OT2; query needs a refactor in general)
- Change CustomMatch query delegate to take the active effect by reference instead of making copies
- Fix bug with stacking where the stacking limit could be completely ignored on aggregate by target stacks if the newly added effect didn't have a valid instigator ASC (can happen on delayed application like via projectiles)
* CL#2462362 Daniel.Broder
Minor cleanup while investigating a crash:
In FBlueprintVarActionDetails::PopulateCategories:
* Split up check with && into two separate checks so the exact issue can be seen
* Replaced repeated calls to MyBlueprint->GetBlueprintObj() with Blueprint, which already existed and was already assigned to that value.
* Made a few spacing discrepancies consistent within the function.
* CL#2462580 John.Abercrombie
Added a decorator that can set a tag cooldown but does not test affect BT execution flow
* CL#2463013 John.Abercrombie
Added extra info to VLog when we need to smash something as part of our path.
- Exposed the PathFollowing log category outside of the AI Module
* CL#2463138 Josh.Markiewicz
#UE4 - found some compile errors when LOG_SLATE_EVENTS is 1
- doesn't actually make it work, but they were compile errors
* CL#2464208 Ben.Zeigler
#UE4 Flush MustBeMappedGUIDs list after flushing dormancy, those avoids warnings the next time something is replicated
* CL#2464231 Josh.Markiewicz
#UE4 - added more descriptions to party beacon return results
* CL#2466155 Lukasz.Furman
added batch pathfinding test for EQS
* CL#2466237 Lukasz.Furman
EQS generators will now cache NavLocation of items if navmesh projection is enabled
* CL#2466356 Lukasz.Furman
added support for deprecated nodes in EQS editor
* CL#2466358 Lukasz.Furman
pathing grid EQS generator is now deprecated
* CL#2466439 Lukasz.Furman
added failsafe in EQS editor for recreating missing nodes
* CL#2466643 Josh.Markiewicz
#UE4 - removed cached "is talking" value as it doesn't persist across various travel mechanisms. Start/StopTalking handle their own state.
* CL#2466813 Laurent.Delayen
Fix for weapons not showing aiming angle on simulated proxies.
* CL#2467308 Bob.Tellez
#UE4 Fixed an issue where when following a redirector, a non-PIE world will be changed to the PIE world type. Also removed some log spam related to worlds while streaming.
[CL 2474673 by Bob Tellez in Main branch]
2015-03-10 21:41:11 -04:00
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void Lock() { bLocked = true; }
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void Unlock() { bLocked = false; }
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Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4
CL#2272587
Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using. That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite.
CL#2272599
Fixed crash when AI were killed in the same frame they were spawning into the world.
CL#2274068
behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement
fix for move action crashing on pawn's death
CL#2274177
fixed behavior tree's search range when there are mutliple restart requests in the same frame
CL#2274359
Fixes RotateToFaceBBEntry not working correctly when focusing on an actor
- the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without
- with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors
- without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location
- while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix)
- solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority. while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea.
Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value)
CL#2274719
Fix crash related to AnimCameraActor.
TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash.
CL#2274988
#UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899
CL#2275045
#UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though.
CL#2275152
TTP# 336668
Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens. Removed code duplication.
CL#2275528
Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface
CL#2275960
fixed behavior tree search being discarded after merge with non discardable request
decorator observers will be added even after failed search
CL#2276294
Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back).
They are separate options which can be used together or separately.
CL#2277344
fixed BT decorator indices for abort range preview in editor
CL#2277473
NavCollision settings of static mesh will persist through reimport
ttp# 344853
CL#2277509
fixed multiple nodes connected to special pins in behavior tree editor
CL#2278042
Fixes EQS not returning the best item when the last EQS test is a filter.
- To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering.
Made the filter and score test types display "Filter Only" & "Score Only"
CL#2278111
Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate.
CL#2278115
Added "Random" EQS test, which can be used for adding a random value to items.
Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well.
CL#2278286
Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628.
CL#2281762
Moved VLOG in Vlog Redirect function to avoid ensure
- Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet
CL#2282248
Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types.
CL#2282639
Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4
- Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag
- Fixed crash in EQSRenderingComponent
- Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag)
CL#2282678
fixed crash on reimporting static mesh without NavCollision data
ttp# 345454
CL#2282919
Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4
- also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489
CL#2282927
Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite
CL#2283374
Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving
(Fixes ttp 344776)
CL#2283475
Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374
CL#2283644
#UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister
Fix it so particle system components track if they were active when unregistering, reactivate on next register if true
Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely
Fix it so single anim skeletal meshes restore state accross reinitializations
CL#2283688
Make bPendingKillPending no longer a UProperty so it won't be serialized.
Fixes TTPs 342221, 342634
CL#2283879
#UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored.
CL#2284368
fixed crash on using blueprint-based EQS contexts in PIE
CL#2284405
HotSpots auto expire #UE4
Also, Fortnite-specific:
- made FortAIHotSpotManager the owner of hotspots spawning process
- added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector
CL#2285167
Fixed Fortnite client to match FriendsService API change for pending invites
CL#2285650
#UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601
CL#2286127
fixed pathfinding eqs test
CL#2286208
fixed EQS tests reverting to Score Only settings after reopening editor
ttp# 345719
CL#2286296
Game Invites work in Fortnite again
Fixed game to match a backend API change
CL#2286378
Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can.
CL#2286408
- TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected.
CL#2286777
Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made. (In Fortnite, Goal Manager queries all have the same name, and the data would never update. In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.)
CL#2289211
Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash"
CL#2289279
LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed.
Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap.
CL#2289897
Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be.
CL#2290041
Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions.
CL#2290210
#UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed
- Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions. The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate.
- We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs
CL#2290255
#UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly
CL#2290585
Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4
It was resulting in copied actions loosing parts of its configuration.
Also:
- added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior
CL#2290675
Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4
CL#2290778
fixed invalid nav nodes in paths after offseting
CL#2290784
moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment
CL#2292104
Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.).
CL#2292198
Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4
CL#2292766
Fixed crash if touch event without valid MovieStreamer
CL#2292967
GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh.
NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display.
CL#2293116
#UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line.
CL#2293217
Added suffix override to allow StagingInfo instances without platform in the staging path
This is to handle where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient
CL#2293263
#UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys)
CL#2293534
fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor)
CL#2293536
fixed updating parent chain in navoctree after removing last attached node
CL#2293543
changed navigation octree parent map to use weak object pointers (merged from main)
CL#2293952
Changes/improvements to curl http module:
- Properly get bUseCurl from a configuration file.
- Do less work when creating requests (checking commandline settings moved to CurlHttpManager).
- Do not init/shutdown unless actually used.
CL#2294062
Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent
- Allows subclasses to define behavior when this occurs
- Comment states that this only will be called when the character is walking
[CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
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};
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2015-05-13 08:54:20 -04:00
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struct FBTTreeStartInfo
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2015-02-16 04:49:14 -05:00
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{
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UBehaviorTree* Asset;
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EBTExecutionMode::Type ExecuteMode;
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2015-05-13 08:54:20 -04:00
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uint8 bPendingInitialize : 1;
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2015-02-16 04:49:14 -05:00
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2015-05-13 08:54:20 -04:00
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FBTTreeStartInfo() : Asset(nullptr), ExecuteMode(EBTExecutionMode::Looped), bPendingInitialize(0) {}
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2015-02-16 04:49:14 -05:00
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bool IsSet() const { return Asset != nullptr; }
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2015-05-13 08:54:20 -04:00
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bool HasPendingInitialize() const { return bPendingInitialize && IsSet(); }
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2015-02-16 04:49:14 -05:00
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};
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2020-01-10 06:15:41 -05:00
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UCLASS(ClassGroup = AI, meta = (BlueprintSpawnableComponent))
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2014-05-29 17:06:50 -04:00
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class AIMODULE_API UBehaviorTreeComponent : public UBrainComponent
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2014-03-14 14:13:41 -04:00
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{
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2015-03-17 05:38:32 -04:00
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GENERATED_UCLASS_BODY()
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2014-03-14 14:13:41 -04:00
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2020-06-23 18:40:00 -04:00
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// UActorComponent overrides
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virtual void RegisterComponentTickFunctions(bool bRegister) override;
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virtual void SetComponentTickEnabled(bool bEnabled) override;
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2014-03-14 14:13:41 -04:00
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// Begin UBrainComponent overrides
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2020-01-10 06:15:41 -05:00
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virtual void StartLogic() override;
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2014-06-13 06:14:46 -04:00
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virtual void RestartLogic() override;
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virtual void StopLogic(const FString& Reason) override;
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virtual void PauseLogic(const FString& Reason) override;
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virtual EAILogicResuming::Type ResumeLogic(const FString& Reason) override;
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2014-03-14 14:13:41 -04:00
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/** indicates instance has been initialized to work with specific BT asset */
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bool TreeHasBeenStarted() const;
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public:
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2015-03-02 06:44:04 -05:00
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/** DO NOT USE. This constructor is for internal usage only for hot-reload purposes. */
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UBehaviorTreeComponent(FVTableHelper& Helper);
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2014-06-13 06:14:46 -04:00
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virtual bool IsRunning() const override;
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virtual bool IsPaused() const override;
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2014-12-19 05:52:26 -05:00
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virtual void Cleanup() override;
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2020-06-23 18:40:00 -04:00
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virtual void HandleMessage(const FAIMessage& Message) override;
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2014-03-14 14:13:41 -04:00
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// End UBrainComponent overrides
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2014-12-19 05:52:26 -05:00
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// Begin UActorComponent overrides
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virtual void UninitializeComponent() override;
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// End UActorComponent overrides
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2014-08-12 08:03:40 -04:00
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2014-03-14 14:13:41 -04:00
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/** starts execution from root */
|
2015-02-16 04:49:14 -05:00
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void StartTree(UBehaviorTree& Asset, EBTExecutionMode::Type ExecuteMode = EBTExecutionMode::Looped);
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2014-03-14 14:13:41 -04:00
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/** stops execution */
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2015-02-16 04:49:14 -05:00
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void StopTree(EBTStopMode::Type StopMode = EBTStopMode::Safe);
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2014-03-14 14:13:41 -04:00
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/** restarts execution from root */
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void RestartTree();
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/** request execution change */
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2014-08-21 20:30:51 -04:00
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void RequestExecution(UBTCompositeNode* RequestedOn, int32 InstanceIdx,
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const UBTNode* RequestedBy, int32 RequestedByChildIndex,
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2014-03-14 14:13:41 -04:00
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EBTNodeResult::Type ContinueWithResult, bool bStoreForDebugger = true);
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/** request execution change: helpers for decorator nodes */
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2014-08-21 20:30:51 -04:00
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void RequestExecution(const UBTDecorator* RequestedBy);
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2014-03-14 14:13:41 -04:00
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/** request execution change: helpers for task nodes */
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void RequestExecution(EBTNodeResult::Type ContinueWithResult);
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2020-08-11 01:36:57 -04:00
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/** request unregistration of aux nodes in the specified branch */
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2021-06-10 13:13:24 -04:00
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UE_DEPRECATED(5.0, "This function is deprecated. Please use RequestBranchDeactivation instead.")
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2020-08-11 01:36:57 -04:00
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void RequestUnregisterAuxNodesInBranch(const UBTCompositeNode* Node);
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2021-06-10 13:13:24 -04:00
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/** request branch deactivation: helper for decorator */
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void RequestBranchDeactivation(const UBTDecorator& RequestedBy);
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2020-08-11 01:36:57 -04:00
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2014-03-14 14:13:41 -04:00
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/** finish latent execution or abort */
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2014-08-21 20:30:51 -04:00
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void OnTaskFinished(const UBTTaskNode* TaskNode, EBTNodeResult::Type TaskResult);
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2014-03-14 14:13:41 -04:00
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/** setup message observer for given task */
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2014-08-21 20:30:51 -04:00
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void RegisterMessageObserver(const UBTTaskNode* TaskNode, FName MessageType);
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void RegisterMessageObserver(const UBTTaskNode* TaskNode, FName MessageType, FAIRequestID MessageID);
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2014-03-14 14:13:41 -04:00
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/** remove message observers registered with task */
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2014-08-21 20:30:51 -04:00
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void UnregisterMessageObserversFrom(const UBTTaskNode* TaskNode);
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2014-03-14 14:13:41 -04:00
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void UnregisterMessageObserversFrom(const FBTNodeIndex& TaskIdx);
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/** add active parallel task */
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2014-08-21 20:30:51 -04:00
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void RegisterParallelTask(const UBTTaskNode* TaskNode);
|
2014-03-14 14:13:41 -04:00
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/** remove parallel task */
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2014-08-21 20:30:51 -04:00
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void UnregisterParallelTask(const UBTTaskNode* TaskNode, uint16 InstanceIdx);
|
2014-03-14 14:13:41 -04:00
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/** unregister all aux nodes less important than given index */
|
2014-08-21 20:30:51 -04:00
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void UnregisterAuxNodesUpTo(const FBTNodeIndex& Index);
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2014-03-14 14:13:41 -04:00
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3623720 by Phillip.Kavan
#jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build.
Change summary:
- Temporarily excluded all AnimBP assets from nativization as a workaround.
Change 3626305 by Phillip.Kavan
#jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default.
Change 3629145 by Marc.Audy
Don't hide developer nativization tool behind ini
Change 3630849 by Marc.Audy
Fix nativization uncompilable code when using a non-referenceable term in a switch statement.
#jira UE-44085
Change 3631037 by Marc.Audy
(4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it
#jira UE-49440
Change 3631206 by Marc.Audy
Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT(""))
Change 3631232 by Marc.Audy
Remove outdated diagnostic code throwing false positives
#jira UE-47986
Change 3631573 by Marc.Audy
Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's'
Change 3633168 by Lukasz.Furman
fixed behavior tree changing its state during latent abort,
modified order of operations during abort to: abort & wait -> change aux nodes -> execute
Change 3633609 by Marc.Audy
Don't get unneeded string
Change 3633691 by Marc.Audy
Fix copy-pasting of a collapsed graph containing a map input losing the value type
#jira UE-49517
Change 3633967 by Ben.Zeigler
Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build
bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript
Fixed a few other fields to be private that were accidentally made public in 4.17
Change 3633984 by Michael.Noland
Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links
Change 3634464 by Ben.Zeigler
Header cleanups for Pawn, Controller, Character, and PlayerController
Change 3636858 by Marc.Audy
In preview worlds don't display the light error sprite
#jira UE-49555
Change 3636903 by Marc.Audy
Fix numerous issues with copy/pasting editable pin bases
#jira UE-49532
Change 3638898 by Marc.Audy
Allow right-click creation of local variables in blueprint function libraries
#jira UE-49590
Change 3639086 by Marc.Audy
PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin)
#jira UE-49591
Change 3639445 by Marc.Audy
Fix mistaken override and virtual markup on niagara schema function.
Change 3641202 by Marc.Audy
(4.17.2) Fix crash undoing pin changes with split pins
#jira UE-49634
Change 3643825 by Marc.Audy
(4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted
#jira UE-49756
Change 3645110 by mason.seay
Fixed up QA-ClickHUD map so it's usable and makes more sense
Change 3646428 by Dan.Oconnor
Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data
#jira None
Change 3647298 by Marc.Audy
PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist)
#jira UE-49748
Change 3647815 by Marc.Audy
Minor performance improvements
Change 3648931 by Lina.Halper
#Compiler : fixed so that each type of BP can provide module info, and compiler info
- Moved out AnimBlueprint Compiler
- Refactored WidgetBlueprint
- DUPE - Merging using ControlRig_Dev-Framework
Change 3654310 by Marc.Audy
Shrink USkinnedMeshComponent 64 bytes
Shrink USkeletalMeshComponent 224 bytes (160 bytes internal)
Change 3654636 by Lina.Halper
Fix crashing on shutdown
#jira: UE-50004
Change 3654960 by Lina.Halper
- Fix with automation test of creation/duplication
- Fixed shut down crash with editor again due to uobject GCed
#jira: UE-50028
Change 3655023 by Ben.Zeigler
#jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag
Change 3655426 by Ben.Zeigler
#jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them
Change 3657627 by Ben.Zeigler
#jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction
Change 3662086 by Mieszko.Zielinski
Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4
This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList
#jira UE-50101
Change 3662294 by Ben.Zeigler
Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check
Change 3662825 by Mieszko.Zielinski
Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4
there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no
Change 3664424 by Marc.Audy
UE-50076 test assets #rb none #rnx
Change 3664441 by Mieszko.Zielinski
PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist)
Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated.
Change 3664506 by Phillip.Kavan
#jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets.
Change summary:
- UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization.
- UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths.
- UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished.
- UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option).
- UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed.
- UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead.
- UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead.
- UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file.
- UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file.
- UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first).
- UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness.
- UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed.
- UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc.
- UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file.
- UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string.
- UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>.
- UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin.
- UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed).
- UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed).
- UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it.
- UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished.
- UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed.
- UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context.
- UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail.
- UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT).
- UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders.
Notes:
- After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release).
- Advanced users and build engineers can override this value per task. Instructions to do that are as follows:
- For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line.
- When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly.
- We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT.
- We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above).
Change 3665061 by Phillip.Kavan
Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum.
Mirrored from //UE4/Release-4.18 (CL# 3664993).
#3969
#jira UE-49233
Change 3665108 by Marc.Audy
(4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted
+ additional code cleanup
#jira UE-50076
Change 3665114 by Marc.Audy
Minor change that could potentially improve performance in some cases
Change 3665410 by Mieszko.Zielinski
Fixed naming of Vislog's BP API #UE4
Change 3665634 by Ben.Zeigler
#jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk
Change 3666970 by Phillip.Kavan
Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8.
#jira UE-46814
Change 3667058 by Phillip.Kavan
Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage.
Mirrored from //UE4/Release-4.18 (CL# 3667043).
#jira UE-50403
Change 3667150 by Mieszko.Zielinski
PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM)
Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend.
#jira UE-50249
Change 3667152 by Mieszko.Zielinski
PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM)
#jira UE-50298
Change 3667166 by Mieszko.Zielinski
Fixed FRichCurve baking so that it doesn't loose its curvature #UE4
Also, added some baking sanity checking (like if the range is larger than a single point).
Change 3668025 by Dan.Oconnor
Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed
#jira UE-50453
Change 3672063 by Ben.Zeigler
#jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case
Change 3672306 by Ben.Zeigler
#jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it
Change 3672683 by Marc.Audy
Code cleanup
Change 3672749 by Ben.Zeigler
Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build
Change 3672831 by Ben.Zeigler
#jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId.
Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project
Change 3673551 by Ben.Zeigler
#jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load
Change 3675074 by mason.seay
Test map for VisLog Testing
Change 3675084 by Mieszko.Zielinski
Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4
#jira UE-43430
Change 3676490 by Ben.Zeigler
#jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset
Change 3676579 by Lukasz.Furman
fixed crash in behavior tree's search rollback
Change 3676586 by Lukasz.Furman
added local scope mode to behavior tree's composite nodes
Change 3676587 by Ben.Zeigler
Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case
Add browse, use selected, and clear buttons, and make ID selector font the normal property font
Change 3676715 by Lukasz.Furman
changed order of behavior tree's aux node ticking
Change 3676867 by Ben.Zeigler
#jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup
Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early
Change 3677892 by Ben.Zeigler
Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites
Change 3678247 by Marc.Audy
Fix static analysis warning
Change 3678357 by Ben.Zeigler
#jira UE-50696 Add some container variables to diff test to track down crashes
Change 3678385 by Ben.Zeigler
#jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match
Change 3678600 by Ben.Zeigler
#jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference
Change 3679075 by Dan.Oconnor
Mirror 3679030 from Release-4.18
Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on
#jira UE-48692
Change 3679087 by Dan.Oconnor
Filter out unnecessary relink jobs from the compilation manager
#jira None
Change 3680221 by Ben.Zeigler
#jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary
Change 3680561 by Lukasz.Furman
fixed unsafe StopTree calls in behavior tree
#jira nope
Change 3680788 by Ben.Zeigler
Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind
Change 3683001 by mason.seay
Submitting various test maps and assets
Change 3686837 by Mieszko.Zielinski
Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion
#jira UE-50857
Change 3688451 by Marc.Audy
Fix up new material expression to work with String -> Name refactor
Change 3689097 by Mason.Seay
Test content for nativization and enum testing
Change 3689106 by Mieszko.Zielinski
Made NavMeshBoundsVolume react to undo in the editor #Orion
#jira UE-51013
Change 3689347 by Mieszko.Zielinski
Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4
Manual merge of CL#3689316 over from 4.18
#jira UE-51019
Change 3692524 by mason.seay
Moved some assets to folder for org, fixed up redirectors
Change 3692540 by mason.seay
Renaming test maps so they are clearly indicated for testing nativization
Change 3692577 by mason.seay
Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed
Change 3692724 by mason.seay
Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps
Change 3693184 by mason.seay
Assets for testing nativization with structs
Change 3693367 by mason.seay
Improvements to test content
Change 3695395 by Dan.Oconnor
Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced
#jira None
Change 3695484 by Marc.Audy
Fix sound cue connection drawing policy not getting returned.
#jira UE-51032
Change 3695494 by mason.seay
More test content for nativization testing
Change 3697829 by Mieszko.Zielinski
PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei)
Change 3700541 by mason.seay
Test map for containers with function bug
Change 3703459 by Marc.Audy
Remove poorly named InverseLerp
Fix degenerate behavior returning bad value
#jira UE-50295
Change 3703803 by Marc.Audy
Clean up autos
Minor improvement to ShouldGenerateCluster
Change 3704496 by Mason.Seay
More test content for testing nativization
Change 3706314 by Marc.Audy
PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar)
#jira UE-50874
Change 3707502 by Mason.Seay
Final changes to nativization test content (hopefully)
Change 3709478 by Marc.Audy
PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel)
Same as CL# 3689702 implemented in Fortnite
#jira UE-51453
Change 3709967 by Marc.Audy
PR #4139: fixed a typo in a comment (Contributed by derekvanvliet)
#jira UE-51372
Change 3709970 by Marc.Audy
PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman)
#jira UE-51495
Change 3709971 by Marc.Audy
PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas)
#jira UE-51492
Change 3710041 by Marc.Audy
Minor code cleanup
Change 3711223 by Phillip.Kavan
Move some Blueprint nativization log spam into the verbose category.
#jira UE-49770
Change 3713398 by Marc.Audy
PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM)
#jira UE-51517
Change 3713601 by Marc.Audy
Fix merge error
Change 3713994 by Marc.Audy
(4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event.
#jira UE-50738
Change 3714270 by Marc.Audy
Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors
#jira UE-51534
Change 3714406 by Marc.Audy
Fix dumb inverted boolean check
Change 3716594 by Dan.Oconnor
Integrate 3681301 from 4.18
Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior
#jira UE-50780, UE-51568
Change 3686450 by Marc.Audy
PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString.
CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither.
CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters.
Material Expressions now store input and output names as FName instead of FString
FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString
Most existing pin related functions using string have been deprecated.
Change 3713796 by Marc.Audy
Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not.
IsTickable no longer a pure virtual (defaults to true).
Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject.
Change 3638554 by Marc.Audy
Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected.
Change 3676502 by Ben.Zeigler
Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635
[CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
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/** unregister all aux nodes between given execution index range: FromIndex < AuxIndex < ToIndex */
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void UnregisterAuxNodesInRange(const FBTNodeIndex& FromIndex, const FBTNodeIndex& ToIndex);
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2014-12-15 15:29:48 -05:00
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/** unregister all aux nodes in branch of tree */
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3623720 by Phillip.Kavan
#jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build.
Change summary:
- Temporarily excluded all AnimBP assets from nativization as a workaround.
Change 3626305 by Phillip.Kavan
#jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default.
Change 3629145 by Marc.Audy
Don't hide developer nativization tool behind ini
Change 3630849 by Marc.Audy
Fix nativization uncompilable code when using a non-referenceable term in a switch statement.
#jira UE-44085
Change 3631037 by Marc.Audy
(4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it
#jira UE-49440
Change 3631206 by Marc.Audy
Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT(""))
Change 3631232 by Marc.Audy
Remove outdated diagnostic code throwing false positives
#jira UE-47986
Change 3631573 by Marc.Audy
Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's'
Change 3633168 by Lukasz.Furman
fixed behavior tree changing its state during latent abort,
modified order of operations during abort to: abort & wait -> change aux nodes -> execute
Change 3633609 by Marc.Audy
Don't get unneeded string
Change 3633691 by Marc.Audy
Fix copy-pasting of a collapsed graph containing a map input losing the value type
#jira UE-49517
Change 3633967 by Ben.Zeigler
Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build
bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript
Fixed a few other fields to be private that were accidentally made public in 4.17
Change 3633984 by Michael.Noland
Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links
Change 3634464 by Ben.Zeigler
Header cleanups for Pawn, Controller, Character, and PlayerController
Change 3636858 by Marc.Audy
In preview worlds don't display the light error sprite
#jira UE-49555
Change 3636903 by Marc.Audy
Fix numerous issues with copy/pasting editable pin bases
#jira UE-49532
Change 3638898 by Marc.Audy
Allow right-click creation of local variables in blueprint function libraries
#jira UE-49590
Change 3639086 by Marc.Audy
PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin)
#jira UE-49591
Change 3639445 by Marc.Audy
Fix mistaken override and virtual markup on niagara schema function.
Change 3641202 by Marc.Audy
(4.17.2) Fix crash undoing pin changes with split pins
#jira UE-49634
Change 3643825 by Marc.Audy
(4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted
#jira UE-49756
Change 3645110 by mason.seay
Fixed up QA-ClickHUD map so it's usable and makes more sense
Change 3646428 by Dan.Oconnor
Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data
#jira None
Change 3647298 by Marc.Audy
PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist)
#jira UE-49748
Change 3647815 by Marc.Audy
Minor performance improvements
Change 3648931 by Lina.Halper
#Compiler : fixed so that each type of BP can provide module info, and compiler info
- Moved out AnimBlueprint Compiler
- Refactored WidgetBlueprint
- DUPE - Merging using ControlRig_Dev-Framework
Change 3654310 by Marc.Audy
Shrink USkinnedMeshComponent 64 bytes
Shrink USkeletalMeshComponent 224 bytes (160 bytes internal)
Change 3654636 by Lina.Halper
Fix crashing on shutdown
#jira: UE-50004
Change 3654960 by Lina.Halper
- Fix with automation test of creation/duplication
- Fixed shut down crash with editor again due to uobject GCed
#jira: UE-50028
Change 3655023 by Ben.Zeigler
#jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag
Change 3655426 by Ben.Zeigler
#jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them
Change 3657627 by Ben.Zeigler
#jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction
Change 3662086 by Mieszko.Zielinski
Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4
This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList
#jira UE-50101
Change 3662294 by Ben.Zeigler
Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check
Change 3662825 by Mieszko.Zielinski
Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4
there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no
Change 3664424 by Marc.Audy
UE-50076 test assets #rb none #rnx
Change 3664441 by Mieszko.Zielinski
PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist)
Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated.
Change 3664506 by Phillip.Kavan
#jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets.
Change summary:
- UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization.
- UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths.
- UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished.
- UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option).
- UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed.
- UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead.
- UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead.
- UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file.
- UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file.
- UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first).
- UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness.
- UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed.
- UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc.
- UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file.
- UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string.
- UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>.
- UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin.
- UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed).
- UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed).
- UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it.
- UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished.
- UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed.
- UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context.
- UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail.
- UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT).
- UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders.
Notes:
- After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release).
- Advanced users and build engineers can override this value per task. Instructions to do that are as follows:
- For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line.
- When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly.
- We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT.
- We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above).
Change 3665061 by Phillip.Kavan
Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum.
Mirrored from //UE4/Release-4.18 (CL# 3664993).
#3969
#jira UE-49233
Change 3665108 by Marc.Audy
(4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted
+ additional code cleanup
#jira UE-50076
Change 3665114 by Marc.Audy
Minor change that could potentially improve performance in some cases
Change 3665410 by Mieszko.Zielinski
Fixed naming of Vislog's BP API #UE4
Change 3665634 by Ben.Zeigler
#jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk
Change 3666970 by Phillip.Kavan
Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8.
#jira UE-46814
Change 3667058 by Phillip.Kavan
Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage.
Mirrored from //UE4/Release-4.18 (CL# 3667043).
#jira UE-50403
Change 3667150 by Mieszko.Zielinski
PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM)
Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend.
#jira UE-50249
Change 3667152 by Mieszko.Zielinski
PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM)
#jira UE-50298
Change 3667166 by Mieszko.Zielinski
Fixed FRichCurve baking so that it doesn't loose its curvature #UE4
Also, added some baking sanity checking (like if the range is larger than a single point).
Change 3668025 by Dan.Oconnor
Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed
#jira UE-50453
Change 3672063 by Ben.Zeigler
#jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case
Change 3672306 by Ben.Zeigler
#jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it
Change 3672683 by Marc.Audy
Code cleanup
Change 3672749 by Ben.Zeigler
Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build
Change 3672831 by Ben.Zeigler
#jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId.
Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project
Change 3673551 by Ben.Zeigler
#jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load
Change 3675074 by mason.seay
Test map for VisLog Testing
Change 3675084 by Mieszko.Zielinski
Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4
#jira UE-43430
Change 3676490 by Ben.Zeigler
#jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset
Change 3676579 by Lukasz.Furman
fixed crash in behavior tree's search rollback
Change 3676586 by Lukasz.Furman
added local scope mode to behavior tree's composite nodes
Change 3676587 by Ben.Zeigler
Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case
Add browse, use selected, and clear buttons, and make ID selector font the normal property font
Change 3676715 by Lukasz.Furman
changed order of behavior tree's aux node ticking
Change 3676867 by Ben.Zeigler
#jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup
Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early
Change 3677892 by Ben.Zeigler
Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites
Change 3678247 by Marc.Audy
Fix static analysis warning
Change 3678357 by Ben.Zeigler
#jira UE-50696 Add some container variables to diff test to track down crashes
Change 3678385 by Ben.Zeigler
#jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match
Change 3678600 by Ben.Zeigler
#jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference
Change 3679075 by Dan.Oconnor
Mirror 3679030 from Release-4.18
Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on
#jira UE-48692
Change 3679087 by Dan.Oconnor
Filter out unnecessary relink jobs from the compilation manager
#jira None
Change 3680221 by Ben.Zeigler
#jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary
Change 3680561 by Lukasz.Furman
fixed unsafe StopTree calls in behavior tree
#jira nope
Change 3680788 by Ben.Zeigler
Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind
Change 3683001 by mason.seay
Submitting various test maps and assets
Change 3686837 by Mieszko.Zielinski
Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion
#jira UE-50857
Change 3688451 by Marc.Audy
Fix up new material expression to work with String -> Name refactor
Change 3689097 by Mason.Seay
Test content for nativization and enum testing
Change 3689106 by Mieszko.Zielinski
Made NavMeshBoundsVolume react to undo in the editor #Orion
#jira UE-51013
Change 3689347 by Mieszko.Zielinski
Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4
Manual merge of CL#3689316 over from 4.18
#jira UE-51019
Change 3692524 by mason.seay
Moved some assets to folder for org, fixed up redirectors
Change 3692540 by mason.seay
Renaming test maps so they are clearly indicated for testing nativization
Change 3692577 by mason.seay
Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed
Change 3692724 by mason.seay
Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps
Change 3693184 by mason.seay
Assets for testing nativization with structs
Change 3693367 by mason.seay
Improvements to test content
Change 3695395 by Dan.Oconnor
Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced
#jira None
Change 3695484 by Marc.Audy
Fix sound cue connection drawing policy not getting returned.
#jira UE-51032
Change 3695494 by mason.seay
More test content for nativization testing
Change 3697829 by Mieszko.Zielinski
PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei)
Change 3700541 by mason.seay
Test map for containers with function bug
Change 3703459 by Marc.Audy
Remove poorly named InverseLerp
Fix degenerate behavior returning bad value
#jira UE-50295
Change 3703803 by Marc.Audy
Clean up autos
Minor improvement to ShouldGenerateCluster
Change 3704496 by Mason.Seay
More test content for testing nativization
Change 3706314 by Marc.Audy
PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar)
#jira UE-50874
Change 3707502 by Mason.Seay
Final changes to nativization test content (hopefully)
Change 3709478 by Marc.Audy
PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel)
Same as CL# 3689702 implemented in Fortnite
#jira UE-51453
Change 3709967 by Marc.Audy
PR #4139: fixed a typo in a comment (Contributed by derekvanvliet)
#jira UE-51372
Change 3709970 by Marc.Audy
PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman)
#jira UE-51495
Change 3709971 by Marc.Audy
PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas)
#jira UE-51492
Change 3710041 by Marc.Audy
Minor code cleanup
Change 3711223 by Phillip.Kavan
Move some Blueprint nativization log spam into the verbose category.
#jira UE-49770
Change 3713398 by Marc.Audy
PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM)
#jira UE-51517
Change 3713601 by Marc.Audy
Fix merge error
Change 3713994 by Marc.Audy
(4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event.
#jira UE-50738
Change 3714270 by Marc.Audy
Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors
#jira UE-51534
Change 3714406 by Marc.Audy
Fix dumb inverted boolean check
Change 3716594 by Dan.Oconnor
Integrate 3681301 from 4.18
Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior
#jira UE-50780, UE-51568
Change 3686450 by Marc.Audy
PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString.
CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither.
CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters.
Material Expressions now store input and output names as FName instead of FString
FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString
Most existing pin related functions using string have been deprecated.
Change 3713796 by Marc.Audy
Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not.
IsTickable no longer a pure virtual (defaults to true).
Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject.
Change 3638554 by Marc.Audy
Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected.
Change 3676502 by Ben.Zeigler
Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635
[CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
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void UnregisterAuxNodesInBranch(const UBTCompositeNode* Node, bool bApplyImmediately = true);
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/** BEGIN UActorComponent overrides */
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virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
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/** END UActorComponent overrides */
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/** Schedule when will be the next tick, 0.0f means next frame, FLT_MAX means never */
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void ScheduleNextTick(float NextDeltaTime);
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/** process execution flow */
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void ProcessExecutionRequest();
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/** schedule execution flow update in next tick */
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void ScheduleExecutionUpdate();
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/** tries to find behavior tree instance in context */
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int32 FindInstanceContainingNode(const UBTNode* Node) const;
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/** tries to find template node for given instanced node */
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UBTNode* FindTemplateNode(const UBTNode* Node) const;
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/** @return current tree */
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UBehaviorTree* GetCurrentTree() const;
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/** @return tree from top of instance stack */
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UBehaviorTree* GetRootTree() const;
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uint16 GetActiveInstanceIdx() const;
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uint8* GetNodeMemory(UBTNode* Node, int32 InstanceIdx) const;
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/** @return true if ExecutionRequest is switching to higher priority node */
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bool IsRestartPending() const;
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3028454)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028439 on 2016/06/27 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3028090
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3028437 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3027952 on 2016/06/26 by Jurre.deBaare
- Integrating code fixes/changes from Simplygon for Normals issue on Simplygon Swarm + landscape culling
- Readded landscape/volume culling for in-engine static mesh merging path
- Fixed issue with r.HLOD force -1 (now stops forcing hlods)
- Marked hlodcullingvolume as experimental
- Added Landscape culling flag + precision level
#codereview Michael.Noland
#rb Michael.Noland
#tests build clusters locally/cloud + landscape culling tests
Change 3027702 on 2016/06/25 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 3027698
#RB:none
#Tests:none
Change 3027312 on 2016/06/24 by Daniel.Lamb
Changed the way reentry data is stored in the cooker, reduce work load by main thread, also fix issue with reentry data being used from incorrect packages.
#rb Peter.Sauerbrei
#test QA game launch on and cook by the book + cook on the fly paragon
Change 3027165 on 2016/06/24 by Daniel.Lamb
Fix compiler warnings from cvars changes.
#rb none
#test cook paragon
Change 3026900 on 2016/06/24 by Daniel.Lamb
Change the way low quality lightmap shaders are enabled / disabled as the engine can't be used in the should cache function.
#rb Marcus.Wasmer
#test Cook on the fly paragon
#codereview Rolando.Caloca
Change 3026874 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
fix distortion in particle macro UVs with camera movement
#rb frank.fella
#tests PC Editor/Game
Change 3026494 on 2016/06/24 by jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3026460
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3026476 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3026381 on 2016/06/24 by Graeme.Thornton
Strip particle modules, emitters and lodlevels from cooked server data. Saves ~10mb of runtime memory on Paragon
#rb simon.tovey
#codereview dmitry.rekman
#tests pc cooked client/server, golden path
Change 3025760 on 2016/06/23 by jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3025687
#RB:none
#tests:none
#ROBOMERGE-SOURCE: CL 3025709 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword_Skeleton.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3025661 on 2016/06/23 by Mieszko.Zielinski
Added a feature to PathfollowingComponent allowing it to identify when it starts following a navigation link #UE4
#rb Lukasz.Furman
#test golden path
Change 3025359 on 2016/06/23 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
#online,externalui,ps4
- expose access to reset cookies before invoking embedded web browser
- fixed not capturing resulting Url when PS4 browser is closed
#rb none
#tests ps4
#ROBOMERGE-SOURCE: CL 3025356 in //Orion/Release-28/... via CL 3025358
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3025184 on 2016/06/23 by Lina.Halper
Fix crash with morphtargets
#jira: OR-24257
#rb: Rolando.Caloca
#tests: switching mesh with different morphtargets in editor
Change 3024714 on 2016/06/23 by Lukasz.Furman
added vlog extension to visual debugger tool, added object whitelist to vlog to include selected minion data in games started with -LogBotGame param
#rb Mieszko.Zielinski
#tests server game with and without LogBotGame cmdline
Change 3024709 on 2016/06/23 by Daniel.Lamb
Added support for async save when saving seperate bulk data file.
Added mb saved to cooking package stats.
#rb Andrew.Grant,Wes.Hunt
#test Cook Paragon
Change 3024674 on 2016/06/23 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
Merging //Orion/Release-28 to Main (//Orion/Main)
#online,identity,ps4
- add psplus flag to online account after privilege check
#rb none
#tests ps4 login flow
#ROBOMERGE-SOURCE: CL 3024672 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3024510 on 2016/06/23 by Graeme.Thornton
Added more info to the dumpparticlesystems exec command output
#rb simon.tovey
#tests cooked pc client, golden path
Change 3024504 on 2016/06/23 by Graeme.Thornton
Asset registry memory optimisation - make sure all dependency node link arrays are sized exactly as they need to be (saves ~1mb)
#rb robert.manuszewski
#tests windows cooked client, golden path
Change 3024213 on 2016/06/22 by Ryan.Gerleve
Handle a rare case in replays where the spectator controller is null but we still find a valid NetGUID for it.
Added an ensure before a check that would fail in this case so we'll know if it happens again.
#tests replays
#rb john.pollard
Change 3024127 on 2016/06/22 by John.Pollard
Bulk merge using Dev-Networking_->_Dev-General_(Orion)
3002989
Add ability to skip missing/changed properties in FFastArraySerializer
3003072
Fix crash related to new replay backwards compatibility changes
3008097
Renaming CompatibleReplayout to NetFieldExportGroup preparing to unify ability to use FNetFieldExportGroup for both RepLayout and FClassNetCache
3009684
Added ability to use FNetFieldExportGroups for FClassNetCache as well as FRepLayout
* Adds ability to track missing/changed custom delta properties names
* Adds ability to track missing/changed RPC's
3013455
Add ability to skip over RPC parameters that have changes/missing in replays for backwards compatibility
* We now mark FClassNetCache properties as bIncompatible so we don't spam forever when they are out of date
* No longer factor in parameters when building checksum for RPC's
* Save FNetFieldExport handle for FClassNetCache fields
* Use WriteIntWrapped when saving FClassNetCache fields FNetFieldExport handles (and use NetFieldExportGroup->NetFieldExports.Num() to determine max value)
* Lots of cleanup and sanity checking improvements
3018078
Optimize replay checkpoints
* Share work that was already done during normal replication, and re-use this data to remove the need to compare any checkpoint properties
* When saving a checkpoint, we no longer create a new connection and new channels, instead we re-use the existing channels, and added the ability to make this a transient operation
* To make custom delta serialize properties work, we compare against the CDO state instead of current state when saving out a checkpoint
3021196
Fix issue with Fast tarray exporting package map info during checkpoints
* Add ability to save and restore package map ack status
* Save package map ack status before saving checkpoint, and then restore it back afterwards, this will then allow the stream that writes afterward to re-export anything that was new in the checkpoint
* No longer queue up reliable bunches on ack list for internal ack connections
3024033
Prune the cached change list before using when saving out checkpoints
* Fixes issues when saving checkpoint, and the live properties change array size, which throws everything off when it comes time to use the LifetimeChangelist
3024034
Don't close channels when saving checkpoints, fixes issue where it creates a bunch with bOpen/bClose (because we're forcing all SendBunches to re-open channels), which throws off the stream
#rb RyanG
#tests Replays
Change 3024021 on 2016/06/22 by Dmitry.Rekman
Fix PS4 build.
#rb Michael.Noland
#tests none
#codereview Michael.Noland, Dan.Youhon, Sammy.James
Change 3023734 on 2016/06/22 by Lukasz.Furman
added replication for input events and tool state for both gameplay debugger categories and extensions
#ue4
#rb Mieszko.Zielinski
#tests PIE, server game
Change 3023708 on 2016/06/22 by Dmitry.Rekman
Add a separate macro for a poison malloc proxy usage.
#rb Michael.Noland
#codereview Michael.Noland, Gil.Gribb
#tests Compiled OrionServer-Linux-Debug, ran it
Change 3023670 on 2016/06/22 by Nick.Darnell
Home screen - Fixing safezones on the homescreen. Adding a scale option to the XP_Fill widget. Adding better animations to the tiles. Showing subtitles again. Hero XP summary widget now takes you to that hero.
#rb none
#tests PIE
Change 3023632 on 2016/06/22 by Dmitry.Rekman
Fix incorrect matching condition in comments.
#rb none
#tests Compiled OrionServer-Linux-Debug
#codereview Michael.Noland
Change 3023475 on 2016/06/22 by Rolando.Caloca
O - Back out changelist 3022847 as it broke SSS on PC
#rb none
#tests re-run editor on PC
Change 3023178 on 2016/06/22 by Michael.Noland
Engine: Added system memory and % of time spent hitching to analytics
#rb bob.tellez
#tests Tested a match in Paragon
Change 3022963 on 2016/06/22 by Mieszko.Zielinski
Fixed a subtle navigation repathing bug #UE4
While repathing to a location, rather than an actor, the navigation query used path's end while it should be using the original query's EndLocation.
#rb Lukasz.Furman
#test golden path
Change 3022865 on 2016/06/22 by David.Ratti
gameplay cue editor: remove "GameplayCue_" prefix from default GameplayCueNotify filename in default ability system projects
#rb none
#tests ability system sample project
Change 3022847 on 2016/06/22 by Rolando.Caloca
O - Remove checkerboard SSS rendering and recombine post process pass when SSS not enabled
#rb Marcus.Wassmer
#codereview Marcus.Wassmer, Brian.Karis
#tests Load Agora_P, check perf, toggle r.SSS.Quality 1/0, check characters with skin
Change 3022804 on 2016/06/22 by Mieszko.Zielinski
Fixed AIController clearing out CachedGameplayTasksComponent on UnPosses, even if Pawn was not the CachedGameplayTasksComponent's owner #UE4
Also, made running BT not clearing info in BB if AI's current BB is compatible with the one required by BT
#rb Lukasz.Furman
#test golden path
Change 3022674 on 2016/06/22 by Robert.Manuszewski
Reimplementing CL #2993969 (Dev-Blueprints) by Maciej.Mroz:
UE-30729 Crash in Native Orion when selecting Sword or Tomahawk
Clear AsyncLoading in subobjects.
#jira OR-23997
#rb me
#tests Golden path in editor build, selecting Venus
Change 3022405 on 2016/06/21 by Ryan.Gerleve
Fix for OR-23948, crash with death cam enabled. Use a weak pointer to store the viewer on the DemoNetDriver and update it when the game player controller is received.
#rb john.pollard
#tests bug repro
Change 3022387 on 2016/06/21 by Ryan.Gerleve
Added the ability to disable ticking of individual worlds.
#tests golden path
#rb john.pollard
#codereview marc.audy
Change 3022312 on 2016/06/21 by Nick.Darnell
Home Screen - Adding a max aspect ratio lock to SBox, may need some more fine tuning math may still be a bit pants in some cases. The XP ovewview panels now have a basic support for account and hero progression. Hero one shows the last hero you played, widget is invisibile until you play your first game. The tiles now use the Max Aspect Ratio to prevent stretching forever on 21:9 monitors causing them to just look crazy. Weekly quests now show the weekly quests screen when clicked. OrionUserWidgetBase no longer prevents blueprints from running code in reponse to mouse down/up actions if the userwidget consumes input - it always calls the blueprint code first, and always returns handled if it consumes input.
#rb none
#tests PIE
Change 3022207 on 2016/06/21 by Wes.Hunt
Fix Analytics provider to retain passed in AppVersion string instead of using default %VERSION%.
#rb none
#tests run windows server with one bot connecting and checking analytics version is what is expected.
Change 3021808 on 2016/06/21 by Jason.Bestimt
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - call GetTotalMicroseconds instead of GetTotalMilliseconds * 1000
#rb none
#tests compile run ps4
#ROBOMERGE-SOURCE: CL 3021805 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3021663 on 2016/06/21 by Jason.Bestimt
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - CancelFindSessions() didn't null out search result
- future FindSession() calls would fail with "search in progress"
#rb joe.wilcox
#tests UT matchmaking
#ROBOMERGE-SOURCE: CL 3021655 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3021508 on 2016/06/21 by Marcus.Wassmer
Remove anti-ghosting AA for now.
Causes dithered transparency to be very wrong (Dekker shoulders)
And also a border around all characters of 'noisy fuzz' even when they are not moving
#rb none
#test PC/PS4
#codereview Brian.Karis,Jordan.Walker
Change 3021475 on 2016/06/21 by Marcus.Wassmer
Duplicate fix for subsurface spec in prep for PS4 optimization. (DevRendering 3018664)
unified some code for easier maintainance, fixed missing multiply from former change
#rb none
#test PS4/PC agora
Change 3021468 on 2016/06/21 by Michael.Noland
Physics: Added more information when convex cooking partially succeeds (fails initially but succeeds with inflation) indicating the full path of the mesh that failed
#rb ori.cohen
#tests Compiled changes, will provide more information when issue reoccurs in build machine cooks
#jira OR-24082
Change 3021460 on 2016/06/21 by Michael.Noland
Engine: Added time spent in each hitch bucket to FPS chart .log output and analytics output
#rb bob.tellez
#tests Tested a match in Paragon
#codereview dmitry.rekman
Change 3021368 on 2016/06/21 by Marcus.Wassmer
Create Tonemapper configuration with no ColorFringe to save .15ms on PS4 when colorfringe is not used.
#rb rolando.caloca
#test agora with/wo new config
#codereview brian.karis
Change 3021119 on 2016/06/21 by David.Ratti
Make -notimeouts work during initial connecting phase
#codereview John.Pollard
#rb none
#tests pie agora
Change 3021048 on 2016/06/21 by David.Ratti
minor tweaks to gameplay cues:
-Descriptions of engine GC notify classes
-Added 'auto attach to owner' flag on actor notify class.
#rb none
#test ability system sample project
Change 3020694 on 2016/06/20 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3020301
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3020674 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#CodeReview: cody.haskell
Change 3020624 on 2016/06/20 by Michael.Noland
Engine: Pushing more fps chart analytics up to engine level code from Paragon
Engine: Pushing benchmark config vars up to engine level code from Paragon, and added records of individual sub-steps of benchmarks
#rb Bob.Tellez
#tests Golden path Solo VS AI in Paragon and forced a match
#codereview bob.tellez, peter.knepley
Change 3020181 on 2016/06/20 by Dmitry.Rekman
Re-do allowing allocations in NullRHI (OR-24029).
- Originally CL 2990582 by MarcusW, stomped during merge by CL 3006926.
#rb none
#codereview Marcus.Wassmer, Andrew.Grant
#tests none
Change 3020139 on 2016/06/20 by Ryan.Gerleve
Added ability to pause replay recording while keeping the current replay open.
#rb john.pollard
#tests paused deathcam recording while disabled
Change 3019817 on 2016/06/20 by Dmitry.Rekman
Poison allocated/freed memory in Debug and Development (non-editor) configs.
- With this Paragon client may be more likely to crash on start.
#rb Steve.Robb
#codereview Robert.Manuszewski, Michael.Noland, Andrew.Grant, Gil.Gribb, Steve.Robb
#tests Built Linux server and Windows client, ran them, also built Windows Orion editor.
Change 3019599 on 2016/06/20 by Rolando.Caloca
O - Fix flickering on heroes with morph targets
#rb Marcus.Wassmer
#tests Load Agora_P
#jira OR-23866
Change 3019581 on 2016/06/20 by Wes.Hunt
Fix crash reporter client analytics for internal builds. (Pushing critical fix immediately from //UE4/Orion-Staging)
#rb Chris.Wood
#tests none
Change 3019524 on 2016/06/20 by David.Ratti
call APawn::OnRep_Controller when ClientRetryClientRestart sets the pawn directly
#rb none
#tests golden path
Change 3019406 on 2016/06/20 by Marcus.Wassmer
Duplicate 3014956 from Dev-Rendering
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
#rb none
#test none
#codereview Jordan.Walker
Change 3019371 on 2016/06/20 by Graeme.Thornton
Optimize cooked asset registry dependency node data structures. Saves ~10mb on Paragon.
#rb robert.manuszewski
#tests tested with cooked pc client + server
Change 3018492 on 2016/06/17 by Laurent.Delayen
FBoneReferenceCustomization: support editing properties in AnimBP defaults.
#rb none
#tests: Sword.
Change 3017974 on 2016/06/17 by Ryan.Gerleve
Add an option to toggle deathcam in the gameplay settings UI if the OrionRuntimeOption for deathcam is enabled.
#rb cody.haskell
#tests settings menu, enabled and disabled deathcam
Change 3017913 on 2016/06/17 by Robert.Manuszewski
Fixing leaked log archive.
#rb Steve.Robb
#tests Cooked Win64 client + server
Change 3017873 on 2016/06/17 by Daniel.Lamb
Fix warning in diff cooked build.
#test none
#rb none
Change 3017676 on 2016/06/17 by Sam.Zamani
#online,identity,mcp
fix for uninitialized variable
#rb dmitry.rekman
#tests none
Change 3017671 on 2016/06/17 by Robert.Manuszewski
Fxied and improved log message when cluster assumptions are violated.
#rb Steve.Robb
#tests Win64 client + server (cooked) golden path
Change 3017358 on 2016/06/16 by Nick.Atamas
Checking in Darnell's change that adds correct geometry to widgets inside retainer widgets.
#rb none
#test PIE
Change 3017242 on 2016/06/16 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3017179
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3017233 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/UI/Tooltips/Hero/AbilityTooltip.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3017237 on 2016/06/16 by Dmitry.Rekman
Fix accessing uninitialized field (kills valgrind warnings).
#rb none
#codereview Michael.Noland, Andrew.Grant, Ori.Cohen
#tests Compiled and ran Linux server.
Change 3017236 on 2016/06/16 by Dmitry.Rekman
Initialize missed field (kills valgrind warnings).
#rb none
#codereview Michael.Noland, Andrew.Grant
#tests Compiled and ran Linux server.
Change 3017186 on 2016/06/16 by Dmitry.Rekman
Linux: Add hooks for libcrypto memory functions.
- Libcurl uses OpenSSL, which allocates memory using libcrypto's CRYPTO_malloc() and apparently on purpose does not initialize it.
- This change a) redirects these allocations to use UE's malloc b) initializes it with zeros, avoiding valgrind's warnings.
- This behavior is not used on Shipping configurations because the impact on entropy is not understood (TBD later).
#rb Michael.Noland, Rob.Cannaday (original version)
#codereview Michael.Noland, Rob.Cannaday, Alex.Fennel, Chris.Babcock, Sam.Zamani
#tests Compiled Linux server and ran it.
Change 3017037 on 2016/06/16 by Jason.Bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Merging content fix for driver crash from Release-27
#ROBOMERGE-SOURCE: CL 3017036 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3016838 on 2016/06/16 by Alexis.Matte
#jira UE-31901 fix to export all blueprint component to obj
#rb uriel.doyon
#codereview matt.kuhlenschmidt
#test export a blueprint containing multiple staticmesh component to obj
Change 3016629 on 2016/06/16 by Dmitry.Rekman
Make Binned default on Linux non-editor builds.
#codereview Andrew.Grant
#rb none
#tests none
Change 3016615 on 2016/06/16 by Jason.Bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Temporarily disabling jemalloc for Linux
#rb #tests none
[CodeReviewed] Dmitry.Rekman
#ROBOMERGE-SOURCE: CL 3016612 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3016566 on 2016/06/16 by Michael.Noland
Engine: Fixed a regression that broke safe zone debugging features in Windows by reintroducing code from CL# 2861030 that was accidentally deleted in a merge
#codereview andrew.grant
#rb dan.hertzka
#tests Tested r.DebugSafeZone.Mode 1 with r.DebugSafeZone.TitleRatio 0.9 in PIE and confirmed that SSafeZone obeyed it and the red overlay appeared
Change 3016521 on 2016/06/16 by Ryan.Gerleve
Client recoreded replay fixes and optimizations from Dev-Networking (and one from //UE4/Main), for deathcam.
Includes the following CLs from Dev-Networking:
2997908
2998001
2998832
2999054
2999057
2999749
3000051
3001361
3001365
3004958
3009972
3009973
And this CL from //UE4/Main:
3015528
#tests golden path, replays
#rb john.pollard
Change 3016503 on 2016/06/16 by Brian.Karis
Fixed uninitialized variables on particle lights. Fixes hair shading.
#rb none
#tests editor
Change 3016429 on 2016/06/16 by Max.Chen
Sequencer: Fix StartTime when clamping start offset 0. Follow up to CL #3009386.
#jira UE-29167
#tests Load up AnnounceMaster and adjust leading edge of animation clips
#rb Frank.Fella
Change 3016356 on 2016/06/16 by Lina.Halper
- Fix crash on rampage morphtarget
Merging using //UE4/Dev-Framework_to_//Orion/Dev-General
- this is dupe change from Dev-Framework
#jira: https://jira.ol.epicgames.net/browse/OR-23194
#rb: Ori.Cohen
#tests: editor/pie spawn as rampage's alt skin
Change 3015696 on 2016/06/15 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3015646
This re-unifies our build pipeline. Fingers crossed. (only 6 files are actually different)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3015672 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3015642 on 2016/06/15 by Mieszko.Zielinski
Fixes to multiple reasons AI bots were getting stuck #Orion
#rb Lukasz.Furman
#test golden path
Change 3015622 on 2016/06/15 by Mieszko.Zielinski
fixed FMetaNavMeshPath doing navmesh path update without checking nav agent if pathfinding should be postponed #UE4
#rb Lukasz.Furman
#test golden path
Change 3015514 on 2016/06/15 by Uriel.Doyon
Fixed GlobalMipBias not affecting max texture resolution.
This fix is implemented differently in Dev-Rendering in CL 301498.
#jira OR-23511
#rb marcus.wassmer
#test played game with different quality settings
Change 3015258 on 2016/06/15 by Lina.Halper
Fix crash with recursive reference between two assets
#rb: Ori.Cohen
#tests: Sword
Change 3014988 on 2016/06/15 by Wes.Hunt
Fix Cook Analytics to correctly use the Legacy provider since it sends to a local data collector.
#rb daniel.lamb
#tests compile Orion
Change 3014962 on 2016/06/15 by Olaf.Piesche
Replicating CL 3013696 from Dev-Rendering; making quality level spawn rate scale work for GPU emitters.
#rb simon.tovey
#tests PC editor game
Change 3014958 on 2016/06/15 by Laurent.Delayen
Added SkeletalMeshComponent::bIncludeComponentLocationIntoBounds to help in cases where SMU_OnlyTickPoseWhenRendered is set, and an animation pushed the mesh beyond the capsule.
This ensures that when the capsule is in view, the mesh will remain updated.
#rb Michael.Noland
#test Sword ultimate from another player's view.
Change 3014833 on 2016/06/15 by Laurent.Delayen
Fix for Base Heroes having their locomotion blendspace broken.
#rb Thomas.Sarkanen
#codereview Thomas.Sarkanen
#tests Gadget networked PIE
Change 3014688 on 2016/06/15 by Nick.Darnell
UMG - Fixing IsHovered on UUserWidgets. SObjectWidget did not properly call the super for MouseEnter/MouseLeave allowing SWidget's implementation to set and unset the bool.
#rb none
#tests PIE
Change 3014325 on 2016/06/15 by Marcus.Wassmer
Duplicate 3012706:
Scalability CVAR for ContactShadows
#rb john.billon
#test flip cvar in editor.
Change 3014230 on 2016/06/15 by Robert.Manuszewski
Fix potentially missing log output when serializing text of length equal to the async log writer buffer size.
#rb Steve.Robb
#tests Tested in editor build (client + server)
Change 3013913 on 2016/06/14 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Updating from DMM (updated from 27.1MM)
#RB:none
#Tests:compiled
#ROBOMERGE-SOURCE: CL 3013912 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3013437 on 2016/06/14 by Simon.Tovey
Speculative fix for OR-23158
Couldnt' repro NANs but did see it reading garbage.
Reinstated the check that direct accesses for particles in a zero size emitter will return null.
Altered selection code to reselect when partilce is dead or returns null and to not allow new selection on zero size emitters.
#tests GoldenPath, No broken fx and no more reading garbage.
#rb Olaf.Piesche
Change 3013063 on 2016/06/14 by Jason.Bestimt
#ORION_DG - Unclog robomerge from DMM Merge
#RB:none
#tests:none
Change 3012936 on 2016/06/14 by Rob.Cannaday
Fix for multiple account login not kicking previous logins
Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith
#jira FORT-25452
#rb sam.zamani
#tests multiple account login, frontend only
Merge from FN CL 3011647, plus fixing one other location expecting "application/json"
Change 3012696 on 2016/06/14 by Max.Chen
Sequencer: Select actors for corresponding selected keys or sections.
Copy from Dev-Sequencer
#jira UE-30727
#tests Load up AnnounceMaster and select keyframes
#rb none
Change 3012691 on 2016/06/14 by Max.Chen
Sequencer: Fix dragging the leading edge of a skeletal animation section so that it adjusts the start offset of the animation clip.
Copy from Dev-Sequencer
#jira UE-29167
#tests Load up AnnounceMaster and adjust leading edge of animation clips
#rb Frank.Fella
Change 3012690 on 2016/06/14 by Andrew.Grant
Removed Linux work-around for memory stomp alignment
#rb none
#tests compiled
Change 3012687 on 2016/06/14 by Max.Chen
Sequencer: Fix lower bound when doing post render tick so that the start of a shot doesn't render with the previous shot's time.
Copy from Dev-Sequencer
#rb none
#tests Load up AnnounceMaster and played through sequence
Change 3012627 on 2016/06/14 by Mieszko.Zielinski
Added logging of current MoveID to PathfollowingComponent's vlog snapshot #UE4
#rb none
#test golden path
Change 3012615 on 2016/06/14 by Mieszko.Zielinski
Improved fix to BTDecorator_Blackboard's latent tasks aborting #UE4
#rb Lukasz.Furman
#test golden path
Change 3012572 on 2016/06/14 by Dmitry.Rekman
Fix realloc with non-default alignment in jemalloc (OR-23541).
- Removed obsolete check(), the code was already there since CL 1834526.
#rb none
#codereview Andrew.Grant, Robert.Manuszewski
#tests none
Change 3012481 on 2016/06/14 by David.Ratti
ability system #include fixups and move orion attribute capture marcros into base engine ability system execution class
#rb none
#tests ability system sample project
Change 3012457 on 2016/06/14 by Andrew.Grant
Un-fix misaligned memory-stomp fix for Linux
#rb none
#tests compiled
Change 3012320 on 2016/06/14 by Graeme.Thornton
Fixes for MemoryAnalyser2 solution
- Upgraded to VS 2015
- Clean up solution configurations. Only leave "Any CPU"
- Switch project to build with "Any CPU" rather than "x64".
Reimplementation of CL 3012221 from Dev-Core
#rb robert.manuszewski
#tests opened the main window form correctly in visual studio
Change 3012316 on 2016/06/14 by Thomas.Sarkanen
Fix copying non-POD structs in the fast path
Prevents double-deletions of TArrays etc.
#jira UE-31394 - Fix problems with non-POD UStructs using the anim BP fast-path
#tests Played PIE & died as Sword in OrionEntry, Exited PIE.
#rb Martin.Wilson
Change 3012187 on 2016/06/14 by Graeme.Thornton
Corrected error message when not specifying linux server device command line correctly in UAT
#rb Dmitry.Rekman
#tests Checked error message was useful when wrong command line was specified
Change 3012026 on 2016/06/13 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3011936
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3011996 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/oriongame/Content/Characters/Heroes/Hammer/Abilities/Subjugate/FX/P_SubjugateSwirls.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3011969 on 2016/06/13 by Brian.Karis
Tweaks for hair
Change 3011638 on 2016/06/13 by Andrew.Grant
Fixed issue where RepLayout could use unaligned memoryfor property construction if allocator did not use a suitable default (fixes crash when running with MemStomp).
Also added sanity check in UScriptStruct::InitializeStruct that memory is correctly aligned before calling constructor
#codereview Dave.Ratti, John.Pollard
#rb none
#tests Ran with/without memstomp
Change 3011575 on 2016/06/13 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3011414
NOTE - Card data was altered. Shame shame shame. Not authoritative in DUI
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, sammy.james, matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 3011552 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3011462 on 2016/06/13 by Alexis.Matte
#jira UE-31901 The outputdevice is adding 2 uninitialize character at the end of any log, this is cause by the terminator logic. The fix is to not add those characters when no terminator should be add.
#rb nick.darnell
#codereview Robert.Manuszewski
#test export a obj file and verify all object are exported in maya or max
Change 3011424 on 2016/06/13 by Martin.Wilson
Hack out fastpath anim bp code until heap corruption issue can be fixed.
#rb Laurent.Delayen
#tests Persona + PIE
Change 3011191 on 2016/06/13 by Mieszko.Zielinski
Added missing initialization of PathFollowingComponent::CurrentMoveInput #UE4
#rb none
#test golden path
Change 3011138 on 2016/06/13 by Mieszko.Zielinski
Switched bots over from travel mode to sprinting #Orion
#rb Lukasz.Furman
#test golden path
Change 3011075 on 2016/06/13 by David.Ratti
Default GameplayAbility instancing policy to InstancePerExecution
#rb BenZ
#tests compile
Change 3011051 on 2016/06/13 by David.Ratti
Add missing include so GameplayAbilitySet.h can be included on its own.
#rb none
#tests compile
Change 3010968 on 2016/06/13 by Mieszko.Zielinski
Fixed console variables crashing on "" string #UE4
#rb Lukasz.Furman
#codereview Martin.Mittring
#test PIE
Change 3010888 on 2016/06/13 by Alexis.Matte
#jira OR-23301 Close the OS handle when closing the FAsyncWriter.
#rb Robert.Manuszewski
#codereview Robert.Manuszewski
#test try to export a obj file
Change 3010239 on 2016/06/11 by Michael.Noland
UMG - Adding back the logic to use the normal WidgetTree when the DesignerWidgetTree is not defined. [duplicated fix from CL# 2998267]
#jira UE-31570
#tests Compiled some blueprints
#rb none
Change 3009870 on 2016/06/10 by Wes.Hunt
Remove logging of analytics payloads from dedicated servers #jira UE-31858
#codereview:dmitry.rekman
#rb none
#tests All testing was done in Dev-Framework. This change was redone in this branch to get it here faster.
Change 3009599 on 2016/06/10 by Michael.Noland
Rendering: Corrected a misleading help comment on r.StaticMeshLODDistanceScale, explaining how it affects LOD calculations (it multiplies the effective distance, so larger numbers make transitions happen sooner)
#tests Verified in the output of the help command
#rb none
#rn
Change 3009559 on 2016/06/10 by Marcus.Wassmer
Fix 11/11/10 SceneColorFormat option, enable AntiGhosting on TemporalAA, ensure TemporalAA output is the correct format for accumulating results. Set SceneColorFormat to 2 on PS4 and lowspec PC. All in all saves .3-.5ms on PS4 and improves temporalAA ghosting.
#rb Brian.Karis
#test Agora PS4 / PC
Change 3009525 on 2016/06/10 by David.Ratti
Fix case where ObjectLIbrary would not be able to find classes when searching "/Game" path.
#rb none
#tests object libraries in paragon
Change 3009228 on 2016/06/10 by David.Ratti
remove world check. Can be triggered in editor with PIE
#rb none
#tests pie
Change 3009050 on 2016/06/10 by Dmitry.Rekman
Fix LinuxClient platform not being built on Windows, and not instantiating a target platform instance.
- Fixes by BenM.
#rb none
#codereview Ben.Marsh
#tests Compiled OrionEditor on Linux.
Change 3008973 on 2016/06/10 by Marcus.Wassmer
Fix Windualshock on VS2015
#rb Rolando.Caloca
#test PS4 controller on VS2015 build
Change 3008970 on 2016/06/10 by David.Ratti
Fix warning about minimal replication tag count
-Made bit count a config setting. Bumped to 5
-Minor optimization to UAbilitySystemGlobals::Get()
#rb none
#tests goldne path, pie
Change 3008478 on 2016/06/09 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 3008469
#RB:none
#Tests:none
Change 3008416 on 2016/06/09 by Andrew.Grant
Adding 'config' as an option to set both clientconfig / serverconfig when using BuildCookRun
#review-3008417 Ben.Marsh, Justin.Sargent
#rb none
#tests BuildCookRun with config
Change 3008286 on 2016/06/09 by Dmitry.Rekman
Add LinuxClient target platform.
#rb none
#tests Compile OrionEditor on Linux.
#codereview Brad.Angelcyk, Ben.Marsh
Change 3007978 on 2016/06/09 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3007507
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith
#ROBOMERGE-SOURCE: CL 3007968 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3007771 on 2016/06/09 by Laurent.Delayen
Fixed GetIntFromComp breaking with INDEX_NONE. Fixes crash in OrientationWarping node.
#rb martin.wilson
#codereview martin.wilson
#tests Sword Leap.
Change 3007436 on 2016/06/09 by David.Ratti
change designer facing parameter name
#rb none
#test compile
Change 3007408 on 2016/06/09 by David.Ratti
WaitGameplayEffectBlockedImmunity - ability task for listening to immunity events
#rb danY
#tests pie
Change 3007250 on 2016/06/09 by bruce.nesbit
Banner impact location fix. (OR-23179)
#rb none
#tests Game+PIE
Change 3007228 on 2016/06/09 by Ben.Marsh
BuildGraph: Rename -SkipNodesWithoutTickets parameter to -SkipTargetsWithoutTickets, to reflect that it's filtering the list of targets rather than the full graph.
#rb none
#tests none
Change 3007225 on 2016/06/09 by Ben.Marsh
EC: Set the -TicketSignature=... parameter for all BuildGraph jobs started by EC to the URL of the current job.
Change 3006985 on 2016/06/08 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3006936
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3006978 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3006926 on 2016/06/08 by Andrew.Grant
Merging //UE4/Main @ 300872 via //UE4/Orion-Staging
#rb none
#tests engine QA, orion qa smoke
Change 3006444 on 2016/06/08 by Ben.Marsh
BuildGraph: Add mechanism to specify that nodes can only be built once for a given changelist. Nodes can have an associated ticket file, and they are only permitted to build if the ticket is assigned to the current job. Tickets are created if they don't exist, and written with a signature specific to the job specified via the -TicketSignature="..." parameter. By default, builds will fail if a ticket has been already granted to another job, but the -SkipNodesWithoutTickets parameter instructs the graph to skip affected nodes instead.
#rb none
#tests none
Change 3006389 on 2016/06/08 by Daniel.Lamb
Delay the processing of packages which aren't ready till the end of the cook.
This allows other packages to be processed sooner.
#rb Peter.Sauerbrei
#test cook orion.
Change 3006306 on 2016/06/08 by Michael.Noland
Rendering: Added FreezeRendering to the console autocomplete list
#rn
Change 3006305 on 2016/06/08 by Michael.Noland
HLOD: Added a way to control how far down the HLOD hierarchy to allow showing (can be used to limit quality loss and streaming texture memory usage on high scalability settings for example)
Controlled by the new cvar r.HLOD.MaximumLevel, which can be set to the following values:
-1: No maximum level (default)
0: Prevent ever showing a HLOD cluster instead of individual meshes
1: Allow only the first level of HLOD clusters to be shown
2+: Allow up to the Nth level of HLOD clusters to be shown
Note: This does not affect the memory used by the HLOD meshes itself or their always loaded low mip levels, it will only save the memory associated with streaming in the higher mip levels
HLOD: Allowed r.HLOD console command to be used in Test configurations
HLOD: Removed some dead code in ALODActor and scene view / scene proxy relating to a different way to force visualization that has no trigger
HLOD: Fixed an uninitialized memory bug in the static mesh scene proxy HLODcoloration visualization code
#rn
#codereview jurre.debaare
#rb marc.audy
#tests Tested with various settings in Paragon and tried creating some new clusters in the editor
Change 3006304 on 2016/06/08 by Michael.Noland
Engine: Changed the code in AActor::IncrementalRegisterComponents to obey bAutoRegister for the root component rather than asserting that it is true. Note: If children components have bAutoRegister=true, they will still pull the root component into the fray and cause it to be registered first
#rb marc.audy
#tests Tested with code that registers or unregisters HLOD clusters at varying levels in Paragon
Change 3006041 on 2016/06/08 by Andrew.Grant
Added buildidoverride to shipping whitelist
#rb none
#tests compiled and used param in shipping
Change 3005678 on 2016/06/08 by Ben.Marsh
Back out changelist 3004395
#rb none
#tests none
Change 3005265 on 2016/06/07 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3005120
#RB: none
#Tests: none
#ROBOMERGE-SOURCE: CL 3005250 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3005081 on 2016/06/07 by Daniel.Lamb
Reworked the way packages which are renamed on load are added to the cooked package list.
Cooker now has options for MaxMemoryAllowance as a percentage and also MinFreeMemory (which takes into account used system memory not just total system memory).
#rb Andrew.Grant, Marcus.Wasmer
#test cook orion
Change 3004752 on 2016/06/07 by Daniel.Lamb
Requeue packages to the next package on the list instead of to the end of the list.
#rb Andrew.Grant
#test cook orion
Change 3004560 on 2016/06/07 by David.Ratti
Kill timelines, latent actions, timer when recycling gameplay cues
#rb danY
#tests pie
Change 3004559 on 2016/06/07 by David.Ratti
Object Library:
-Added bool bIncludeOnlyOnDiskAssets that can be set by owner. Passed on to the AR filter when gathering assets.
GameplayCue Editor:
-Fix issue with new notifies not showing up after being created through the GC Editor (until restart).
-Fix issue for new projects, that don't have gameplayclue tags defined, not being able to add gameplay cue tags through the editor without restarting once.
#rb none
#tests editor
Change 3004395 on 2016/06/07 by Ben.Marsh
BuildGraph: Add a script function to ensure exclusive access to a given resource. The AcquireLockFile() function takes two arguments; a path to a text file, and the name of an owner. The file is created and the owner name written to it if it doesn't already exist, otherwise the contents of it are compared against the given owner string. The operation happens transactionally, and the function returns true if file contains the given owner string on exit. Logical and/or conditions are now also short-circuited, so the result of the AcquireLockFile() function can be used to control derived property definitions within an executing job.
#rb none
#tests none
Change 3004164 on 2016/06/07 by David.Ratti
Ability system: use player controller netmode over avatar actor when possible. Fixes issue if torn off, authority, client side actor tries to activate an ability.
#rb danY
#tests multi pie
Change 3003837 on 2016/06/07 by David.Ratti
Ability system engine work
-Default to /Game as search path for gameplay cues, if no explicit paths are set in the config.
#rb none
#tests ability sample project
Change 3002800 on 2016/06/06 by Marcus.Wassmer
Fix shader crash in PIE
#rb none
#test PIE
Change 3002657 on 2016/06/06 by Dmitry.Rekman
Do not copy to clipboard on crash if headless or on the wrong thread.
- Could result in crash handler crashing itself in some circumstances.
#rb none
#codereveiw Brad.Angelcyk
#tests Compiled Linux dedicated server and CrashReportClient.
Change 3002546 on 2016/06/06 by Daniel.Lamb
Improve cooking performance.
Allow cooker to save other packages opportunistically if main package is compiling shaders.
Allow cooker to load more packages if there aren't many packages to save.
#rb Josh.Adams
#test cook orion
Change 3002369 on 2016/06/06 by Marcus.Wassmer
Project setting for optional rendering features to reduce shader compile times.
# of shaders per material is reduced by ~30-40% depending on material
#rb Daniel.Wright
#test Editor with/without all options, cooked ps4.
Change 3002142 on 2016/06/06 by David.Ratti
Ability system engine level:
-Fix crash when gameplay cue editor starts if there are no gameplay cue paths specified
-Fix crash when GameplayCue tag is not specified
#rb none
#tests sample ability system project, paragon
Change 3002106 on 2016/06/06 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
#orion
- add support for code tokens which can be shared/redeemed
- refactor of existing friend founder's pack codes to be displayed in a generic way using code token info
- added CodeToken.FounderFriendInviteT0 for new paragon tier 0 code which grants access to game without also giving a Founder's pack
- added CodeToken.FounderFriendInviteT1 to replace existing CodeToken.FriendPC and CodeToken.FriendPS4 Founder's pack codes. Existing codes aliased to the new CodeToken.FounderFriendInviteT1 code
- No longer differentiation between PC/PS4 friend codes
- "Share Friend Code" button will now process all available codes that can be issued instead of just 1
- updated Orion service Mcp call for getUnredeemedCodes() to ignore the code template id and return all available codes. Each returned code will also include the type
[CodeReviewed]: david.nikdel, jason.bestimt
#rb david.nikdel
#tests PC PIE using localhost and profile proxy for granting codes, also existing account with legacy codes
#ROBOMERGE-SOURCE: CL 3002104 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3001218 on 2016/06/05 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3001162
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3001200 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 2999508 on 2016/06/03 by jason.bestimt
#ORION_MAIN - Merge 27 @ CL 2999463
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2999498 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Audio/ClassesAndMixes/Classes/Master.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 2999465 on 2016/06/03 by Robert.Manuszewski
Whitelisting more DLLs for injection.
#rb none
#tests none
Change 2999455 on 2016/06/03 by Lukasz.Furman
disabled path invalidation events for minions
#orion
#rb Mieszko.Zielinski
#tests PIE with additional debug logging
Change 2998488 on 2016/06/02 by Michael.Noland
Engine: Prevent forced drawing of spline components in Test configuration
#codereview james.golding
#tests Ran a cooked Test build on a map with splines in it
#rb david.ratti
#robomerge: main
Change 2997954 on 2016/06/02 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jon.lietz
OR-22425
no longer try to updat the tag map and modifiers when the gameplay effect that is being removed was not active.
#RB Dave.Ratti
#Tests golden path
#ROBOMERGE-SOURCE: CL 2997940 in //Orion/Release-0.27/... via CL 2997943
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2997750 on 2016/06/02 by Graeme.Thornton
Add FPakFile::Check() that attempts to open and read the data out of every file in a pak, to check for corruption
Added -checkpak option for force a check of every mounted pak file
#rb robert.manuszewski
#tests tested against cooked pc client. made sure my data succeeded. made sure corrupted data throws an error.
[CL 3031715 by Andrew Grant in Main branch]
2016-06-28 17:59:42 -04:00
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bool IsAbortPending() const;
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/** @return true if active node is one of child nodes of given one */
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2014-08-21 20:30:51 -04:00
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bool IsExecutingBranch(const UBTNode* Node, int32 ChildIndex = -1) const;
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/** @return true if aux node is currently active */
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bool IsAuxNodeActive(const UBTAuxiliaryNode* AuxNode) const;
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bool IsAuxNodeActive(const UBTAuxiliaryNode* AuxNodeTemplate, int32 InstanceIdx) const;
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Copying //UE4/Orion-Staging to //UE4/Dev-Main (//UE4/Orion-Staging @ 2979119, //Orion/Dev-General @2976565)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2976484 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: nick.atamas
Added queueing to HUD Alerts so they don't clobber each other.
Added input visualization so that keys show up in game.
SRichTextBlock/UOrionRichTextBlock now have a MinDesiredWidth
#test PIE
#ROBOMERGE-SOURCE: CL 2976474 in //Orion/Release-0.26/... via CL 2976481 via CL 2976482 via CL 2976483
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2976256 on 2016/05/12 by Zak.Middleton
#ue4 - Fix for shipping build.
#tests compiled
Change 2976205 on 2016/05/12 by Zak.Middleton
#ue4 - (Merge 2957866) Add MaxDepenetration for characters against geometry and pawns.
#tests MP PIE PlayGo
(Merging CL 2957866 using Framework->DevGeneral)
Change 2976166 on 2016/05/12 by Daniel.Lamb
Cooking optimziation to unsolicited markup saves 150 seconds paragon cook time.
#test Cook paragon
Change 2976161 on 2016/05/12 by Zak.Middleton
#ue4 - Make sure LastUpdateLocation, Rotation, and Velocity are updated on client and server error corrections. ForcePositionUpdate should call PerformMovement regardless of velocity (there may be root motion or gravity effects).
#tests PIE MP w/ real-world networking
Change 2976092 on 2016/05/12 by Mieszko.Zielinski
Modified adding dynamic subtrees to BT component so that we get a log info if it fails #UE4
#test golden path
Change 2976001 on 2016/05/12 by Robert.Manuszewski
Don't log to memory on dedicated servers
#jira UE-30693
#test Cooked dedicated server and client
Change 2975855 on 2016/05/12 by Lukasz.Furman
fixed behavior tree serialization spawning duplicates of task services
#tests BT editor
Change 2975706 on 2016/05/12 by Daniel.Lamb
Fixed redirect collector stats.
#test Compile
Change 2975636 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 2975557
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, tony.oliva, jaymee.stanford, mona.huang, alex.conner, jacob.lawyer, paul.shank
#ROBOMERGE-SOURCE: CL 2975635 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975592 on 2016/05/12 by Zak.Middleton
#ue4 - Add stat for SetHitResultFromShapeAndFaceIndex().
#tests PIE
Change 2975589 on 2016/05/12 by Zak.Middleton
#ue4 - Avoid filling temp variable unless in Editor builds. It's only used later in the function in Editor builds.
#tests PIE
Change 2975588 on 2016/05/12 by Zak.Middleton
#ue4 - Minor tweak to avoid array read each loop iteration.
#tests PIE
Change 2975587 on 2016/05/12 by Zak.Middleton
#ue4 - Add "IsPlayerController()" function to AController. Variable already existed, just wasn't exposed.
#tests PIE
Change 2975504 on 2016/05/12 by Daniel.Lamb
Remove new stats system because it broke build.
#test cook paragon
Change 2975500 on 2016/05/12 by Daniel.Lamb
Enable redirect timers so I can get stats from build machines.
#test cook paragon.
Change 2975367 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.nikdel
#OGF #CatalogService #OSS #Localization
- Flush the cached offers/items in CatalogServiceMcp when the culture changes since they contain localized text
- Flush the cached virtual catalog offers/items in McpCatalogHelper when the culture changes since they contain localized text
- Replaced SetForceCatalogRefresh with ClearCache per CR with SamZ (will require Launcher fixup)
[CodeReviewed]: Sam.Zamani, Matt.Kuhlenschmidt
#RB: Sam.Zamani
#TESTS: storefront w/ language change
#ROBOMERGE-SOURCE: CL 2975366 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975209 on 2016/05/12 by Simon.Tovey
Fixed initialization order warning.
#tests none
Change 2975200 on 2016/05/12 by Simon.Tovey
Translucency GPU time stats for automation.
Refactored separate translucency gpu timer to more general helper class and used it to also time regular translucency.
Feeding both of these into a stat to help art identify poorly performing VFX for more detailed investigation.
There are occasional spikes when the GPU is starved but overall the data out seems good.
#tests GoldenPath, Editor, Auto downsampling works, new stat produces reasonable data.
Change 2974984 on 2016/05/11 by Mieszko.Zielinski
Fixed a bug in graph-a-star heuristics' calculation #UE4
#test golden path
Change 2974916 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2974578
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2974915 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974869 on 2016/05/11 by Ben.Marsh
BuildGraph: Add a MergeTelemetryWithPrefix="..." parameter to the <Command> task which allows merging the telemetry data from a child UAT run, adding a given prefix to all the key names.
#tests none
Change 2974673 on 2016/05/11 by Mieszko.Zielinski
Fix to BT not stopping if "StopTree" called while BT was waiting for a task to latently abort #UE4
(change by ?ukasz.Furman)
#test golden path
Change 2974581 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
Merged CL 2974565 from Release-.26 -> Main:
Fixed loc region not saving in shipping builds
Partially fixed store not refreshing when changing regions. Real money currency items are pending additional fixes
#ROBOMERGE-SOURCE: CL 2974578 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974444 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Reimplement support for specifying BuildPatchTool version used in chunking
This is now possible after Ben Marsh's fix to BuildGraph with CL 2974407.
#tests none
#ROBOMERGE-SOURCE: CL 2974441 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974408 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: ben.marsh
BuildGraph: Fix support for variable expansion in user-defined enum types. Enums in the schema are now represented as the union of valid values and a regex matching a balanced property expansion string, which still validates/autocompletes cleanly in Visual Studio.
#tests none
[CodeReviewed] Richard.Fawcett
#ROBOMERGE-SOURCE: CL 2974407 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974392 on 2016/05/11 by Daniel.Lamb
Optimizing resolve string asset reference resolution.
Added timing stats (disabled by default).
#test Cook paragon.
Change 2974349 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Back out changelist 2974298. An issue with the BuildGraph system has prevented this change from working on the build farm.
#tests none
#ROBOMERGE-SOURCE: CL 2974347 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974299 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Add support for chunking builds with the pre-release version of BuildPatchTool.
#tests None. This code will be tested by creating a build on the build farm immediately after submission.
#ROBOMERGE-SOURCE: CL 2974298 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974277 on 2016/05/11 by Lina.Halper
Fix up of retargeting when it skips replacing nested reference
#tests: retargeting anim BP
Change 2974210 on 2016/05/11 by Bart.Bressler
Merging Oodle changes from Dev-Networking
Change 2939167 on 2016/04/10 by John.Barrett
Updated packet bit termination code, so that both UNetConnection's and the PacketHandler use a termination bit (required for both PacketHandler/UNetconnection, as HandlerComponent's such as Oodle, are byte-aligned and do not preserve packet bit size).
Added new 'stat packet' stats group, for tracking reserved packet bits.
Added '-NoPacketHandler' commandline parameter, for disabling the PacketHandler and all HandlerComponent's (including stateless handshake) - restoring netcode to pre-PacketHandler state.
Removed PacketHandler 'packet overhead' method of packet bit size calculation - replaced with termination bit. Still partially used for reserving bits within packets (but renamed to avoid conflict with other 'PacketOverhead' variable).
Refactored/consolidated some PacketHandler code. Added more stringent bounds checking on packet sizes.
Change 2939168 on 2016/04/10 by John.Barrett
Updated Oodle to support new packet bit-termination code.
Added Oodle protocol support for selective packet compression (packets can now be sent uncompressed - game code will require a hook for this) - required for new bit-based netcode (Oodle outputs byte-aligned data, allowing compressed data to exceed size of uncompressed data - and thus, maximum packet size if not sent uncompressed - in rare edge cases).
Added '-CompressionTest' commandline parameter to Oodle dictionary generation commandlet, which reserves a portion of captured packets, for determining the compression savings percentage.
Added '-OodleDebugDump' commandline parameter, which disables normal dictionary generation, and converts packet captures into a .bin file, which is compatible with the Oodle 'example_packet.cpp' code.
Added temporary security bandaids to Oodle code, based on report that Luigi Auriemma put together, which deals with potential weaknesses in the Oodle API
Added 'stat oodle' stats for tracking failed attempts at compressing packets.
Change 2942964 on 2016/04/10 by Ryan.Gerleve
Fix broken indentation/formatting
Change 2958260 on 2016/04/27 by Bart.bRessler
Add branch name and changelist to oodle packet capture filenames.
Change 2964360 on 2016/05/03 by John.Barrett
Updated Oodle to support using a dictionary and capturing packets at the same time.
The dictionary is now always loaded, if specified, and whenever -OodleCapturing is on the commandline, packets are captured alongside the active dictionary.
Added several debug commands, to aid with testing compression performance (not QA-ready; only works with 1 player on a server):
"Oodle Compression On/Off" - enables/disables packet compression (but still decompresses received compressed packets)
"Oodle Dictionary Unload/Load" - unloads/loads the dictionary files, to allow releasing the files for dictionary generation, and reloading the new dictionary.
"Oodle Capture On/Off" - Enables/Disables packet capturing at runtime - requires '-OodleCapturing' on commandline.
"Oodle ResetStats" - resets the 'stat oodle' stat counters.
The NetcodeUnitTest plugin should be enabled, so that these commands can automatically execute on the server as well, as needed.
Change 2964553 on 2016/05/03 by Bart.Bressler
Add process ID to oodle capture filenames
Change 2966247 on 2016/05/04 by John.Pollard
Oodle 2.1.5 SDK
Change 2968761 on 2016/05/06 by Bart.Bressler
- Added changelist number as parameter to most command line tasks to filter captures by their changelist number (use "all" to get everything)
- Moved a bunch of the file searching/processing code outside of the tasks themselves so that the tasks all just operate to an array of capture files, this makes it easier to create new command line options
- When looking for capture files, we will now recursively search subdirectories
Change 2970529 on 2016/05/09 by Bart.Bressler
Add an optional "CapturePercentage" command line parameter that has a percentage chance of generating capture files per connection
Change 2970874 on 2016/05/09 by Bart.Bressler
- Turn on OODLE_DEV_SHIPPING in the Orion server shipping config so that captures can be generated in shipping builds
- Link to version 215 of oodle
Change 2971233 on 2016/05/09 by Bart.Bressler
Update Oodle DLLs in Orion
Change 2971362 on 2016/05/09 by Bart.Bressler
Create script for building an oodle dictionary out of capture files in an arbitrary location
Change 2972176 on 2016/05/10 by Bart.Bressler
Update oodle references to version 215 in OodleHandlerComponent.Build.cs
#tests used solo vs. ai to test oodle captures and using them
Change 2974035 on 2016/05/11 by Simon.Tovey
Adding fx.ParticleCollisionIgnoreInvisibleTime to replace hard coded time.
This is the time a PSC needs to be invisible for to have all it's collisions ignored.
This is potentially the cause of a bug Tim et al are seeing.
#tests Editor, Can be used to repro/fix the issue.
Change 2973985 on 2016/05/11 by Lina.Halper
Retargeting fix with editor saving issue
#tests: retargeting
Change 2973695 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2973469
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2973694 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2973679 on 2016/05/11 by Graeme.Thornton
UAT parameter -signedpak now no longer implies -pak
#tests win64 cooked client. checked that pak generation works as expected through project launcher
Change 2973588 on 2016/05/11 by Simon.Tovey
OR-21033 - Get physical material from particle collision event exposed in Cascade / Blueprint
Particles can now receive collision events selectively based upon the phyisics material of the hit.
Physics material is passed through the event and can be accessed in BPs.
The Event Receiver Spawn node also now has an array of Allowed and Banned phys materials.
#tests Editor and game. Coudln't test cooked as having unrelated crashes in cooked games. Shouldn't be any cooked/uncooked issues here.
Change 2973394 on 2016/05/11 by bruce.nesbit
Fixed couple of shadow vars
#tests compiled
Change 2973335 on 2016/05/11 by Andrew.Grant
Warning fix
#tests compiled
Change 2973308 on 2016/05/10 by Dmitry.Rekman
Add "unplayable condition" reporting.
- The server will report an unplayable condition by creating a local file (under Saved).
- An external script can possibly notice this and, applying its own logic on % of servers reporting it, profile or shutdown the whole machine.
- Report file is to be deleted by an external script.
#tests Compiled and ran Linux server, subjected it to various hitches.
Change 2973235 on 2016/05/10 by Zak.Middleton
#ue4 - Removed allocs after initial spawn from client saved move processing in character movement.
#tests PIE multiplayer w/ Bots
Change 2973157 on 2016/05/10 by Olaf.Piesche
Merging CL 2973112 from //UE4/Dev-Rendering->//Orion/Dev-General
Providing particle source and target for beam emitters
#tests editor game PC
Change 2972715 on 2016/05/10 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2972681
#RB: none
#Tests:none
#ROBOMERGE-SOURCE: CL 2972712 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2972678 on 2016/05/10 by Mieszko.Zielinski
Fixed babysitter bot not avoiding enemy towers when pathfinding back to base #Orion
#jira OR-18590
#test golden path
Change 2972595 on 2016/05/10 by Lina.Halper
Animation Retargeting fix for blendspaces
#code review: Benn.Gallagher, Martin.Wilson
#tests: retargeting anim BP
Change 2972282 on 2016/05/10 by Daniel.Lamb
Optimized string asset reference resolution slightly to help get back missing 10 minutes from paragon cook.
#test cook paragon.
Change 2972260 on 2016/05/10 by Laurent.Delayen
Fixed crash in UCharacterMovementComponent::HasRootMotionSources().
#tests Chains pull not crashing anymore.
Change 2972241 on 2016/05/10 by Frank.Fella
UMG - Fixes for material animation copied from 4.12.
#RB Matt K.
#TESTS Struct materials can now be animated and animated materials are named nicely.
Change 2971643 on 2016/05/09 by Dmitry.Rekman
Add reporting of "zero load" frame times (OR-21035).
- Added a thread that does nothing but sleeps and counts how often it missed the target FPS.
- Added an analytics event ServerZeroLoadFrameTimeDistribution that is sent at the end of the match.
- Server only.
#tests Compiled and ran Linux server on a compatible content, played few matches in a row.
Change 2971544 on 2016/05/09 by Ben.Marsh
EC: Use a full path to the telemetry file, to account for UAT switching directories.
Change 2971532 on 2016/05/09 by Wes.Hunt
Alter the cook stats hierarchical profile data to reflect the latest cook changes.
#tests none
Change 2971527 on 2016/05/09 by Ben.Marsh
UAT: Move telemetry object into CommandUtils, so we can add stats from anywhere.
#tests none
Change 2971461 on 2016/05/09 by David.Ratti
Fix issues with mesh swap skins:
-Front end intro animations not playing
-In game spawn animations not playing
-Some attachment weirdness (twinblast)
#tests golden path
Change 2971460 on 2016/05/09 by David.Ratti
Fallback to Target actor if there is no instigating actor in the GAmeplayCue parameters when determining if we should play "local only" effects
#tests pie
Change 2971364 on 2016/05/09 by Ben.Marsh
EC: Add support for adding custom telemetry data from UAT scripts, which gets piped through to the trends panel in EC.
#tests none
Change 2971245 on 2016/05/09 by Dmitry.Rekman
Add a "hitchhunter" log message to catch hitches while sleeping.
#tests Compiled and ran Linux server on a compatible content.
Change 2971196 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2971139
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2971168 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Coil/Audio/Body/Pixie_Cranking_Loop_Cue.uasset - can't branch exclusive file already opened
#CodeReview: david.nikdel, jason.bestimt
Change 2971113 on 2016/05/09 by Dmitry.Rekman
UdpMessaging: Fixed broken filters for when to enable UDP transport.
- Redoing MaxP's change from Dev-Sequencer (CL 2963357).
- Reduces number of threads spawned by the server.
#tests Compiled Linux server, ran it on a compatible content.
Change 2971040 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2970990
#RB:none
#Tests:none
[CodeReviewed]: jon.lietz
#ROBOMERGE-SOURCE: CL 2971027 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: david.nikdel, jason.bestimt
Change 2970555 on 2016/05/09 by Ben.Marsh
BuildGraph: Only show warnings and errors for the SavePackage log during cooks. Prevents redundant display of information that's already in the Cook log.
#tests preflight here: https://ec-01.epicgames.net/commander/link/jobDetails/jobs/6443796
Change 2970507 on 2016/05/09 by David.Ratti
Support for linking passive abilities to a key binded ability. E.g., allow a passive ability to be unlocked and leveled up in step with a key binded ability.
Cleaned up the TryLevel/CanLevelUp code a bit: moved to Orion Ability System Component
#tests pie
Change 2970414 on 2016/05/09 by Graeme.Thornton
Don't take a copy of the child tags array when doing UGameplayTagsManager::FindTagNode, just take a const&
#tests win64 client golden path
Change 2969729 on 2016/05/06 by Mieszko.Zielinski
Fixed a dumb mistake in a conditional expresion in UNavigationQueryFilter::GetQueryFilter #UE4
#test golden path
Change 2969675 on 2016/05/06 by Mieszko.Zielinski
Implemented "meta navigation filter" that can fetch a filter class based on given agent #UE4
Added NavFilter_AIControllerDefault that fetched DefaultNavigationFilter from AIController
Reverted hack-feature that supplied same functionality to EQS
#test golden path
Change 2969652 on 2016/05/06 by Michael.Noland
HLOD: Changed UI gating code so that whether or not a LOD Actor is valid is based on the presence of at least two static mesh components, rather than at least two actors (to improve handling when including BPs)
- Repurposed HasValidSubActors for this check, and introduced HasAnySubActors() for the existing uses as this better matches the intent of how the function was used
#tests Added a single BP containing 7 mesh components to a new ALODActor and verified that it allowed a proxy to be generated
Change 2969651 on 2016/05/06 by Michael.Noland
Simplygon: Added time taken for simplygon mesh reduction to the log message
#tests Simplified a LOD cluster and inspected the log
Change 2969604 on 2016/05/06 by Uriel.Doyon
Changed default value to true for UParticleModuleVectorFieldLocal::bUseFixDT.
#tests confirmed that default value has changed for old assets, while allowing override.
Change 2969418 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Fixed unconverted char string being passed as part of build info
#tests ran & verified patch check passes
#ROBOMERGE-SOURCE: CL 2969417 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968817 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2968572
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2968813 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968383 on 2016/05/05 by Mieszko.Zielinski
Added "default navigation filter" to AIController #UE4
Also, made EQS take advantage of that
#test golden path
Change 2968225 on 2016/05/05 by John.Pollard
Add sanity checks and more info to help track down possible memory corruption
#tests Networking, replication
Change 2967903 on 2016/05/05 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2967827
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2967902 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2967899 on 2016/05/05 by Lina.Halper
Merged change of 2956152
Remove invalid ensure - this didn't work if you have composite inside.
#tests: none
Change 2967870 on 2016/05/05 by Andrew.Grant
Fix for OR-20731 (gamever crashes client)
#tests gamever at console with -game
Change 2967606 on 2016/05/05 by Wes.Hunt
Tweaked output log message for HTTP module shutdown.
#tests none
Change 2967359 on 2016/05/05 by Wes.Hunt
HttpManager will log outstanding requests on shutdown so people can debug shutdown issues and ensure their requests get flushed properly. Also changed default LogHttp logging level to display so these messages can be shown by default without using warning level.
#tests ran editor build and queued up an event using the console command, then quit immediately. the log indeed showed that HttpManager had to wait at least 0.5 seconds for the request to complete.
Change 2966987 on 2016/05/05 by Dmitry.Rekman
Fix editor build.
#tests Compiled Win64 editor.
Change 2966977 on 2016/05/05 by Dmitry.Rekman
Added collecting and reporting periodic server frame time distribution.
- Added generic FHistogram class and necessary analytic events.
- Also added reporting hostname (OR-20842).
#tests Built Linux server and ran a few matches on a compatible content.
Change 2966920 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2966805
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2966919 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2966778 on 2016/05/04 by Michael.Noland
Rendering: Fixed shadow variable warning in GPUProfiler
#tests Compiled and tested GPUProfiler command
Change 2966769 on 2016/05/04 by Mieszko.Zielinski
Fixed GraphAStar not resetting the output path before fillinf it with results #UE4
#test golden path
Change 2966704 on 2016/05/04 by Michael.Noland
Rendering: Added triangle and draw call summaries to ProfileGPU output, broken up by asset and material
- This is controlled by r.ProfileGPU.PrintAssetSummary, which defaults to 1, but you really need r.ShowMaterialDrawEvents 1 enabled as well for a complete picture
- It can also output a summary line for speciifc asset names using a comma separated list in r.ProfileGPU.AssetSummaryCallOuts (e.g., "LOD,HeroName")
#tests Used ProfileGPU a number of times
Change 2966696 on 2016/05/04 by Michael.Noland
Engine: Embedded FPS chart preamble/postamble/row .html files into ChartCreation.cpp to permanently solve packaging woes
#tests Tested FPS charts in an uncooked and cooked build
#jira OR-19713
Change 2966336 on 2016/05/04 by Lukasz.Furman
fixed jungle minions unable to reach spawn locations when camp resets
#jira OR-20700
#tests jungle camp POC
Change 2965948 on 2016/05/04 by David.Ratti
Changes to how passive abilities activate
-Passives now continually try to activate by default rather than only on spawn
Support for Status.Immortal
-Prevents death, fies AbilityTriggerEvent.ImmortalProc when this happens.
-Clamps health to 1.
Fixed bug in muriel passive where ShieldHealthRegen would be left in the world where muriel died.
Fixed bunch of crap in GA_OnSpawn that was causing desync on client at start of match
#tests multi pie
Change 2965870 on 2016/05/04 by Ryan.Gerleve
Duplicated fix from Release-4.12 by marc.audy, CL 2960819:
Owned components are once again referenced by their Owning actor for GC purposes
#jira UE-29131
#tests golden path
Change 2965798 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2965789
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2965796 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2965220 on 2016/05/03 by Dmitry.Rekman
Log instance id and system id (OR-20782).
- These ids get reported in multiple analytics events, having them logged is helpful for quickly mapping events to the log file.
#tests Compiled Linux server, ran on compatible client.
Change 2964907 on 2016/05/03 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2964858
#RB:none
#Tests:none
Change 2964530 on 2016/05/03 by Laurent.Delayen
Renamed GetSlotRootMotionWeight to GetSlotNodeGlobalWeight and made it double buffered to it's safe to access anytime.
Added GetSlotMontageGlobalWeight() to get the Global Weight of a montage being played on a Slot. (Also double buffered).
Added GetInstanceMachineWeight() to get Global Weight of a State Machine in the AnimGraph. (Also double buffered)
Added FAnimInstanceProxy::GetStateMachineIndexAndDescription to avoid searching through the AnimNodeProperties twice.
#tests Chains full feature system in PIE.
Change 2964498 on 2016/05/03 by Frank.Fella
DecalComponent - Fix visibility so that it behaves like other scene components with regard to the editor visibility, component visibility, and actor hidden in game flags.
#RB Andrew Rodham
#TESTS Visibility for decals works like other scene components in the editor, and their visibility can now be animated properly by sequencer.
Change 2964428 on 2016/05/03 by Benn.Gallagher
Fixed stale clothing chunk/section references after container realloc in editor
#tests editor
Change 2964316 on 2016/05/03 by bruce.nesbit
Banner revisions
Banners now use components for various banner items
Banners can now be enabled when killing a hero.
#tests PIE+Game
Change 2964187 on 2016/05/03 by Jon.Lietz
Speeding up the tag count check in UAbilitySystemComponent::RegisterAndCallGameplayTagEvent()
- Remove the call to GetAggregatedStackCount and creating a FGameplayEffectQuery every time we call RegisterAndCallGameplayTagEvent
- Added GetTagCount to the UAbilitySystemComponent that will call GetTagCount on the GameplayTagCountContainer
#RB DanY
#tests JIP shadow pad still works.
Change 2964136 on 2016/05/03 by Laurent.Delayen
Fix crash while switching tabs using Persona.
#tests not crashing anymore.
Change 2964083 on 2016/05/03 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2963929
[CodeReviewed]: andrew.grant
HTTP Manager has larger stack size (1024)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2964080 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2963771 on 2016/05/02 by Nick.Atamas
Setting a desired size scale invalidates layout and volatility.
#test none
Change 2963555 on 2016/05/02 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
Change 2963387 on 2016/05/02 by Laurent.Delayen
Added GatherDebugData to FABRIK node.
#tests showdebug animation works on Chains now.
Change 2963331 on 2016/05/02 by Jon.Lietz
fixing compile error, dont need the clamp just the ternary on the EventType and pass down the tag count or 1.
#RB none
#tests compiles
Change 2963106 on 2016/05/02 by Rob.Cannaday
Increase HTTP thread's stack size to 128k
We discovered a stack overflow when the stack size was 64kb in LavasoftTcpService64.dll (Ad-Aware's Lavasoft Web Companion)
#tests log in
Change 2963047 on 2016/05/02 by Jon.Lietz
OR-20206 for JIP we need to call the bound function if we already have the tag on reconnect.
- adding a new function in UAbilitySystemComponent, RegisterAndCallGameplayTagEvent this will bind the passed in delegate and if the ability system has that tag already will execute the delegate.
#RB Dave.Ratti
#test shadow pad, slow, stun and root still trigger and trigger for JIP players.
Change 2962836 on 2016/05/02 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Duplicating 2961899 - Fix minimal code builds for Linux not overwriting files
[CodeReviewed] Ben.Marsh
#ROBOMERGE-SOURCE: CL 2962812 in //Orion/Release-0.24.2/... via CL 2962830 via CL 2962833 via CL 2962834 via CL 2962835
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2962570 on 2016/05/02 by Jason.Bestimt
#ORION_MAIN - Merge MAIN @ CL 2962544
#RB:none
#Tests:none
Change 2962552 on 2016/05/02 by Ben.Marsh
Avoid output of warnings containing the string "error:" (and causing the EC post processor to fail the build) if posting build info has a human-readable error message instead. Output should probably be changed to parse out/sanitize the actual failure message if it's meant to retry and succeed, but this will stop failures caused by multiple builds being posted with the same build version.
#tests none
Change 2962506 on 2016/05/02 by Ben.Marsh
Add a version string to identify a given build (FApp::GetBuildVersion()/BUILD_VERSION) which is distinct from the engine version. Defaults to <Escaped Branch Name>-CL-<Changelist>, but can be overriden by specifying a -Build=... argument to UpdateLocalVersion or the "Build" attribute to the SetVersion BuildGraph task.
#tests Preflighted Win64 client/server build (P:\Builds\Orion\++Orion+Dev-General-CL-2962228-PF-2945494-6398155-PF-2945494-6398155) and loaded into Agora. Checked that version strings appear correctly in generated executables.
Change 2962228 on 2016/04/30 by Dmitry.Rekman
Move processing HTTP requests into separate thread (OR-20723).
- First iteration of the implementation, pending implementing feedback.
- Adds a separate thread for CurlHttp where actual processing is performed.
- Coded by RobC, post-processed by me.
#tests Compiled Linux server and Windows client, ran them on compatible content, played a match.
Change 2961899 on 2016/04/29 by Ben.Marsh
BuildGraph: Fix minimal Linux server builds not overwriting the existing executables, by adding an "Overwrite" parameter into the staging task. Windows exe-only patches already happen to bypass this bug by deleting the Binaries/Win64 directory (designed to remove any configurations that weren't built this time), but could still fail if changes had been made to some other staged binaries.
#tests preflighted code-only build against DG CL 2960870 and compared output (P:\Builds\Orion\++Orion+Dev-General-CL-2961878-PF-2961895-6393603)
Change 2961587 on 2016/04/29 by Daniel.Lamb
Redirector doesn't fire callback if it fails to be loaded.
#test Cook orion.
Change 2961458 on 2016/04/29 by Wes.Hunt
Cooker Stats improvements. Also removed some old UBT telemetry that was not being used.
#tests many cooks of orion
Change 2961136 on 2016/04/29 by Daniel.Lamb
Readded caching of platform data into postload of materials.
#test Cook paragon.
[CL 2979220 by Ben Marsh in Main branch]
2016-05-16 16:20:52 -04:00
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/** Returns true if InstanceStack contains any BT runtime instances */
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bool IsInstanceStackEmpty() const { return (InstanceStack.Num() == 0); }
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2014-03-14 14:13:41 -04:00
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/** @return status of speficied task */
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2014-08-21 20:30:51 -04:00
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EBTTaskStatus::Type GetTaskStatus(const UBTTaskNode* TaskNode) const;
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2014-03-14 14:13:41 -04:00
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2014-06-13 06:14:46 -04:00
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virtual FString GetDebugInfoString() const override;
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2014-03-14 14:13:41 -04:00
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virtual FString DescribeActiveTasks() const;
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virtual FString DescribeActiveTrees() const;
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2015-01-15 11:57:16 -05:00
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/** @return the cooldown tag end time, 0.0f if CooldownTag is not found */
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2015-06-30 10:25:20 -04:00
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UFUNCTION(BlueprintCallable, Category = "AI|Logic")
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2015-01-15 11:57:16 -05:00
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float GetTagCooldownEndTime(FGameplayTag CooldownTag) const;
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/** add to the cooldown tag's duration */
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2015-06-30 10:25:20 -04:00
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UFUNCTION(BlueprintCallable, Category = "AI|Logic")
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2015-01-15 11:57:16 -05:00
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void AddCooldownTagDuration(FGameplayTag CooldownTag, float CooldownDuration, bool bAddToExistingDuration);
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2015-06-30 10:25:20 -04:00
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/** assign subtree to RunBehaviorDynamic task specified by tag */
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UFUNCTION(BlueprintCallable, Category="AI|Logic")
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virtual void SetDynamicSubtree(FGameplayTag InjectTag, UBehaviorTree* BehaviorAsset);
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2018-09-25 10:11:35 -04:00
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// Code for timing BT Search for FramePro
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#if !UE_BUILD_SHIPPING
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static void EndFrame();
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#endif
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2014-03-14 14:13:41 -04:00
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#if ENABLE_VISUAL_LOG
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2014-10-07 07:36:49 -04:00
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virtual void DescribeSelfToVisLog(struct FVisualLogEntry* Snapshot) const override;
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2014-03-14 14:13:41 -04:00
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#endif
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2020-06-23 18:40:00 -04:00
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#if CSV_PROFILER
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/** Set a custom CSV tick stat name, must point to a static string */
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void SetCSVTickStatName(const char* InCSVTickStatName) { CSVTickStatName = InCSVTickStatName; }
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#endif
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2014-03-14 14:13:41 -04:00
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protected:
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/** stack of behavior tree instances */
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2014-08-21 20:30:51 -04:00
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TArray<FBehaviorTreeInstance> InstanceStack;
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2014-03-14 14:13:41 -04:00
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/** list of known subtree instances */
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2014-08-21 20:30:51 -04:00
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TArray<FBehaviorTreeInstanceId> KnownInstances;
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2014-03-14 14:13:41 -04:00
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/** instanced nodes */
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UPROPERTY(transient)
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2021-01-27 17:40:25 -04:00
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TArray<TObjectPtr<UBTNode>> NodeInstances;
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2014-03-14 14:13:41 -04:00
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/** search data being currently used */
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2014-08-21 20:30:51 -04:00
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FBehaviorTreeSearchData SearchData;
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2014-03-14 14:13:41 -04:00
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Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4
CL#2272587
Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using. That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite.
CL#2272599
Fixed crash when AI were killed in the same frame they were spawning into the world.
CL#2274068
behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement
fix for move action crashing on pawn's death
CL#2274177
fixed behavior tree's search range when there are mutliple restart requests in the same frame
CL#2274359
Fixes RotateToFaceBBEntry not working correctly when focusing on an actor
- the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without
- with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors
- without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location
- while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix)
- solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority. while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea.
Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value)
CL#2274719
Fix crash related to AnimCameraActor.
TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash.
CL#2274988
#UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899
CL#2275045
#UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though.
CL#2275152
TTP# 336668
Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens. Removed code duplication.
CL#2275528
Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface
CL#2275960
fixed behavior tree search being discarded after merge with non discardable request
decorator observers will be added even after failed search
CL#2276294
Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back).
They are separate options which can be used together or separately.
CL#2277344
fixed BT decorator indices for abort range preview in editor
CL#2277473
NavCollision settings of static mesh will persist through reimport
ttp# 344853
CL#2277509
fixed multiple nodes connected to special pins in behavior tree editor
CL#2278042
Fixes EQS not returning the best item when the last EQS test is a filter.
- To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering.
Made the filter and score test types display "Filter Only" & "Score Only"
CL#2278111
Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate.
CL#2278115
Added "Random" EQS test, which can be used for adding a random value to items.
Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well.
CL#2278286
Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628.
CL#2281762
Moved VLOG in Vlog Redirect function to avoid ensure
- Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet
CL#2282248
Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types.
CL#2282639
Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4
- Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag
- Fixed crash in EQSRenderingComponent
- Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag)
CL#2282678
fixed crash on reimporting static mesh without NavCollision data
ttp# 345454
CL#2282919
Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4
- also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489
CL#2282927
Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite
CL#2283374
Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving
(Fixes ttp 344776)
CL#2283475
Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374
CL#2283644
#UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister
Fix it so particle system components track if they were active when unregistering, reactivate on next register if true
Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely
Fix it so single anim skeletal meshes restore state accross reinitializations
CL#2283688
Make bPendingKillPending no longer a UProperty so it won't be serialized.
Fixes TTPs 342221, 342634
CL#2283879
#UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored.
CL#2284368
fixed crash on using blueprint-based EQS contexts in PIE
CL#2284405
HotSpots auto expire #UE4
Also, Fortnite-specific:
- made FortAIHotSpotManager the owner of hotspots spawning process
- added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector
CL#2285167
Fixed Fortnite client to match FriendsService API change for pending invites
CL#2285650
#UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601
CL#2286127
fixed pathfinding eqs test
CL#2286208
fixed EQS tests reverting to Score Only settings after reopening editor
ttp# 345719
CL#2286296
Game Invites work in Fortnite again
Fixed game to match a backend API change
CL#2286378
Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can.
CL#2286408
- TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected.
CL#2286777
Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made. (In Fortnite, Goal Manager queries all have the same name, and the data would never update. In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.)
CL#2289211
Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash"
CL#2289279
LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed.
Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap.
CL#2289897
Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be.
CL#2290041
Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions.
CL#2290210
#UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed
- Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions. The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate.
- We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs
CL#2290255
#UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly
CL#2290585
Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4
It was resulting in copied actions loosing parts of its configuration.
Also:
- added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior
CL#2290675
Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4
CL#2290778
fixed invalid nav nodes in paths after offseting
CL#2290784
moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment
CL#2292104
Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.).
CL#2292198
Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4
CL#2292766
Fixed crash if touch event without valid MovieStreamer
CL#2292967
GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh.
NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display.
CL#2293116
#UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line.
CL#2293217
Added suffix override to allow StagingInfo instances without platform in the staging path
This is to handle where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient
CL#2293263
#UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys)
CL#2293534
fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor)
CL#2293536
fixed updating parent chain in navoctree after removing last attached node
CL#2293543
changed navigation octree parent map to use weak object pointers (merged from main)
CL#2293952
Changes/improvements to curl http module:
- Properly get bUseCurl from a configuration file.
- Do less work when creating requests (checking commandline settings moved to CurlHttpManager).
- Do not init/shutdown unless actually used.
CL#2294062
Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent
- Allows subclasses to define behavior when this occurs
- Comment states that this only will be called when the character is walking
[CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
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/** execution request, search will be performed when current task finish execution/aborting */
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2014-03-14 14:13:41 -04:00
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FBTNodeExecutionInfo ExecutionRequest;
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Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4
CL#2272587
Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using. That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite.
CL#2272599
Fixed crash when AI were killed in the same frame they were spawning into the world.
CL#2274068
behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement
fix for move action crashing on pawn's death
CL#2274177
fixed behavior tree's search range when there are mutliple restart requests in the same frame
CL#2274359
Fixes RotateToFaceBBEntry not working correctly when focusing on an actor
- the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without
- with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors
- without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location
- while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix)
- solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority. while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea.
Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value)
CL#2274719
Fix crash related to AnimCameraActor.
TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash.
CL#2274988
#UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899
CL#2275045
#UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though.
CL#2275152
TTP# 336668
Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens. Removed code duplication.
CL#2275528
Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface
CL#2275960
fixed behavior tree search being discarded after merge with non discardable request
decorator observers will be added even after failed search
CL#2276294
Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back).
They are separate options which can be used together or separately.
CL#2277344
fixed BT decorator indices for abort range preview in editor
CL#2277473
NavCollision settings of static mesh will persist through reimport
ttp# 344853
CL#2277509
fixed multiple nodes connected to special pins in behavior tree editor
CL#2278042
Fixes EQS not returning the best item when the last EQS test is a filter.
- To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering.
Made the filter and score test types display "Filter Only" & "Score Only"
CL#2278111
Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate.
CL#2278115
Added "Random" EQS test, which can be used for adding a random value to items.
Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well.
CL#2278286
Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628.
CL#2281762
Moved VLOG in Vlog Redirect function to avoid ensure
- Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet
CL#2282248
Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types.
CL#2282639
Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4
- Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag
- Fixed crash in EQSRenderingComponent
- Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag)
CL#2282678
fixed crash on reimporting static mesh without NavCollision data
ttp# 345454
CL#2282919
Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4
- also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489
CL#2282927
Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite
CL#2283374
Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving
(Fixes ttp 344776)
CL#2283475
Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374
CL#2283644
#UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister
Fix it so particle system components track if they were active when unregistering, reactivate on next register if true
Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely
Fix it so single anim skeletal meshes restore state accross reinitializations
CL#2283688
Make bPendingKillPending no longer a UProperty so it won't be serialized.
Fixes TTPs 342221, 342634
CL#2283879
#UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored.
CL#2284368
fixed crash on using blueprint-based EQS contexts in PIE
CL#2284405
HotSpots auto expire #UE4
Also, Fortnite-specific:
- made FortAIHotSpotManager the owner of hotspots spawning process
- added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector
CL#2285167
Fixed Fortnite client to match FriendsService API change for pending invites
CL#2285650
#UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601
CL#2286127
fixed pathfinding eqs test
CL#2286208
fixed EQS tests reverting to Score Only settings after reopening editor
ttp# 345719
CL#2286296
Game Invites work in Fortnite again
Fixed game to match a backend API change
CL#2286378
Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can.
CL#2286408
- TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected.
CL#2286777
Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made. (In Fortnite, Goal Manager queries all have the same name, and the data would never update. In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.)
CL#2289211
Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash"
CL#2289279
LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed.
Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap.
CL#2289897
Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be.
CL#2290041
Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions.
CL#2290210
#UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed
- Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions. The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate.
- We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs
CL#2290255
#UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly
CL#2290585
Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4
It was resulting in copied actions loosing parts of its configuration.
Also:
- added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior
CL#2290675
Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4
CL#2290778
fixed invalid nav nodes in paths after offseting
CL#2290784
moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment
CL#2292104
Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.).
CL#2292198
Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4
CL#2292766
Fixed crash if touch event without valid MovieStreamer
CL#2292967
GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh.
NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display.
CL#2293116
#UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line.
CL#2293217
Added suffix override to allow StagingInfo instances without platform in the staging path
This is to handle where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient
CL#2293263
#UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys)
CL#2293534
fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor)
CL#2293536
fixed updating parent chain in navoctree after removing last attached node
CL#2293543
changed navigation octree parent map to use weak object pointers (merged from main)
CL#2293952
Changes/improvements to curl http module:
- Properly get bUseCurl from a configuration file.
- Do less work when creating requests (checking commandline settings moved to CurlHttpManager).
- Do not init/shutdown unless actually used.
CL#2294062
Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent
- Allows subclasses to define behavior when this occurs
- Comment states that this only will be called when the character is walking
[CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
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/** result of ExecutionRequest, will be applied when current task finish aborting */
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FBTPendingExecutionInfo PendingExecution;
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2021-06-10 13:13:24 -04:00
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/** list of all pending branch deactivation requests */
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TArray<const UBTNode*> PendingBranchesToDeactivate;
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2020-08-11 01:36:57 -04:00
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2015-02-16 04:49:14 -05:00
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/** stored data for starting new tree, waits until previously running finishes aborting */
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2015-05-13 08:54:20 -04:00
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FBTTreeStartInfo TreeStartInfo;
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2015-02-16 04:49:14 -05:00
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2014-03-14 14:13:41 -04:00
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/** message observers mapped by instance & execution index */
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TMultiMap<FBTNodeIndex,FAIMessageObserverHandle> TaskMessageObservers;
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2015-01-15 11:57:16 -05:00
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/** behavior cooldowns mapped by tag to last time it was set */
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TMap<FGameplayTag, float> CooldownTagsMap;
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2014-03-14 14:13:41 -04:00
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#if USE_BEHAVIORTREE_DEBUGGER
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/** search flow for debugger */
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mutable TArray<TArray<FBehaviorTreeDebuggerInstance::FNodeFlowData> > CurrentSearchFlow;
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mutable TArray<TArray<FBehaviorTreeDebuggerInstance::FNodeFlowData> > CurrentRestarts;
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2014-06-23 04:26:26 -04:00
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mutable TMap<FName, FString> SearchStartBlackboard;
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2014-03-14 14:13:41 -04:00
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mutable TArray<FBehaviorTreeDebuggerInstance> RemovedInstances;
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/** debugger's recorded data */
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mutable TArray<FBehaviorTreeExecutionStep> DebuggerSteps;
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2015-01-15 11:57:16 -05:00
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/** set when at least one debugger window is opened */
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static int32 ActiveDebuggerCounter;
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2014-03-14 14:13:41 -04:00
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#endif
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2018-09-25 10:11:35 -04:00
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// Code for timing BT Search for FramePro
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#if !UE_BUILD_SHIPPING
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static bool bAddedEndFrameCallback;
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static double FrameSearchTime;
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static int32 NumSearchTimeCalls;
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#endif
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2014-03-14 14:13:41 -04:00
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/** index of last active instance on stack */
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uint16 ActiveInstanceIdx;
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3623720 by Phillip.Kavan
#jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build.
Change summary:
- Temporarily excluded all AnimBP assets from nativization as a workaround.
Change 3626305 by Phillip.Kavan
#jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default.
Change 3629145 by Marc.Audy
Don't hide developer nativization tool behind ini
Change 3630849 by Marc.Audy
Fix nativization uncompilable code when using a non-referenceable term in a switch statement.
#jira UE-44085
Change 3631037 by Marc.Audy
(4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it
#jira UE-49440
Change 3631206 by Marc.Audy
Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT(""))
Change 3631232 by Marc.Audy
Remove outdated diagnostic code throwing false positives
#jira UE-47986
Change 3631573 by Marc.Audy
Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's'
Change 3633168 by Lukasz.Furman
fixed behavior tree changing its state during latent abort,
modified order of operations during abort to: abort & wait -> change aux nodes -> execute
Change 3633609 by Marc.Audy
Don't get unneeded string
Change 3633691 by Marc.Audy
Fix copy-pasting of a collapsed graph containing a map input losing the value type
#jira UE-49517
Change 3633967 by Ben.Zeigler
Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build
bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript
Fixed a few other fields to be private that were accidentally made public in 4.17
Change 3633984 by Michael.Noland
Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links
Change 3634464 by Ben.Zeigler
Header cleanups for Pawn, Controller, Character, and PlayerController
Change 3636858 by Marc.Audy
In preview worlds don't display the light error sprite
#jira UE-49555
Change 3636903 by Marc.Audy
Fix numerous issues with copy/pasting editable pin bases
#jira UE-49532
Change 3638898 by Marc.Audy
Allow right-click creation of local variables in blueprint function libraries
#jira UE-49590
Change 3639086 by Marc.Audy
PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin)
#jira UE-49591
Change 3639445 by Marc.Audy
Fix mistaken override and virtual markup on niagara schema function.
Change 3641202 by Marc.Audy
(4.17.2) Fix crash undoing pin changes with split pins
#jira UE-49634
Change 3643825 by Marc.Audy
(4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted
#jira UE-49756
Change 3645110 by mason.seay
Fixed up QA-ClickHUD map so it's usable and makes more sense
Change 3646428 by Dan.Oconnor
Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data
#jira None
Change 3647298 by Marc.Audy
PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist)
#jira UE-49748
Change 3647815 by Marc.Audy
Minor performance improvements
Change 3648931 by Lina.Halper
#Compiler : fixed so that each type of BP can provide module info, and compiler info
- Moved out AnimBlueprint Compiler
- Refactored WidgetBlueprint
- DUPE - Merging using ControlRig_Dev-Framework
Change 3654310 by Marc.Audy
Shrink USkinnedMeshComponent 64 bytes
Shrink USkeletalMeshComponent 224 bytes (160 bytes internal)
Change 3654636 by Lina.Halper
Fix crashing on shutdown
#jira: UE-50004
Change 3654960 by Lina.Halper
- Fix with automation test of creation/duplication
- Fixed shut down crash with editor again due to uobject GCed
#jira: UE-50028
Change 3655023 by Ben.Zeigler
#jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag
Change 3655426 by Ben.Zeigler
#jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them
Change 3657627 by Ben.Zeigler
#jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction
Change 3662086 by Mieszko.Zielinski
Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4
This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList
#jira UE-50101
Change 3662294 by Ben.Zeigler
Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check
Change 3662825 by Mieszko.Zielinski
Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4
there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no
Change 3664424 by Marc.Audy
UE-50076 test assets #rb none #rnx
Change 3664441 by Mieszko.Zielinski
PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist)
Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated.
Change 3664506 by Phillip.Kavan
#jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets.
Change summary:
- UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization.
- UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths.
- UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished.
- UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option).
- UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed.
- UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead.
- UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead.
- UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file.
- UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file.
- UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first).
- UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness.
- UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed.
- UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc.
- UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file.
- UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string.
- UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>.
- UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin.
- UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed).
- UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed).
- UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it.
- UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished.
- UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed.
- UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context.
- UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail.
- UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT).
- UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders.
Notes:
- After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release).
- Advanced users and build engineers can override this value per task. Instructions to do that are as follows:
- For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line.
- When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly.
- We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT.
- We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above).
Change 3665061 by Phillip.Kavan
Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum.
Mirrored from //UE4/Release-4.18 (CL# 3664993).
#3969
#jira UE-49233
Change 3665108 by Marc.Audy
(4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted
+ additional code cleanup
#jira UE-50076
Change 3665114 by Marc.Audy
Minor change that could potentially improve performance in some cases
Change 3665410 by Mieszko.Zielinski
Fixed naming of Vislog's BP API #UE4
Change 3665634 by Ben.Zeigler
#jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk
Change 3666970 by Phillip.Kavan
Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8.
#jira UE-46814
Change 3667058 by Phillip.Kavan
Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage.
Mirrored from //UE4/Release-4.18 (CL# 3667043).
#jira UE-50403
Change 3667150 by Mieszko.Zielinski
PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM)
Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend.
#jira UE-50249
Change 3667152 by Mieszko.Zielinski
PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM)
#jira UE-50298
Change 3667166 by Mieszko.Zielinski
Fixed FRichCurve baking so that it doesn't loose its curvature #UE4
Also, added some baking sanity checking (like if the range is larger than a single point).
Change 3668025 by Dan.Oconnor
Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed
#jira UE-50453
Change 3672063 by Ben.Zeigler
#jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case
Change 3672306 by Ben.Zeigler
#jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it
Change 3672683 by Marc.Audy
Code cleanup
Change 3672749 by Ben.Zeigler
Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build
Change 3672831 by Ben.Zeigler
#jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId.
Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project
Change 3673551 by Ben.Zeigler
#jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load
Change 3675074 by mason.seay
Test map for VisLog Testing
Change 3675084 by Mieszko.Zielinski
Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4
#jira UE-43430
Change 3676490 by Ben.Zeigler
#jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset
Change 3676579 by Lukasz.Furman
fixed crash in behavior tree's search rollback
Change 3676586 by Lukasz.Furman
added local scope mode to behavior tree's composite nodes
Change 3676587 by Ben.Zeigler
Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case
Add browse, use selected, and clear buttons, and make ID selector font the normal property font
Change 3676715 by Lukasz.Furman
changed order of behavior tree's aux node ticking
Change 3676867 by Ben.Zeigler
#jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup
Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early
Change 3677892 by Ben.Zeigler
Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites
Change 3678247 by Marc.Audy
Fix static analysis warning
Change 3678357 by Ben.Zeigler
#jira UE-50696 Add some container variables to diff test to track down crashes
Change 3678385 by Ben.Zeigler
#jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match
Change 3678600 by Ben.Zeigler
#jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference
Change 3679075 by Dan.Oconnor
Mirror 3679030 from Release-4.18
Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on
#jira UE-48692
Change 3679087 by Dan.Oconnor
Filter out unnecessary relink jobs from the compilation manager
#jira None
Change 3680221 by Ben.Zeigler
#jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary
Change 3680561 by Lukasz.Furman
fixed unsafe StopTree calls in behavior tree
#jira nope
Change 3680788 by Ben.Zeigler
Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind
Change 3683001 by mason.seay
Submitting various test maps and assets
Change 3686837 by Mieszko.Zielinski
Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion
#jira UE-50857
Change 3688451 by Marc.Audy
Fix up new material expression to work with String -> Name refactor
Change 3689097 by Mason.Seay
Test content for nativization and enum testing
Change 3689106 by Mieszko.Zielinski
Made NavMeshBoundsVolume react to undo in the editor #Orion
#jira UE-51013
Change 3689347 by Mieszko.Zielinski
Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4
Manual merge of CL#3689316 over from 4.18
#jira UE-51019
Change 3692524 by mason.seay
Moved some assets to folder for org, fixed up redirectors
Change 3692540 by mason.seay
Renaming test maps so they are clearly indicated for testing nativization
Change 3692577 by mason.seay
Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed
Change 3692724 by mason.seay
Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps
Change 3693184 by mason.seay
Assets for testing nativization with structs
Change 3693367 by mason.seay
Improvements to test content
Change 3695395 by Dan.Oconnor
Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced
#jira None
Change 3695484 by Marc.Audy
Fix sound cue connection drawing policy not getting returned.
#jira UE-51032
Change 3695494 by mason.seay
More test content for nativization testing
Change 3697829 by Mieszko.Zielinski
PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei)
Change 3700541 by mason.seay
Test map for containers with function bug
Change 3703459 by Marc.Audy
Remove poorly named InverseLerp
Fix degenerate behavior returning bad value
#jira UE-50295
Change 3703803 by Marc.Audy
Clean up autos
Minor improvement to ShouldGenerateCluster
Change 3704496 by Mason.Seay
More test content for testing nativization
Change 3706314 by Marc.Audy
PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar)
#jira UE-50874
Change 3707502 by Mason.Seay
Final changes to nativization test content (hopefully)
Change 3709478 by Marc.Audy
PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel)
Same as CL# 3689702 implemented in Fortnite
#jira UE-51453
Change 3709967 by Marc.Audy
PR #4139: fixed a typo in a comment (Contributed by derekvanvliet)
#jira UE-51372
Change 3709970 by Marc.Audy
PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman)
#jira UE-51495
Change 3709971 by Marc.Audy
PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas)
#jira UE-51492
Change 3710041 by Marc.Audy
Minor code cleanup
Change 3711223 by Phillip.Kavan
Move some Blueprint nativization log spam into the verbose category.
#jira UE-49770
Change 3713398 by Marc.Audy
PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM)
#jira UE-51517
Change 3713601 by Marc.Audy
Fix merge error
Change 3713994 by Marc.Audy
(4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event.
#jira UE-50738
Change 3714270 by Marc.Audy
Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors
#jira UE-51534
Change 3714406 by Marc.Audy
Fix dumb inverted boolean check
Change 3716594 by Dan.Oconnor
Integrate 3681301 from 4.18
Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior
#jira UE-50780, UE-51568
Change 3686450 by Marc.Audy
PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString.
CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither.
CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters.
Material Expressions now store input and output names as FName instead of FString
FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString
Most existing pin related functions using string have been deprecated.
Change 3713796 by Marc.Audy
Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not.
IsTickable no longer a pure virtual (defaults to true).
Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject.
Change 3638554 by Marc.Audy
Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected.
Change 3676502 by Ben.Zeigler
Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635
[CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
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/** if set, StopTree calls will be deferred */
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uint8 StopTreeLock;
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/** if set, StopTree will be called at the end of tick */
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uint8 bDeferredStopTree : 1;
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2014-03-14 14:13:41 -04:00
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/** loops tree execution */
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uint8 bLoopExecution : 1;
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2021-06-10 13:13:24 -04:00
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/** set when execution is waiting for tasks to finish their latent abort (current or parallel's main) */
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uint8 bWaitingForLatentAborts : 1;
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2014-03-14 14:13:41 -04:00
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/** set when execution update is scheduled for next tick */
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uint8 bRequestedFlowUpdate : 1;
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2015-02-16 04:49:14 -05:00
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/** set when tree stop was called */
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uint8 bRequestedStop : 1;
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2014-03-14 14:13:41 -04:00
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/** if set, tree execution is allowed */
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uint8 bIsRunning : 1;
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/** if set, execution requests will be postponed */
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uint8 bIsPaused : 1;
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2021-06-10 13:13:24 -04:00
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/** if set, all branch deactivation requests will be queued up */
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uint8 bBranchDeactivationSuspended : 1;
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2014-04-23 19:29:53 -04:00
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/** push behavior tree instance on execution stack
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* @NOTE: should never be called out-side of BT execution, meaning only BT tasks can push another BT instance! */
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2014-09-25 15:52:27 -04:00
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bool PushInstance(UBehaviorTree& TreeAsset);
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2014-03-14 14:13:41 -04:00
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/** add unique Id of newly created subtree to KnownInstances list and return its index */
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2014-08-21 20:30:51 -04:00
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uint8 UpdateInstanceId(UBehaviorTree* TreeAsset, const UBTNode* OriginNode, int32 OriginInstanceIdx);
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2014-03-14 14:13:41 -04:00
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2014-08-12 08:03:40 -04:00
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/** remove instanced nodes, known subtree instances and safely clears their persistent memory */
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void RemoveAllInstances();
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Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4
CL#2272587
Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using. That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite.
CL#2272599
Fixed crash when AI were killed in the same frame they were spawning into the world.
CL#2274068
behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement
fix for move action crashing on pawn's death
CL#2274177
fixed behavior tree's search range when there are mutliple restart requests in the same frame
CL#2274359
Fixes RotateToFaceBBEntry not working correctly when focusing on an actor
- the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without
- with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors
- without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location
- while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix)
- solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority. while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea.
Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value)
CL#2274719
Fix crash related to AnimCameraActor.
TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash.
CL#2274988
#UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899
CL#2275045
#UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though.
CL#2275152
TTP# 336668
Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens. Removed code duplication.
CL#2275528
Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface
CL#2275960
fixed behavior tree search being discarded after merge with non discardable request
decorator observers will be added even after failed search
CL#2276294
Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back).
They are separate options which can be used together or separately.
CL#2277344
fixed BT decorator indices for abort range preview in editor
CL#2277473
NavCollision settings of static mesh will persist through reimport
ttp# 344853
CL#2277509
fixed multiple nodes connected to special pins in behavior tree editor
CL#2278042
Fixes EQS not returning the best item when the last EQS test is a filter.
- To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering.
Made the filter and score test types display "Filter Only" & "Score Only"
CL#2278111
Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate.
CL#2278115
Added "Random" EQS test, which can be used for adding a random value to items.
Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well.
CL#2278286
Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628.
CL#2281762
Moved VLOG in Vlog Redirect function to avoid ensure
- Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet
CL#2282248
Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types.
CL#2282639
Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4
- Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag
- Fixed crash in EQSRenderingComponent
- Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag)
CL#2282678
fixed crash on reimporting static mesh without NavCollision data
ttp# 345454
CL#2282919
Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4
- also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489
CL#2282927
Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite
CL#2283374
Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving
(Fixes ttp 344776)
CL#2283475
Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374
CL#2283644
#UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister
Fix it so particle system components track if they were active when unregistering, reactivate on next register if true
Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely
Fix it so single anim skeletal meshes restore state accross reinitializations
CL#2283688
Make bPendingKillPending no longer a UProperty so it won't be serialized.
Fixes TTPs 342221, 342634
CL#2283879
#UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored.
CL#2284368
fixed crash on using blueprint-based EQS contexts in PIE
CL#2284405
HotSpots auto expire #UE4
Also, Fortnite-specific:
- made FortAIHotSpotManager the owner of hotspots spawning process
- added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector
CL#2285167
Fixed Fortnite client to match FriendsService API change for pending invites
CL#2285650
#UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601
CL#2286127
fixed pathfinding eqs test
CL#2286208
fixed EQS tests reverting to Score Only settings after reopening editor
ttp# 345719
CL#2286296
Game Invites work in Fortnite again
Fixed game to match a backend API change
CL#2286378
Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can.
CL#2286408
- TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected.
CL#2286777
Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made. (In Fortnite, Goal Manager queries all have the same name, and the data would never update. In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.)
CL#2289211
Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash"
CL#2289279
LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed.
Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap.
CL#2289897
Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be.
CL#2290041
Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions.
CL#2290210
#UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed
- Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions. The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate.
- We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs
CL#2290255
#UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly
CL#2290585
Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4
It was resulting in copied actions loosing parts of its configuration.
Also:
- added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior
CL#2290675
Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4
CL#2290778
fixed invalid nav nodes in paths after offseting
CL#2290784
moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment
CL#2292104
Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.).
CL#2292198
Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4
CL#2292766
Fixed crash if touch event without valid MovieStreamer
CL#2292967
GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh.
NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display.
CL#2293116
#UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line.
CL#2293217
Added suffix override to allow StagingInfo instances without platform in the staging path
This is to handle where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient
CL#2293263
#UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys)
CL#2293534
fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor)
CL#2293536
fixed updating parent chain in navoctree after removing last attached node
CL#2293543
changed navigation octree parent map to use weak object pointers (merged from main)
CL#2293952
Changes/improvements to curl http module:
- Properly get bUseCurl from a configuration file.
- Do less work when creating requests (checking commandline settings moved to CurlHttpManager).
- Do not init/shutdown unless actually used.
CL#2294062
Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent
- Allows subclasses to define behavior when this occurs
- Comment states that this only will be called when the character is walking
[CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
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/** copy memory block from running instances to persistent memory */
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void CopyInstanceMemoryToPersistent();
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/** copy memory block from persistent memory to running instances (rollback) */
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void CopyInstanceMemoryFromPersistent();
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2014-03-14 14:13:41 -04:00
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/** find next task to execute */
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2014-08-21 20:30:51 -04:00
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UBTTaskNode* FindNextTask(UBTCompositeNode* ParentNode, uint16 ParentInstanceIdx, EBTNodeResult::Type LastResult);
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2014-03-14 14:13:41 -04:00
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/** called when tree runs out of nodes to execute */
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void OnTreeFinished();
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/** apply pending node updates from SearchData */
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Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4
CL#2272587
Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using. That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite.
CL#2272599
Fixed crash when AI were killed in the same frame they were spawning into the world.
CL#2274068
behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement
fix for move action crashing on pawn's death
CL#2274177
fixed behavior tree's search range when there are mutliple restart requests in the same frame
CL#2274359
Fixes RotateToFaceBBEntry not working correctly when focusing on an actor
- the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without
- with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors
- without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location
- while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix)
- solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority. while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea.
Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value)
CL#2274719
Fix crash related to AnimCameraActor.
TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash.
CL#2274988
#UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899
CL#2275045
#UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though.
CL#2275152
TTP# 336668
Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens. Removed code duplication.
CL#2275528
Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface
CL#2275960
fixed behavior tree search being discarded after merge with non discardable request
decorator observers will be added even after failed search
CL#2276294
Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back).
They are separate options which can be used together or separately.
CL#2277344
fixed BT decorator indices for abort range preview in editor
CL#2277473
NavCollision settings of static mesh will persist through reimport
ttp# 344853
CL#2277509
fixed multiple nodes connected to special pins in behavior tree editor
CL#2278042
Fixes EQS not returning the best item when the last EQS test is a filter.
- To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering.
Made the filter and score test types display "Filter Only" & "Score Only"
CL#2278111
Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate.
CL#2278115
Added "Random" EQS test, which can be used for adding a random value to items.
Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well.
CL#2278286
Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628.
CL#2281762
Moved VLOG in Vlog Redirect function to avoid ensure
- Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet
CL#2282248
Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types.
CL#2282639
Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4
- Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag
- Fixed crash in EQSRenderingComponent
- Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag)
CL#2282678
fixed crash on reimporting static mesh without NavCollision data
ttp# 345454
CL#2282919
Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4
- also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489
CL#2282927
Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite
CL#2283374
Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving
(Fixes ttp 344776)
CL#2283475
Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374
CL#2283644
#UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister
Fix it so particle system components track if they were active when unregistering, reactivate on next register if true
Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely
Fix it so single anim skeletal meshes restore state accross reinitializations
CL#2283688
Make bPendingKillPending no longer a UProperty so it won't be serialized.
Fixes TTPs 342221, 342634
CL#2283879
#UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored.
CL#2284368
fixed crash on using blueprint-based EQS contexts in PIE
CL#2284405
HotSpots auto expire #UE4
Also, Fortnite-specific:
- made FortAIHotSpotManager the owner of hotspots spawning process
- added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector
CL#2285167
Fixed Fortnite client to match FriendsService API change for pending invites
CL#2285650
#UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601
CL#2286127
fixed pathfinding eqs test
CL#2286208
fixed EQS tests reverting to Score Only settings after reopening editor
ttp# 345719
CL#2286296
Game Invites work in Fortnite again
Fixed game to match a backend API change
CL#2286378
Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can.
CL#2286408
- TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected.
CL#2286777
Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made. (In Fortnite, Goal Manager queries all have the same name, and the data would never update. In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.)
CL#2289211
Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash"
CL#2289279
LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed.
Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap.
CL#2289897
Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be.
CL#2290041
Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions.
CL#2290210
#UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed
- Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions. The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate.
- We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs
CL#2290255
#UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly
CL#2290585
Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4
It was resulting in copied actions loosing parts of its configuration.
Also:
- added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior
CL#2290675
Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4
CL#2290778
fixed invalid nav nodes in paths after offseting
CL#2290784
moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment
CL#2292104
Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.).
CL#2292198
Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4
CL#2292766
Fixed crash if touch event without valid MovieStreamer
CL#2292967
GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh.
NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display.
CL#2293116
#UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line.
CL#2293217
Added suffix override to allow StagingInfo instances without platform in the staging path
This is to handle where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient
CL#2293263
#UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys)
CL#2293534
fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor)
CL#2293536
fixed updating parent chain in navoctree after removing last attached node
CL#2293543
changed navigation octree parent map to use weak object pointers (merged from main)
CL#2293952
Changes/improvements to curl http module:
- Properly get bUseCurl from a configuration file.
- Do less work when creating requests (checking commandline settings moved to CurlHttpManager).
- Do not init/shutdown unless actually used.
CL#2294062
Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent
- Allows subclasses to define behavior when this occurs
- Comment states that this only will be called when the character is walking
[CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
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void ApplySearchData(UBTNode* NewActiveNode);
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/** apply pending node updates required for discarded search */
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void ApplyDiscardedSearch();
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2014-03-14 14:13:41 -04:00
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/** apply updates from specific list */
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Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4
CL#2272587
Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using. That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite.
CL#2272599
Fixed crash when AI were killed in the same frame they were spawning into the world.
CL#2274068
behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement
fix for move action crashing on pawn's death
CL#2274177
fixed behavior tree's search range when there are mutliple restart requests in the same frame
CL#2274359
Fixes RotateToFaceBBEntry not working correctly when focusing on an actor
- the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without
- with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors
- without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location
- while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix)
- solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority. while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea.
Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value)
CL#2274719
Fix crash related to AnimCameraActor.
TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash.
CL#2274988
#UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899
CL#2275045
#UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though.
CL#2275152
TTP# 336668
Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens. Removed code duplication.
CL#2275528
Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface
CL#2275960
fixed behavior tree search being discarded after merge with non discardable request
decorator observers will be added even after failed search
CL#2276294
Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back).
They are separate options which can be used together or separately.
CL#2277344
fixed BT decorator indices for abort range preview in editor
CL#2277473
NavCollision settings of static mesh will persist through reimport
ttp# 344853
CL#2277509
fixed multiple nodes connected to special pins in behavior tree editor
CL#2278042
Fixes EQS not returning the best item when the last EQS test is a filter.
- To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering.
Made the filter and score test types display "Filter Only" & "Score Only"
CL#2278111
Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate.
CL#2278115
Added "Random" EQS test, which can be used for adding a random value to items.
Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well.
CL#2278286
Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628.
CL#2281762
Moved VLOG in Vlog Redirect function to avoid ensure
- Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet
CL#2282248
Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types.
CL#2282639
Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4
- Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag
- Fixed crash in EQSRenderingComponent
- Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag)
CL#2282678
fixed crash on reimporting static mesh without NavCollision data
ttp# 345454
CL#2282919
Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4
- also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489
CL#2282927
Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite
CL#2283374
Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving
(Fixes ttp 344776)
CL#2283475
Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374
CL#2283644
#UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister
Fix it so particle system components track if they were active when unregistering, reactivate on next register if true
Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely
Fix it so single anim skeletal meshes restore state accross reinitializations
CL#2283688
Make bPendingKillPending no longer a UProperty so it won't be serialized.
Fixes TTPs 342221, 342634
CL#2283879
#UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored.
CL#2284368
fixed crash on using blueprint-based EQS contexts in PIE
CL#2284405
HotSpots auto expire #UE4
Also, Fortnite-specific:
- made FortAIHotSpotManager the owner of hotspots spawning process
- added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector
CL#2285167
Fixed Fortnite client to match FriendsService API change for pending invites
CL#2285650
#UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601
CL#2286127
fixed pathfinding eqs test
CL#2286208
fixed EQS tests reverting to Score Only settings after reopening editor
ttp# 345719
CL#2286296
Game Invites work in Fortnite again
Fixed game to match a backend API change
CL#2286378
Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can.
CL#2286408
- TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected.
CL#2286777
Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made. (In Fortnite, Goal Manager queries all have the same name, and the data would never update. In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.)
CL#2289211
Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash"
CL#2289279
LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed.
Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap.
CL#2289897
Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be.
CL#2290041
Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions.
CL#2290210
#UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed
- Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions. The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate.
- We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs
CL#2290255
#UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly
CL#2290585
Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4
It was resulting in copied actions loosing parts of its configuration.
Also:
- added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior
CL#2290675
Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4
CL#2290778
fixed invalid nav nodes in paths after offseting
CL#2290784
moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment
CL#2292104
Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.).
CL#2292198
Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4
CL#2292766
Fixed crash if touch event without valid MovieStreamer
CL#2292967
GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh.
NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display.
CL#2293116
#UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line.
CL#2293217
Added suffix override to allow StagingInfo instances without platform in the staging path
This is to handle where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient
CL#2293263
#UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys)
CL#2293534
fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor)
CL#2293536
fixed updating parent chain in navoctree after removing last attached node
CL#2293543
changed navigation octree parent map to use weak object pointers (merged from main)
CL#2293952
Changes/improvements to curl http module:
- Properly get bUseCurl from a configuration file.
- Do less work when creating requests (checking commandline settings moved to CurlHttpManager).
- Do not init/shutdown unless actually used.
CL#2294062
Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent
- Allows subclasses to define behavior when this occurs
- Comment states that this only will be called when the character is walking
[CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
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void ApplySearchUpdates(const TArray<FBehaviorTreeSearchUpdate>& UpdateList, int32 NewNodeExecutionIndex, bool bPostUpdate = false);
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2014-03-14 14:13:41 -04:00
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/** abort currently executed task */
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void AbortCurrentTask();
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/** execute new task */
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2014-08-21 20:30:51 -04:00
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void ExecuteTask(UBTTaskNode* TaskNode);
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2014-03-14 14:13:41 -04:00
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/** deactivate all nodes up to requested one */
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2019-11-06 13:09:14 -05:00
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bool DeactivateUpTo(UBTCompositeNode* Node, uint16 NodeInstanceIdx, EBTNodeResult::Type& NodeResult, int32& OutLastDeactivatedChildIndex);
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2014-03-14 14:13:41 -04:00
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2021-06-10 13:13:24 -04:00
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/** returns true if execution was waiting on latent aborts and they are all finished; */
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bool TrackPendingLatentAborts();
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/** tracks if there are new tasks using latent abort in progress */
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void TrackNewLatentAborts();
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/** return true if the current or any parallel task has a latent abort in progress */
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bool HasActiveLatentAborts() const;
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2014-03-14 14:13:41 -04:00
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Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4
CL#2272587
Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using. That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite.
CL#2272599
Fixed crash when AI were killed in the same frame they were spawning into the world.
CL#2274068
behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement
fix for move action crashing on pawn's death
CL#2274177
fixed behavior tree's search range when there are mutliple restart requests in the same frame
CL#2274359
Fixes RotateToFaceBBEntry not working correctly when focusing on an actor
- the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without
- with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors
- without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location
- while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix)
- solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority. while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea.
Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value)
CL#2274719
Fix crash related to AnimCameraActor.
TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash.
CL#2274988
#UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899
CL#2275045
#UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though.
CL#2275152
TTP# 336668
Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens. Removed code duplication.
CL#2275528
Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface
CL#2275960
fixed behavior tree search being discarded after merge with non discardable request
decorator observers will be added even after failed search
CL#2276294
Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back).
They are separate options which can be used together or separately.
CL#2277344
fixed BT decorator indices for abort range preview in editor
CL#2277473
NavCollision settings of static mesh will persist through reimport
ttp# 344853
CL#2277509
fixed multiple nodes connected to special pins in behavior tree editor
CL#2278042
Fixes EQS not returning the best item when the last EQS test is a filter.
- To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering.
Made the filter and score test types display "Filter Only" & "Score Only"
CL#2278111
Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate.
CL#2278115
Added "Random" EQS test, which can be used for adding a random value to items.
Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well.
CL#2278286
Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628.
CL#2281762
Moved VLOG in Vlog Redirect function to avoid ensure
- Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet
CL#2282248
Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types.
CL#2282639
Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4
- Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag
- Fixed crash in EQSRenderingComponent
- Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag)
CL#2282678
fixed crash on reimporting static mesh without NavCollision data
ttp# 345454
CL#2282919
Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4
- also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489
CL#2282927
Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite
CL#2283374
Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving
(Fixes ttp 344776)
CL#2283475
Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374
CL#2283644
#UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister
Fix it so particle system components track if they were active when unregistering, reactivate on next register if true
Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely
Fix it so single anim skeletal meshes restore state accross reinitializations
CL#2283688
Make bPendingKillPending no longer a UProperty so it won't be serialized.
Fixes TTPs 342221, 342634
CL#2283879
#UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored.
CL#2284368
fixed crash on using blueprint-based EQS contexts in PIE
CL#2284405
HotSpots auto expire #UE4
Also, Fortnite-specific:
- made FortAIHotSpotManager the owner of hotspots spawning process
- added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector
CL#2285167
Fixed Fortnite client to match FriendsService API change for pending invites
CL#2285650
#UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601
CL#2286127
fixed pathfinding eqs test
CL#2286208
fixed EQS tests reverting to Score Only settings after reopening editor
ttp# 345719
CL#2286296
Game Invites work in Fortnite again
Fixed game to match a backend API change
CL#2286378
Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can.
CL#2286408
- TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected.
CL#2286777
Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made. (In Fortnite, Goal Manager queries all have the same name, and the data would never update. In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.)
CL#2289211
Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash"
CL#2289279
LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed.
Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap.
CL#2289897
Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be.
CL#2290041
Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions.
CL#2290210
#UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed
- Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions. The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate.
- We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs
CL#2290255
#UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly
CL#2290585
Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4
It was resulting in copied actions loosing parts of its configuration.
Also:
- added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior
CL#2290675
Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4
CL#2290778
fixed invalid nav nodes in paths after offseting
CL#2290784
moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment
CL#2292104
Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.).
CL#2292198
Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4
CL#2292766
Fixed crash if touch event without valid MovieStreamer
CL#2292967
GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh.
NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display.
CL#2293116
#UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line.
CL#2293217
Added suffix override to allow StagingInfo instances without platform in the staging path
This is to handle where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient
CL#2293263
#UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys)
CL#2293534
fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor)
CL#2293536
fixed updating parent chain in navoctree after removing last attached node
CL#2293543
changed navigation octree parent map to use weak object pointers (merged from main)
CL#2293952
Changes/improvements to curl http module:
- Properly get bUseCurl from a configuration file.
- Do less work when creating requests (checking commandline settings moved to CurlHttpManager).
- Do not init/shutdown unless actually used.
CL#2294062
Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent
- Allows subclasses to define behavior when this occurs
- Comment states that this only will be called when the character is walking
[CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
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/** apply pending execution from last task search */
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void ProcessPendingExecution();
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2015-02-16 04:49:14 -05:00
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/** apply pending tree initialization */
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void ProcessPendingInitialize();
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3623720 by Phillip.Kavan
#jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build.
Change summary:
- Temporarily excluded all AnimBP assets from nativization as a workaround.
Change 3626305 by Phillip.Kavan
#jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default.
Change 3629145 by Marc.Audy
Don't hide developer nativization tool behind ini
Change 3630849 by Marc.Audy
Fix nativization uncompilable code when using a non-referenceable term in a switch statement.
#jira UE-44085
Change 3631037 by Marc.Audy
(4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it
#jira UE-49440
Change 3631206 by Marc.Audy
Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT(""))
Change 3631232 by Marc.Audy
Remove outdated diagnostic code throwing false positives
#jira UE-47986
Change 3631573 by Marc.Audy
Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's'
Change 3633168 by Lukasz.Furman
fixed behavior tree changing its state during latent abort,
modified order of operations during abort to: abort & wait -> change aux nodes -> execute
Change 3633609 by Marc.Audy
Don't get unneeded string
Change 3633691 by Marc.Audy
Fix copy-pasting of a collapsed graph containing a map input losing the value type
#jira UE-49517
Change 3633967 by Ben.Zeigler
Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build
bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript
Fixed a few other fields to be private that were accidentally made public in 4.17
Change 3633984 by Michael.Noland
Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links
Change 3634464 by Ben.Zeigler
Header cleanups for Pawn, Controller, Character, and PlayerController
Change 3636858 by Marc.Audy
In preview worlds don't display the light error sprite
#jira UE-49555
Change 3636903 by Marc.Audy
Fix numerous issues with copy/pasting editable pin bases
#jira UE-49532
Change 3638898 by Marc.Audy
Allow right-click creation of local variables in blueprint function libraries
#jira UE-49590
Change 3639086 by Marc.Audy
PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin)
#jira UE-49591
Change 3639445 by Marc.Audy
Fix mistaken override and virtual markup on niagara schema function.
Change 3641202 by Marc.Audy
(4.17.2) Fix crash undoing pin changes with split pins
#jira UE-49634
Change 3643825 by Marc.Audy
(4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted
#jira UE-49756
Change 3645110 by mason.seay
Fixed up QA-ClickHUD map so it's usable and makes more sense
Change 3646428 by Dan.Oconnor
Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data
#jira None
Change 3647298 by Marc.Audy
PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist)
#jira UE-49748
Change 3647815 by Marc.Audy
Minor performance improvements
Change 3648931 by Lina.Halper
#Compiler : fixed so that each type of BP can provide module info, and compiler info
- Moved out AnimBlueprint Compiler
- Refactored WidgetBlueprint
- DUPE - Merging using ControlRig_Dev-Framework
Change 3654310 by Marc.Audy
Shrink USkinnedMeshComponent 64 bytes
Shrink USkeletalMeshComponent 224 bytes (160 bytes internal)
Change 3654636 by Lina.Halper
Fix crashing on shutdown
#jira: UE-50004
Change 3654960 by Lina.Halper
- Fix with automation test of creation/duplication
- Fixed shut down crash with editor again due to uobject GCed
#jira: UE-50028
Change 3655023 by Ben.Zeigler
#jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag
Change 3655426 by Ben.Zeigler
#jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them
Change 3657627 by Ben.Zeigler
#jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction
Change 3662086 by Mieszko.Zielinski
Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4
This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList
#jira UE-50101
Change 3662294 by Ben.Zeigler
Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check
Change 3662825 by Mieszko.Zielinski
Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4
there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no
Change 3664424 by Marc.Audy
UE-50076 test assets #rb none #rnx
Change 3664441 by Mieszko.Zielinski
PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist)
Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated.
Change 3664506 by Phillip.Kavan
#jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets.
Change summary:
- UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization.
- UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths.
- UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished.
- UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option).
- UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed.
- UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead.
- UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead.
- UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file.
- UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file.
- UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first).
- UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness.
- UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed.
- UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc.
- UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file.
- UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string.
- UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>.
- UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin.
- UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed).
- UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed).
- UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it.
- UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished.
- UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed.
- UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context.
- UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail.
- UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT).
- UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders.
Notes:
- After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release).
- Advanced users and build engineers can override this value per task. Instructions to do that are as follows:
- For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line.
- When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly.
- We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT.
- We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above).
Change 3665061 by Phillip.Kavan
Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum.
Mirrored from //UE4/Release-4.18 (CL# 3664993).
#3969
#jira UE-49233
Change 3665108 by Marc.Audy
(4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted
+ additional code cleanup
#jira UE-50076
Change 3665114 by Marc.Audy
Minor change that could potentially improve performance in some cases
Change 3665410 by Mieszko.Zielinski
Fixed naming of Vislog's BP API #UE4
Change 3665634 by Ben.Zeigler
#jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk
Change 3666970 by Phillip.Kavan
Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8.
#jira UE-46814
Change 3667058 by Phillip.Kavan
Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage.
Mirrored from //UE4/Release-4.18 (CL# 3667043).
#jira UE-50403
Change 3667150 by Mieszko.Zielinski
PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM)
Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend.
#jira UE-50249
Change 3667152 by Mieszko.Zielinski
PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM)
#jira UE-50298
Change 3667166 by Mieszko.Zielinski
Fixed FRichCurve baking so that it doesn't loose its curvature #UE4
Also, added some baking sanity checking (like if the range is larger than a single point).
Change 3668025 by Dan.Oconnor
Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed
#jira UE-50453
Change 3672063 by Ben.Zeigler
#jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case
Change 3672306 by Ben.Zeigler
#jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it
Change 3672683 by Marc.Audy
Code cleanup
Change 3672749 by Ben.Zeigler
Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build
Change 3672831 by Ben.Zeigler
#jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId.
Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project
Change 3673551 by Ben.Zeigler
#jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load
Change 3675074 by mason.seay
Test map for VisLog Testing
Change 3675084 by Mieszko.Zielinski
Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4
#jira UE-43430
Change 3676490 by Ben.Zeigler
#jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset
Change 3676579 by Lukasz.Furman
fixed crash in behavior tree's search rollback
Change 3676586 by Lukasz.Furman
added local scope mode to behavior tree's composite nodes
Change 3676587 by Ben.Zeigler
Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case
Add browse, use selected, and clear buttons, and make ID selector font the normal property font
Change 3676715 by Lukasz.Furman
changed order of behavior tree's aux node ticking
Change 3676867 by Ben.Zeigler
#jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup
Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early
Change 3677892 by Ben.Zeigler
Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites
Change 3678247 by Marc.Audy
Fix static analysis warning
Change 3678357 by Ben.Zeigler
#jira UE-50696 Add some container variables to diff test to track down crashes
Change 3678385 by Ben.Zeigler
#jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match
Change 3678600 by Ben.Zeigler
#jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference
Change 3679075 by Dan.Oconnor
Mirror 3679030 from Release-4.18
Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on
#jira UE-48692
Change 3679087 by Dan.Oconnor
Filter out unnecessary relink jobs from the compilation manager
#jira None
Change 3680221 by Ben.Zeigler
#jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary
Change 3680561 by Lukasz.Furman
fixed unsafe StopTree calls in behavior tree
#jira nope
Change 3680788 by Ben.Zeigler
Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind
Change 3683001 by mason.seay
Submitting various test maps and assets
Change 3686837 by Mieszko.Zielinski
Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion
#jira UE-50857
Change 3688451 by Marc.Audy
Fix up new material expression to work with String -> Name refactor
Change 3689097 by Mason.Seay
Test content for nativization and enum testing
Change 3689106 by Mieszko.Zielinski
Made NavMeshBoundsVolume react to undo in the editor #Orion
#jira UE-51013
Change 3689347 by Mieszko.Zielinski
Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4
Manual merge of CL#3689316 over from 4.18
#jira UE-51019
Change 3692524 by mason.seay
Moved some assets to folder for org, fixed up redirectors
Change 3692540 by mason.seay
Renaming test maps so they are clearly indicated for testing nativization
Change 3692577 by mason.seay
Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed
Change 3692724 by mason.seay
Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps
Change 3693184 by mason.seay
Assets for testing nativization with structs
Change 3693367 by mason.seay
Improvements to test content
Change 3695395 by Dan.Oconnor
Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced
#jira None
Change 3695484 by Marc.Audy
Fix sound cue connection drawing policy not getting returned.
#jira UE-51032
Change 3695494 by mason.seay
More test content for nativization testing
Change 3697829 by Mieszko.Zielinski
PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei)
Change 3700541 by mason.seay
Test map for containers with function bug
Change 3703459 by Marc.Audy
Remove poorly named InverseLerp
Fix degenerate behavior returning bad value
#jira UE-50295
Change 3703803 by Marc.Audy
Clean up autos
Minor improvement to ShouldGenerateCluster
Change 3704496 by Mason.Seay
More test content for testing nativization
Change 3706314 by Marc.Audy
PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar)
#jira UE-50874
Change 3707502 by Mason.Seay
Final changes to nativization test content (hopefully)
Change 3709478 by Marc.Audy
PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel)
Same as CL# 3689702 implemented in Fortnite
#jira UE-51453
Change 3709967 by Marc.Audy
PR #4139: fixed a typo in a comment (Contributed by derekvanvliet)
#jira UE-51372
Change 3709970 by Marc.Audy
PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman)
#jira UE-51495
Change 3709971 by Marc.Audy
PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas)
#jira UE-51492
Change 3710041 by Marc.Audy
Minor code cleanup
Change 3711223 by Phillip.Kavan
Move some Blueprint nativization log spam into the verbose category.
#jira UE-49770
Change 3713398 by Marc.Audy
PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM)
#jira UE-51517
Change 3713601 by Marc.Audy
Fix merge error
Change 3713994 by Marc.Audy
(4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event.
#jira UE-50738
Change 3714270 by Marc.Audy
Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors
#jira UE-51534
Change 3714406 by Marc.Audy
Fix dumb inverted boolean check
Change 3716594 by Dan.Oconnor
Integrate 3681301 from 4.18
Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior
#jira UE-50780, UE-51568
Change 3686450 by Marc.Audy
PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString.
CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither.
CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters.
Material Expressions now store input and output names as FName instead of FString
FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString
Most existing pin related functions using string have been deprecated.
Change 3713796 by Marc.Audy
Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not.
IsTickable no longer a pure virtual (defaults to true).
Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject.
Change 3638554 by Marc.Audy
Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected.
Change 3676502 by Ben.Zeigler
Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635
[CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
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/** restore state of tree to state before search */
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void RollbackSearchChanges();
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2014-03-14 14:13:41 -04:00
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/** make a snapshot for debugger */
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void StoreDebuggerExecutionStep(EBTExecutionSnap::Type SnapType);
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/** make a snapshot for debugger from given subtree instance */
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void StoreDebuggerInstance(FBehaviorTreeDebuggerInstance& InstanceInfo, uint16 InstanceIdx, EBTExecutionSnap::Type SnapType) const;
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void StoreDebuggerRemovedInstance(uint16 InstanceIdx) const;
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/** store search step for debugger */
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2014-08-21 20:30:51 -04:00
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void StoreDebuggerSearchStep(const UBTNode* Node, uint16 InstanceIdx, EBTNodeResult::Type NodeResult) const;
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void StoreDebuggerSearchStep(const UBTNode* Node, uint16 InstanceIdx, bool bPassed) const;
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2014-03-14 14:13:41 -04:00
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/** store restarting node for debugger */
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2014-08-21 20:30:51 -04:00
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void StoreDebuggerRestart(const UBTNode* Node, uint16 InstanceIdx, bool bAllowed);
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2014-03-14 14:13:41 -04:00
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/** describe blackboard's key values */
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2014-06-23 04:26:26 -04:00
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void StoreDebuggerBlackboard(TMap<FName, FString>& BlackboardValueDesc) const;
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2014-03-14 14:13:41 -04:00
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/** gather nodes runtime descriptions */
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2014-08-21 20:30:51 -04:00
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void StoreDebuggerRuntimeValues(TArray<FString>& RuntimeDescriptions, UBTNode* RootNode, uint16 InstanceIdx) const;
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2014-03-14 14:13:41 -04:00
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/** update runtime description of given task node in latest debugger's snapshot */
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2014-08-21 20:30:51 -04:00
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void UpdateDebuggerAfterExecution(const UBTTaskNode* TaskNode, uint16 InstanceIdx) const;
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2014-12-15 15:29:48 -05:00
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2015-01-15 11:57:16 -05:00
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/** check if debugger is currently running and can gather data */
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static bool IsDebuggerActive();
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2019-09-28 16:13:30 -04:00
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/** Return NodeA's relative priority in regards to NodeB */
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2014-12-15 15:29:48 -05:00
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EBTNodeRelativePriority CalculateRelativePriority(const UBTNode* NodeA, const UBTNode* NodeB) const;
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2014-03-14 14:13:41 -04:00
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2021-06-10 13:13:24 -04:00
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/** Deactivate a branch as the decorator condition is not passing anymore */
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void DeactivateBranch(const UBTDecorator& RequestedBy);
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/** Suspend any branch deactivation and queue them to be processed later by ResumeBranchDeactivation() */
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void SuspendBranchDeactivation();
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/** Resume branch deactivation and execute all the queued up ones */
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void ResumeBranchDeactivation();
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struct FBTSuspendBranchDeactivationScoped
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{
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FBTSuspendBranchDeactivationScoped(UBehaviorTreeComponent& InBTComp)
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: BTComp(InBTComp)
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{
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BTComp.SuspendBranchDeactivation();
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}
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~FBTSuspendBranchDeactivationScoped()
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{
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BTComp.ResumeBranchDeactivation();
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}
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UBehaviorTreeComponent& BTComp;
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};
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2014-08-21 20:30:51 -04:00
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friend UBTNode;
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friend UBTCompositeNode;
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friend UBTTaskNode;
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friend UBTTask_RunBehavior;
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2015-06-30 10:25:20 -04:00
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friend UBTTask_RunBehaviorDynamic;
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2014-08-21 20:30:51 -04:00
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friend FBehaviorTreeDebugger;
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friend FBehaviorTreeInstance;
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3623720 by Phillip.Kavan
#jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build.
Change summary:
- Temporarily excluded all AnimBP assets from nativization as a workaround.
Change 3626305 by Phillip.Kavan
#jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default.
Change 3629145 by Marc.Audy
Don't hide developer nativization tool behind ini
Change 3630849 by Marc.Audy
Fix nativization uncompilable code when using a non-referenceable term in a switch statement.
#jira UE-44085
Change 3631037 by Marc.Audy
(4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it
#jira UE-49440
Change 3631206 by Marc.Audy
Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT(""))
Change 3631232 by Marc.Audy
Remove outdated diagnostic code throwing false positives
#jira UE-47986
Change 3631573 by Marc.Audy
Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's'
Change 3633168 by Lukasz.Furman
fixed behavior tree changing its state during latent abort,
modified order of operations during abort to: abort & wait -> change aux nodes -> execute
Change 3633609 by Marc.Audy
Don't get unneeded string
Change 3633691 by Marc.Audy
Fix copy-pasting of a collapsed graph containing a map input losing the value type
#jira UE-49517
Change 3633967 by Ben.Zeigler
Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build
bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript
Fixed a few other fields to be private that were accidentally made public in 4.17
Change 3633984 by Michael.Noland
Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links
Change 3634464 by Ben.Zeigler
Header cleanups for Pawn, Controller, Character, and PlayerController
Change 3636858 by Marc.Audy
In preview worlds don't display the light error sprite
#jira UE-49555
Change 3636903 by Marc.Audy
Fix numerous issues with copy/pasting editable pin bases
#jira UE-49532
Change 3638898 by Marc.Audy
Allow right-click creation of local variables in blueprint function libraries
#jira UE-49590
Change 3639086 by Marc.Audy
PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin)
#jira UE-49591
Change 3639445 by Marc.Audy
Fix mistaken override and virtual markup on niagara schema function.
Change 3641202 by Marc.Audy
(4.17.2) Fix crash undoing pin changes with split pins
#jira UE-49634
Change 3643825 by Marc.Audy
(4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted
#jira UE-49756
Change 3645110 by mason.seay
Fixed up QA-ClickHUD map so it's usable and makes more sense
Change 3646428 by Dan.Oconnor
Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data
#jira None
Change 3647298 by Marc.Audy
PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist)
#jira UE-49748
Change 3647815 by Marc.Audy
Minor performance improvements
Change 3648931 by Lina.Halper
#Compiler : fixed so that each type of BP can provide module info, and compiler info
- Moved out AnimBlueprint Compiler
- Refactored WidgetBlueprint
- DUPE - Merging using ControlRig_Dev-Framework
Change 3654310 by Marc.Audy
Shrink USkinnedMeshComponent 64 bytes
Shrink USkeletalMeshComponent 224 bytes (160 bytes internal)
Change 3654636 by Lina.Halper
Fix crashing on shutdown
#jira: UE-50004
Change 3654960 by Lina.Halper
- Fix with automation test of creation/duplication
- Fixed shut down crash with editor again due to uobject GCed
#jira: UE-50028
Change 3655023 by Ben.Zeigler
#jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag
Change 3655426 by Ben.Zeigler
#jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them
Change 3657627 by Ben.Zeigler
#jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction
Change 3662086 by Mieszko.Zielinski
Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4
This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList
#jira UE-50101
Change 3662294 by Ben.Zeigler
Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check
Change 3662825 by Mieszko.Zielinski
Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4
there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no
Change 3664424 by Marc.Audy
UE-50076 test assets #rb none #rnx
Change 3664441 by Mieszko.Zielinski
PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist)
Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated.
Change 3664506 by Phillip.Kavan
#jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets.
Change summary:
- UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization.
- UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths.
- UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished.
- UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option).
- UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed.
- UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead.
- UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead.
- UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file.
- UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file.
- UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first).
- UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness.
- UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed.
- UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc.
- UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file.
- UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string.
- UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>.
- UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin.
- UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed).
- UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed).
- UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it.
- UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished.
- UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed.
- UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context.
- UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail.
- UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT).
- UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders.
Notes:
- After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release).
- Advanced users and build engineers can override this value per task. Instructions to do that are as follows:
- For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line.
- When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly.
- We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT.
- We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above).
Change 3665061 by Phillip.Kavan
Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum.
Mirrored from //UE4/Release-4.18 (CL# 3664993).
#3969
#jira UE-49233
Change 3665108 by Marc.Audy
(4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted
+ additional code cleanup
#jira UE-50076
Change 3665114 by Marc.Audy
Minor change that could potentially improve performance in some cases
Change 3665410 by Mieszko.Zielinski
Fixed naming of Vislog's BP API #UE4
Change 3665634 by Ben.Zeigler
#jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk
Change 3666970 by Phillip.Kavan
Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8.
#jira UE-46814
Change 3667058 by Phillip.Kavan
Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage.
Mirrored from //UE4/Release-4.18 (CL# 3667043).
#jira UE-50403
Change 3667150 by Mieszko.Zielinski
PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM)
Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend.
#jira UE-50249
Change 3667152 by Mieszko.Zielinski
PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM)
#jira UE-50298
Change 3667166 by Mieszko.Zielinski
Fixed FRichCurve baking so that it doesn't loose its curvature #UE4
Also, added some baking sanity checking (like if the range is larger than a single point).
Change 3668025 by Dan.Oconnor
Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed
#jira UE-50453
Change 3672063 by Ben.Zeigler
#jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case
Change 3672306 by Ben.Zeigler
#jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it
Change 3672683 by Marc.Audy
Code cleanup
Change 3672749 by Ben.Zeigler
Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build
Change 3672831 by Ben.Zeigler
#jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId.
Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project
Change 3673551 by Ben.Zeigler
#jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load
Change 3675074 by mason.seay
Test map for VisLog Testing
Change 3675084 by Mieszko.Zielinski
Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4
#jira UE-43430
Change 3676490 by Ben.Zeigler
#jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset
Change 3676579 by Lukasz.Furman
fixed crash in behavior tree's search rollback
Change 3676586 by Lukasz.Furman
added local scope mode to behavior tree's composite nodes
Change 3676587 by Ben.Zeigler
Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case
Add browse, use selected, and clear buttons, and make ID selector font the normal property font
Change 3676715 by Lukasz.Furman
changed order of behavior tree's aux node ticking
Change 3676867 by Ben.Zeigler
#jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup
Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early
Change 3677892 by Ben.Zeigler
Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites
Change 3678247 by Marc.Audy
Fix static analysis warning
Change 3678357 by Ben.Zeigler
#jira UE-50696 Add some container variables to diff test to track down crashes
Change 3678385 by Ben.Zeigler
#jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match
Change 3678600 by Ben.Zeigler
#jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference
Change 3679075 by Dan.Oconnor
Mirror 3679030 from Release-4.18
Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on
#jira UE-48692
Change 3679087 by Dan.Oconnor
Filter out unnecessary relink jobs from the compilation manager
#jira None
Change 3680221 by Ben.Zeigler
#jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary
Change 3680561 by Lukasz.Furman
fixed unsafe StopTree calls in behavior tree
#jira nope
Change 3680788 by Ben.Zeigler
Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind
Change 3683001 by mason.seay
Submitting various test maps and assets
Change 3686837 by Mieszko.Zielinski
Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion
#jira UE-50857
Change 3688451 by Marc.Audy
Fix up new material expression to work with String -> Name refactor
Change 3689097 by Mason.Seay
Test content for nativization and enum testing
Change 3689106 by Mieszko.Zielinski
Made NavMeshBoundsVolume react to undo in the editor #Orion
#jira UE-51013
Change 3689347 by Mieszko.Zielinski
Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4
Manual merge of CL#3689316 over from 4.18
#jira UE-51019
Change 3692524 by mason.seay
Moved some assets to folder for org, fixed up redirectors
Change 3692540 by mason.seay
Renaming test maps so they are clearly indicated for testing nativization
Change 3692577 by mason.seay
Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed
Change 3692724 by mason.seay
Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps
Change 3693184 by mason.seay
Assets for testing nativization with structs
Change 3693367 by mason.seay
Improvements to test content
Change 3695395 by Dan.Oconnor
Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced
#jira None
Change 3695484 by Marc.Audy
Fix sound cue connection drawing policy not getting returned.
#jira UE-51032
Change 3695494 by mason.seay
More test content for nativization testing
Change 3697829 by Mieszko.Zielinski
PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei)
Change 3700541 by mason.seay
Test map for containers with function bug
Change 3703459 by Marc.Audy
Remove poorly named InverseLerp
Fix degenerate behavior returning bad value
#jira UE-50295
Change 3703803 by Marc.Audy
Clean up autos
Minor improvement to ShouldGenerateCluster
Change 3704496 by Mason.Seay
More test content for testing nativization
Change 3706314 by Marc.Audy
PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar)
#jira UE-50874
Change 3707502 by Mason.Seay
Final changes to nativization test content (hopefully)
Change 3709478 by Marc.Audy
PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel)
Same as CL# 3689702 implemented in Fortnite
#jira UE-51453
Change 3709967 by Marc.Audy
PR #4139: fixed a typo in a comment (Contributed by derekvanvliet)
#jira UE-51372
Change 3709970 by Marc.Audy
PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman)
#jira UE-51495
Change 3709971 by Marc.Audy
PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas)
#jira UE-51492
Change 3710041 by Marc.Audy
Minor code cleanup
Change 3711223 by Phillip.Kavan
Move some Blueprint nativization log spam into the verbose category.
#jira UE-49770
Change 3713398 by Marc.Audy
PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM)
#jira UE-51517
Change 3713601 by Marc.Audy
Fix merge error
Change 3713994 by Marc.Audy
(4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event.
#jira UE-50738
Change 3714270 by Marc.Audy
Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors
#jira UE-51534
Change 3714406 by Marc.Audy
Fix dumb inverted boolean check
Change 3716594 by Dan.Oconnor
Integrate 3681301 from 4.18
Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior
#jira UE-50780, UE-51568
Change 3686450 by Marc.Audy
PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString.
CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither.
CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters.
Material Expressions now store input and output names as FName instead of FString
FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString
Most existing pin related functions using string have been deprecated.
Change 3713796 by Marc.Audy
Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not.
IsTickable no longer a pure virtual (defaults to true).
Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject.
Change 3638554 by Marc.Audy
Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected.
Change 3676502 by Ben.Zeigler
Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635
[CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
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friend FScopedBehaviorTreeLock;
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2020-01-10 06:15:41 -05:00
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protected:
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/** data asset defining the tree */
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = AI)
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2021-01-27 17:40:25 -04:00
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TObjectPtr<UBehaviorTree> DefaultBehaviorTreeAsset;
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2020-06-23 18:40:00 -04:00
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/** Used to tell tickmanager that we want interval ticking */
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bool bTickedOnce = false;
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/** Predicted next DeltaTime*/
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float NextTickDeltaTime = 0.0f;
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/** Accumulated DeltaTime if ticked more than predicted next delta time */
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float AccumulatedTickDeltaTime = 0.0f;
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/** GameTime of the last DeltaTime request, used for debugging to output warnings about ticking */
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float LastRequestedDeltaTimeGameTime = 0;
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#if CSV_PROFILER
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/** CSV tick stat name. Can be changed but must point to a static string */
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const char* CSVTickStatName = "BehaviorTreeTick";
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#endif
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2014-03-14 14:13:41 -04:00
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};
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//////////////////////////////////////////////////////////////////////////
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// Inlines
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2014-08-21 20:30:51 -04:00
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FORCEINLINE UBehaviorTree* UBehaviorTreeComponent::GetCurrentTree() const
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2014-03-14 14:13:41 -04:00
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{
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return InstanceStack.Num() ? KnownInstances[InstanceStack[ActiveInstanceIdx].InstanceIdIndex].TreeAsset : NULL;
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}
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2014-08-21 20:30:51 -04:00
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FORCEINLINE UBehaviorTree* UBehaviorTreeComponent::GetRootTree() const
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2014-03-14 14:13:41 -04:00
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{
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return InstanceStack.Num() ? KnownInstances[InstanceStack[0].InstanceIdIndex].TreeAsset : NULL;
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}
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2014-08-21 20:30:51 -04:00
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FORCEINLINE const UBTNode* UBehaviorTreeComponent::GetActiveNode() const
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2014-03-14 14:13:41 -04:00
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{
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return InstanceStack.Num() ? InstanceStack[ActiveInstanceIdx].ActiveNode : NULL;
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}
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FORCEINLINE uint16 UBehaviorTreeComponent::GetActiveInstanceIdx() const
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{
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return ActiveInstanceIdx;
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}
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FORCEINLINE bool UBehaviorTreeComponent::IsRestartPending() const
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{
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2014-12-17 08:50:23 -05:00
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return ExecutionRequest.ExecuteNode && !ExecutionRequest.bTryNextChild;
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2014-03-14 14:13:41 -04:00
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}
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3028454)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028439 on 2016/06/27 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3028090
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3028437 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3027952 on 2016/06/26 by Jurre.deBaare
- Integrating code fixes/changes from Simplygon for Normals issue on Simplygon Swarm + landscape culling
- Readded landscape/volume culling for in-engine static mesh merging path
- Fixed issue with r.HLOD force -1 (now stops forcing hlods)
- Marked hlodcullingvolume as experimental
- Added Landscape culling flag + precision level
#codereview Michael.Noland
#rb Michael.Noland
#tests build clusters locally/cloud + landscape culling tests
Change 3027702 on 2016/06/25 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 3027698
#RB:none
#Tests:none
Change 3027312 on 2016/06/24 by Daniel.Lamb
Changed the way reentry data is stored in the cooker, reduce work load by main thread, also fix issue with reentry data being used from incorrect packages.
#rb Peter.Sauerbrei
#test QA game launch on and cook by the book + cook on the fly paragon
Change 3027165 on 2016/06/24 by Daniel.Lamb
Fix compiler warnings from cvars changes.
#rb none
#test cook paragon
Change 3026900 on 2016/06/24 by Daniel.Lamb
Change the way low quality lightmap shaders are enabled / disabled as the engine can't be used in the should cache function.
#rb Marcus.Wasmer
#test Cook on the fly paragon
#codereview Rolando.Caloca
Change 3026874 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
fix distortion in particle macro UVs with camera movement
#rb frank.fella
#tests PC Editor/Game
Change 3026494 on 2016/06/24 by jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3026460
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3026476 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3026381 on 2016/06/24 by Graeme.Thornton
Strip particle modules, emitters and lodlevels from cooked server data. Saves ~10mb of runtime memory on Paragon
#rb simon.tovey
#codereview dmitry.rekman
#tests pc cooked client/server, golden path
Change 3025760 on 2016/06/23 by jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3025687
#RB:none
#tests:none
#ROBOMERGE-SOURCE: CL 3025709 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword_Skeleton.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3025661 on 2016/06/23 by Mieszko.Zielinski
Added a feature to PathfollowingComponent allowing it to identify when it starts following a navigation link #UE4
#rb Lukasz.Furman
#test golden path
Change 3025359 on 2016/06/23 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
#online,externalui,ps4
- expose access to reset cookies before invoking embedded web browser
- fixed not capturing resulting Url when PS4 browser is closed
#rb none
#tests ps4
#ROBOMERGE-SOURCE: CL 3025356 in //Orion/Release-28/... via CL 3025358
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3025184 on 2016/06/23 by Lina.Halper
Fix crash with morphtargets
#jira: OR-24257
#rb: Rolando.Caloca
#tests: switching mesh with different morphtargets in editor
Change 3024714 on 2016/06/23 by Lukasz.Furman
added vlog extension to visual debugger tool, added object whitelist to vlog to include selected minion data in games started with -LogBotGame param
#rb Mieszko.Zielinski
#tests server game with and without LogBotGame cmdline
Change 3024709 on 2016/06/23 by Daniel.Lamb
Added support for async save when saving seperate bulk data file.
Added mb saved to cooking package stats.
#rb Andrew.Grant,Wes.Hunt
#test Cook Paragon
Change 3024674 on 2016/06/23 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
Merging //Orion/Release-28 to Main (//Orion/Main)
#online,identity,ps4
- add psplus flag to online account after privilege check
#rb none
#tests ps4 login flow
#ROBOMERGE-SOURCE: CL 3024672 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3024510 on 2016/06/23 by Graeme.Thornton
Added more info to the dumpparticlesystems exec command output
#rb simon.tovey
#tests cooked pc client, golden path
Change 3024504 on 2016/06/23 by Graeme.Thornton
Asset registry memory optimisation - make sure all dependency node link arrays are sized exactly as they need to be (saves ~1mb)
#rb robert.manuszewski
#tests windows cooked client, golden path
Change 3024213 on 2016/06/22 by Ryan.Gerleve
Handle a rare case in replays where the spectator controller is null but we still find a valid NetGUID for it.
Added an ensure before a check that would fail in this case so we'll know if it happens again.
#tests replays
#rb john.pollard
Change 3024127 on 2016/06/22 by John.Pollard
Bulk merge using Dev-Networking_->_Dev-General_(Orion)
3002989
Add ability to skip missing/changed properties in FFastArraySerializer
3003072
Fix crash related to new replay backwards compatibility changes
3008097
Renaming CompatibleReplayout to NetFieldExportGroup preparing to unify ability to use FNetFieldExportGroup for both RepLayout and FClassNetCache
3009684
Added ability to use FNetFieldExportGroups for FClassNetCache as well as FRepLayout
* Adds ability to track missing/changed custom delta properties names
* Adds ability to track missing/changed RPC's
3013455
Add ability to skip over RPC parameters that have changes/missing in replays for backwards compatibility
* We now mark FClassNetCache properties as bIncompatible so we don't spam forever when they are out of date
* No longer factor in parameters when building checksum for RPC's
* Save FNetFieldExport handle for FClassNetCache fields
* Use WriteIntWrapped when saving FClassNetCache fields FNetFieldExport handles (and use NetFieldExportGroup->NetFieldExports.Num() to determine max value)
* Lots of cleanup and sanity checking improvements
3018078
Optimize replay checkpoints
* Share work that was already done during normal replication, and re-use this data to remove the need to compare any checkpoint properties
* When saving a checkpoint, we no longer create a new connection and new channels, instead we re-use the existing channels, and added the ability to make this a transient operation
* To make custom delta serialize properties work, we compare against the CDO state instead of current state when saving out a checkpoint
3021196
Fix issue with Fast tarray exporting package map info during checkpoints
* Add ability to save and restore package map ack status
* Save package map ack status before saving checkpoint, and then restore it back afterwards, this will then allow the stream that writes afterward to re-export anything that was new in the checkpoint
* No longer queue up reliable bunches on ack list for internal ack connections
3024033
Prune the cached change list before using when saving out checkpoints
* Fixes issues when saving checkpoint, and the live properties change array size, which throws everything off when it comes time to use the LifetimeChangelist
3024034
Don't close channels when saving checkpoints, fixes issue where it creates a bunch with bOpen/bClose (because we're forcing all SendBunches to re-open channels), which throws off the stream
#rb RyanG
#tests Replays
Change 3024021 on 2016/06/22 by Dmitry.Rekman
Fix PS4 build.
#rb Michael.Noland
#tests none
#codereview Michael.Noland, Dan.Youhon, Sammy.James
Change 3023734 on 2016/06/22 by Lukasz.Furman
added replication for input events and tool state for both gameplay debugger categories and extensions
#ue4
#rb Mieszko.Zielinski
#tests PIE, server game
Change 3023708 on 2016/06/22 by Dmitry.Rekman
Add a separate macro for a poison malloc proxy usage.
#rb Michael.Noland
#codereview Michael.Noland, Gil.Gribb
#tests Compiled OrionServer-Linux-Debug, ran it
Change 3023670 on 2016/06/22 by Nick.Darnell
Home screen - Fixing safezones on the homescreen. Adding a scale option to the XP_Fill widget. Adding better animations to the tiles. Showing subtitles again. Hero XP summary widget now takes you to that hero.
#rb none
#tests PIE
Change 3023632 on 2016/06/22 by Dmitry.Rekman
Fix incorrect matching condition in comments.
#rb none
#tests Compiled OrionServer-Linux-Debug
#codereview Michael.Noland
Change 3023475 on 2016/06/22 by Rolando.Caloca
O - Back out changelist 3022847 as it broke SSS on PC
#rb none
#tests re-run editor on PC
Change 3023178 on 2016/06/22 by Michael.Noland
Engine: Added system memory and % of time spent hitching to analytics
#rb bob.tellez
#tests Tested a match in Paragon
Change 3022963 on 2016/06/22 by Mieszko.Zielinski
Fixed a subtle navigation repathing bug #UE4
While repathing to a location, rather than an actor, the navigation query used path's end while it should be using the original query's EndLocation.
#rb Lukasz.Furman
#test golden path
Change 3022865 on 2016/06/22 by David.Ratti
gameplay cue editor: remove "GameplayCue_" prefix from default GameplayCueNotify filename in default ability system projects
#rb none
#tests ability system sample project
Change 3022847 on 2016/06/22 by Rolando.Caloca
O - Remove checkerboard SSS rendering and recombine post process pass when SSS not enabled
#rb Marcus.Wassmer
#codereview Marcus.Wassmer, Brian.Karis
#tests Load Agora_P, check perf, toggle r.SSS.Quality 1/0, check characters with skin
Change 3022804 on 2016/06/22 by Mieszko.Zielinski
Fixed AIController clearing out CachedGameplayTasksComponent on UnPosses, even if Pawn was not the CachedGameplayTasksComponent's owner #UE4
Also, made running BT not clearing info in BB if AI's current BB is compatible with the one required by BT
#rb Lukasz.Furman
#test golden path
Change 3022674 on 2016/06/22 by Robert.Manuszewski
Reimplementing CL #2993969 (Dev-Blueprints) by Maciej.Mroz:
UE-30729 Crash in Native Orion when selecting Sword or Tomahawk
Clear AsyncLoading in subobjects.
#jira OR-23997
#rb me
#tests Golden path in editor build, selecting Venus
Change 3022405 on 2016/06/21 by Ryan.Gerleve
Fix for OR-23948, crash with death cam enabled. Use a weak pointer to store the viewer on the DemoNetDriver and update it when the game player controller is received.
#rb john.pollard
#tests bug repro
Change 3022387 on 2016/06/21 by Ryan.Gerleve
Added the ability to disable ticking of individual worlds.
#tests golden path
#rb john.pollard
#codereview marc.audy
Change 3022312 on 2016/06/21 by Nick.Darnell
Home Screen - Adding a max aspect ratio lock to SBox, may need some more fine tuning math may still be a bit pants in some cases. The XP ovewview panels now have a basic support for account and hero progression. Hero one shows the last hero you played, widget is invisibile until you play your first game. The tiles now use the Max Aspect Ratio to prevent stretching forever on 21:9 monitors causing them to just look crazy. Weekly quests now show the weekly quests screen when clicked. OrionUserWidgetBase no longer prevents blueprints from running code in reponse to mouse down/up actions if the userwidget consumes input - it always calls the blueprint code first, and always returns handled if it consumes input.
#rb none
#tests PIE
Change 3022207 on 2016/06/21 by Wes.Hunt
Fix Analytics provider to retain passed in AppVersion string instead of using default %VERSION%.
#rb none
#tests run windows server with one bot connecting and checking analytics version is what is expected.
Change 3021808 on 2016/06/21 by Jason.Bestimt
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - call GetTotalMicroseconds instead of GetTotalMilliseconds * 1000
#rb none
#tests compile run ps4
#ROBOMERGE-SOURCE: CL 3021805 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3021663 on 2016/06/21 by Jason.Bestimt
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - CancelFindSessions() didn't null out search result
- future FindSession() calls would fail with "search in progress"
#rb joe.wilcox
#tests UT matchmaking
#ROBOMERGE-SOURCE: CL 3021655 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3021508 on 2016/06/21 by Marcus.Wassmer
Remove anti-ghosting AA for now.
Causes dithered transparency to be very wrong (Dekker shoulders)
And also a border around all characters of 'noisy fuzz' even when they are not moving
#rb none
#test PC/PS4
#codereview Brian.Karis,Jordan.Walker
Change 3021475 on 2016/06/21 by Marcus.Wassmer
Duplicate fix for subsurface spec in prep for PS4 optimization. (DevRendering 3018664)
unified some code for easier maintainance, fixed missing multiply from former change
#rb none
#test PS4/PC agora
Change 3021468 on 2016/06/21 by Michael.Noland
Physics: Added more information when convex cooking partially succeeds (fails initially but succeeds with inflation) indicating the full path of the mesh that failed
#rb ori.cohen
#tests Compiled changes, will provide more information when issue reoccurs in build machine cooks
#jira OR-24082
Change 3021460 on 2016/06/21 by Michael.Noland
Engine: Added time spent in each hitch bucket to FPS chart .log output and analytics output
#rb bob.tellez
#tests Tested a match in Paragon
#codereview dmitry.rekman
Change 3021368 on 2016/06/21 by Marcus.Wassmer
Create Tonemapper configuration with no ColorFringe to save .15ms on PS4 when colorfringe is not used.
#rb rolando.caloca
#test agora with/wo new config
#codereview brian.karis
Change 3021119 on 2016/06/21 by David.Ratti
Make -notimeouts work during initial connecting phase
#codereview John.Pollard
#rb none
#tests pie agora
Change 3021048 on 2016/06/21 by David.Ratti
minor tweaks to gameplay cues:
-Descriptions of engine GC notify classes
-Added 'auto attach to owner' flag on actor notify class.
#rb none
#test ability system sample project
Change 3020694 on 2016/06/20 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3020301
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3020674 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#CodeReview: cody.haskell
Change 3020624 on 2016/06/20 by Michael.Noland
Engine: Pushing more fps chart analytics up to engine level code from Paragon
Engine: Pushing benchmark config vars up to engine level code from Paragon, and added records of individual sub-steps of benchmarks
#rb Bob.Tellez
#tests Golden path Solo VS AI in Paragon and forced a match
#codereview bob.tellez, peter.knepley
Change 3020181 on 2016/06/20 by Dmitry.Rekman
Re-do allowing allocations in NullRHI (OR-24029).
- Originally CL 2990582 by MarcusW, stomped during merge by CL 3006926.
#rb none
#codereview Marcus.Wassmer, Andrew.Grant
#tests none
Change 3020139 on 2016/06/20 by Ryan.Gerleve
Added ability to pause replay recording while keeping the current replay open.
#rb john.pollard
#tests paused deathcam recording while disabled
Change 3019817 on 2016/06/20 by Dmitry.Rekman
Poison allocated/freed memory in Debug and Development (non-editor) configs.
- With this Paragon client may be more likely to crash on start.
#rb Steve.Robb
#codereview Robert.Manuszewski, Michael.Noland, Andrew.Grant, Gil.Gribb, Steve.Robb
#tests Built Linux server and Windows client, ran them, also built Windows Orion editor.
Change 3019599 on 2016/06/20 by Rolando.Caloca
O - Fix flickering on heroes with morph targets
#rb Marcus.Wassmer
#tests Load Agora_P
#jira OR-23866
Change 3019581 on 2016/06/20 by Wes.Hunt
Fix crash reporter client analytics for internal builds. (Pushing critical fix immediately from //UE4/Orion-Staging)
#rb Chris.Wood
#tests none
Change 3019524 on 2016/06/20 by David.Ratti
call APawn::OnRep_Controller when ClientRetryClientRestart sets the pawn directly
#rb none
#tests golden path
Change 3019406 on 2016/06/20 by Marcus.Wassmer
Duplicate 3014956 from Dev-Rendering
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
#rb none
#test none
#codereview Jordan.Walker
Change 3019371 on 2016/06/20 by Graeme.Thornton
Optimize cooked asset registry dependency node data structures. Saves ~10mb on Paragon.
#rb robert.manuszewski
#tests tested with cooked pc client + server
Change 3018492 on 2016/06/17 by Laurent.Delayen
FBoneReferenceCustomization: support editing properties in AnimBP defaults.
#rb none
#tests: Sword.
Change 3017974 on 2016/06/17 by Ryan.Gerleve
Add an option to toggle deathcam in the gameplay settings UI if the OrionRuntimeOption for deathcam is enabled.
#rb cody.haskell
#tests settings menu, enabled and disabled deathcam
Change 3017913 on 2016/06/17 by Robert.Manuszewski
Fixing leaked log archive.
#rb Steve.Robb
#tests Cooked Win64 client + server
Change 3017873 on 2016/06/17 by Daniel.Lamb
Fix warning in diff cooked build.
#test none
#rb none
Change 3017676 on 2016/06/17 by Sam.Zamani
#online,identity,mcp
fix for uninitialized variable
#rb dmitry.rekman
#tests none
Change 3017671 on 2016/06/17 by Robert.Manuszewski
Fxied and improved log message when cluster assumptions are violated.
#rb Steve.Robb
#tests Win64 client + server (cooked) golden path
Change 3017358 on 2016/06/16 by Nick.Atamas
Checking in Darnell's change that adds correct geometry to widgets inside retainer widgets.
#rb none
#test PIE
Change 3017242 on 2016/06/16 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3017179
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3017233 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/UI/Tooltips/Hero/AbilityTooltip.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3017237 on 2016/06/16 by Dmitry.Rekman
Fix accessing uninitialized field (kills valgrind warnings).
#rb none
#codereview Michael.Noland, Andrew.Grant, Ori.Cohen
#tests Compiled and ran Linux server.
Change 3017236 on 2016/06/16 by Dmitry.Rekman
Initialize missed field (kills valgrind warnings).
#rb none
#codereview Michael.Noland, Andrew.Grant
#tests Compiled and ran Linux server.
Change 3017186 on 2016/06/16 by Dmitry.Rekman
Linux: Add hooks for libcrypto memory functions.
- Libcurl uses OpenSSL, which allocates memory using libcrypto's CRYPTO_malloc() and apparently on purpose does not initialize it.
- This change a) redirects these allocations to use UE's malloc b) initializes it with zeros, avoiding valgrind's warnings.
- This behavior is not used on Shipping configurations because the impact on entropy is not understood (TBD later).
#rb Michael.Noland, Rob.Cannaday (original version)
#codereview Michael.Noland, Rob.Cannaday, Alex.Fennel, Chris.Babcock, Sam.Zamani
#tests Compiled Linux server and ran it.
Change 3017037 on 2016/06/16 by Jason.Bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Merging content fix for driver crash from Release-27
#ROBOMERGE-SOURCE: CL 3017036 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3016838 on 2016/06/16 by Alexis.Matte
#jira UE-31901 fix to export all blueprint component to obj
#rb uriel.doyon
#codereview matt.kuhlenschmidt
#test export a blueprint containing multiple staticmesh component to obj
Change 3016629 on 2016/06/16 by Dmitry.Rekman
Make Binned default on Linux non-editor builds.
#codereview Andrew.Grant
#rb none
#tests none
Change 3016615 on 2016/06/16 by Jason.Bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Temporarily disabling jemalloc for Linux
#rb #tests none
[CodeReviewed] Dmitry.Rekman
#ROBOMERGE-SOURCE: CL 3016612 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3016566 on 2016/06/16 by Michael.Noland
Engine: Fixed a regression that broke safe zone debugging features in Windows by reintroducing code from CL# 2861030 that was accidentally deleted in a merge
#codereview andrew.grant
#rb dan.hertzka
#tests Tested r.DebugSafeZone.Mode 1 with r.DebugSafeZone.TitleRatio 0.9 in PIE and confirmed that SSafeZone obeyed it and the red overlay appeared
Change 3016521 on 2016/06/16 by Ryan.Gerleve
Client recoreded replay fixes and optimizations from Dev-Networking (and one from //UE4/Main), for deathcam.
Includes the following CLs from Dev-Networking:
2997908
2998001
2998832
2999054
2999057
2999749
3000051
3001361
3001365
3004958
3009972
3009973
And this CL from //UE4/Main:
3015528
#tests golden path, replays
#rb john.pollard
Change 3016503 on 2016/06/16 by Brian.Karis
Fixed uninitialized variables on particle lights. Fixes hair shading.
#rb none
#tests editor
Change 3016429 on 2016/06/16 by Max.Chen
Sequencer: Fix StartTime when clamping start offset 0. Follow up to CL #3009386.
#jira UE-29167
#tests Load up AnnounceMaster and adjust leading edge of animation clips
#rb Frank.Fella
Change 3016356 on 2016/06/16 by Lina.Halper
- Fix crash on rampage morphtarget
Merging using //UE4/Dev-Framework_to_//Orion/Dev-General
- this is dupe change from Dev-Framework
#jira: https://jira.ol.epicgames.net/browse/OR-23194
#rb: Ori.Cohen
#tests: editor/pie spawn as rampage's alt skin
Change 3015696 on 2016/06/15 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3015646
This re-unifies our build pipeline. Fingers crossed. (only 6 files are actually different)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3015672 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3015642 on 2016/06/15 by Mieszko.Zielinski
Fixes to multiple reasons AI bots were getting stuck #Orion
#rb Lukasz.Furman
#test golden path
Change 3015622 on 2016/06/15 by Mieszko.Zielinski
fixed FMetaNavMeshPath doing navmesh path update without checking nav agent if pathfinding should be postponed #UE4
#rb Lukasz.Furman
#test golden path
Change 3015514 on 2016/06/15 by Uriel.Doyon
Fixed GlobalMipBias not affecting max texture resolution.
This fix is implemented differently in Dev-Rendering in CL 301498.
#jira OR-23511
#rb marcus.wassmer
#test played game with different quality settings
Change 3015258 on 2016/06/15 by Lina.Halper
Fix crash with recursive reference between two assets
#rb: Ori.Cohen
#tests: Sword
Change 3014988 on 2016/06/15 by Wes.Hunt
Fix Cook Analytics to correctly use the Legacy provider since it sends to a local data collector.
#rb daniel.lamb
#tests compile Orion
Change 3014962 on 2016/06/15 by Olaf.Piesche
Replicating CL 3013696 from Dev-Rendering; making quality level spawn rate scale work for GPU emitters.
#rb simon.tovey
#tests PC editor game
Change 3014958 on 2016/06/15 by Laurent.Delayen
Added SkeletalMeshComponent::bIncludeComponentLocationIntoBounds to help in cases where SMU_OnlyTickPoseWhenRendered is set, and an animation pushed the mesh beyond the capsule.
This ensures that when the capsule is in view, the mesh will remain updated.
#rb Michael.Noland
#test Sword ultimate from another player's view.
Change 3014833 on 2016/06/15 by Laurent.Delayen
Fix for Base Heroes having their locomotion blendspace broken.
#rb Thomas.Sarkanen
#codereview Thomas.Sarkanen
#tests Gadget networked PIE
Change 3014688 on 2016/06/15 by Nick.Darnell
UMG - Fixing IsHovered on UUserWidgets. SObjectWidget did not properly call the super for MouseEnter/MouseLeave allowing SWidget's implementation to set and unset the bool.
#rb none
#tests PIE
Change 3014325 on 2016/06/15 by Marcus.Wassmer
Duplicate 3012706:
Scalability CVAR for ContactShadows
#rb john.billon
#test flip cvar in editor.
Change 3014230 on 2016/06/15 by Robert.Manuszewski
Fix potentially missing log output when serializing text of length equal to the async log writer buffer size.
#rb Steve.Robb
#tests Tested in editor build (client + server)
Change 3013913 on 2016/06/14 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Updating from DMM (updated from 27.1MM)
#RB:none
#Tests:compiled
#ROBOMERGE-SOURCE: CL 3013912 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3013437 on 2016/06/14 by Simon.Tovey
Speculative fix for OR-23158
Couldnt' repro NANs but did see it reading garbage.
Reinstated the check that direct accesses for particles in a zero size emitter will return null.
Altered selection code to reselect when partilce is dead or returns null and to not allow new selection on zero size emitters.
#tests GoldenPath, No broken fx and no more reading garbage.
#rb Olaf.Piesche
Change 3013063 on 2016/06/14 by Jason.Bestimt
#ORION_DG - Unclog robomerge from DMM Merge
#RB:none
#tests:none
Change 3012936 on 2016/06/14 by Rob.Cannaday
Fix for multiple account login not kicking previous logins
Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith
#jira FORT-25452
#rb sam.zamani
#tests multiple account login, frontend only
Merge from FN CL 3011647, plus fixing one other location expecting "application/json"
Change 3012696 on 2016/06/14 by Max.Chen
Sequencer: Select actors for corresponding selected keys or sections.
Copy from Dev-Sequencer
#jira UE-30727
#tests Load up AnnounceMaster and select keyframes
#rb none
Change 3012691 on 2016/06/14 by Max.Chen
Sequencer: Fix dragging the leading edge of a skeletal animation section so that it adjusts the start offset of the animation clip.
Copy from Dev-Sequencer
#jira UE-29167
#tests Load up AnnounceMaster and adjust leading edge of animation clips
#rb Frank.Fella
Change 3012690 on 2016/06/14 by Andrew.Grant
Removed Linux work-around for memory stomp alignment
#rb none
#tests compiled
Change 3012687 on 2016/06/14 by Max.Chen
Sequencer: Fix lower bound when doing post render tick so that the start of a shot doesn't render with the previous shot's time.
Copy from Dev-Sequencer
#rb none
#tests Load up AnnounceMaster and played through sequence
Change 3012627 on 2016/06/14 by Mieszko.Zielinski
Added logging of current MoveID to PathfollowingComponent's vlog snapshot #UE4
#rb none
#test golden path
Change 3012615 on 2016/06/14 by Mieszko.Zielinski
Improved fix to BTDecorator_Blackboard's latent tasks aborting #UE4
#rb Lukasz.Furman
#test golden path
Change 3012572 on 2016/06/14 by Dmitry.Rekman
Fix realloc with non-default alignment in jemalloc (OR-23541).
- Removed obsolete check(), the code was already there since CL 1834526.
#rb none
#codereview Andrew.Grant, Robert.Manuszewski
#tests none
Change 3012481 on 2016/06/14 by David.Ratti
ability system #include fixups and move orion attribute capture marcros into base engine ability system execution class
#rb none
#tests ability system sample project
Change 3012457 on 2016/06/14 by Andrew.Grant
Un-fix misaligned memory-stomp fix for Linux
#rb none
#tests compiled
Change 3012320 on 2016/06/14 by Graeme.Thornton
Fixes for MemoryAnalyser2 solution
- Upgraded to VS 2015
- Clean up solution configurations. Only leave "Any CPU"
- Switch project to build with "Any CPU" rather than "x64".
Reimplementation of CL 3012221 from Dev-Core
#rb robert.manuszewski
#tests opened the main window form correctly in visual studio
Change 3012316 on 2016/06/14 by Thomas.Sarkanen
Fix copying non-POD structs in the fast path
Prevents double-deletions of TArrays etc.
#jira UE-31394 - Fix problems with non-POD UStructs using the anim BP fast-path
#tests Played PIE & died as Sword in OrionEntry, Exited PIE.
#rb Martin.Wilson
Change 3012187 on 2016/06/14 by Graeme.Thornton
Corrected error message when not specifying linux server device command line correctly in UAT
#rb Dmitry.Rekman
#tests Checked error message was useful when wrong command line was specified
Change 3012026 on 2016/06/13 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3011936
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3011996 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/oriongame/Content/Characters/Heroes/Hammer/Abilities/Subjugate/FX/P_SubjugateSwirls.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3011969 on 2016/06/13 by Brian.Karis
Tweaks for hair
Change 3011638 on 2016/06/13 by Andrew.Grant
Fixed issue where RepLayout could use unaligned memoryfor property construction if allocator did not use a suitable default (fixes crash when running with MemStomp).
Also added sanity check in UScriptStruct::InitializeStruct that memory is correctly aligned before calling constructor
#codereview Dave.Ratti, John.Pollard
#rb none
#tests Ran with/without memstomp
Change 3011575 on 2016/06/13 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3011414
NOTE - Card data was altered. Shame shame shame. Not authoritative in DUI
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, sammy.james, matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 3011552 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3011462 on 2016/06/13 by Alexis.Matte
#jira UE-31901 The outputdevice is adding 2 uninitialize character at the end of any log, this is cause by the terminator logic. The fix is to not add those characters when no terminator should be add.
#rb nick.darnell
#codereview Robert.Manuszewski
#test export a obj file and verify all object are exported in maya or max
Change 3011424 on 2016/06/13 by Martin.Wilson
Hack out fastpath anim bp code until heap corruption issue can be fixed.
#rb Laurent.Delayen
#tests Persona + PIE
Change 3011191 on 2016/06/13 by Mieszko.Zielinski
Added missing initialization of PathFollowingComponent::CurrentMoveInput #UE4
#rb none
#test golden path
Change 3011138 on 2016/06/13 by Mieszko.Zielinski
Switched bots over from travel mode to sprinting #Orion
#rb Lukasz.Furman
#test golden path
Change 3011075 on 2016/06/13 by David.Ratti
Default GameplayAbility instancing policy to InstancePerExecution
#rb BenZ
#tests compile
Change 3011051 on 2016/06/13 by David.Ratti
Add missing include so GameplayAbilitySet.h can be included on its own.
#rb none
#tests compile
Change 3010968 on 2016/06/13 by Mieszko.Zielinski
Fixed console variables crashing on "" string #UE4
#rb Lukasz.Furman
#codereview Martin.Mittring
#test PIE
Change 3010888 on 2016/06/13 by Alexis.Matte
#jira OR-23301 Close the OS handle when closing the FAsyncWriter.
#rb Robert.Manuszewski
#codereview Robert.Manuszewski
#test try to export a obj file
Change 3010239 on 2016/06/11 by Michael.Noland
UMG - Adding back the logic to use the normal WidgetTree when the DesignerWidgetTree is not defined. [duplicated fix from CL# 2998267]
#jira UE-31570
#tests Compiled some blueprints
#rb none
Change 3009870 on 2016/06/10 by Wes.Hunt
Remove logging of analytics payloads from dedicated servers #jira UE-31858
#codereview:dmitry.rekman
#rb none
#tests All testing was done in Dev-Framework. This change was redone in this branch to get it here faster.
Change 3009599 on 2016/06/10 by Michael.Noland
Rendering: Corrected a misleading help comment on r.StaticMeshLODDistanceScale, explaining how it affects LOD calculations (it multiplies the effective distance, so larger numbers make transitions happen sooner)
#tests Verified in the output of the help command
#rb none
#rn
Change 3009559 on 2016/06/10 by Marcus.Wassmer
Fix 11/11/10 SceneColorFormat option, enable AntiGhosting on TemporalAA, ensure TemporalAA output is the correct format for accumulating results. Set SceneColorFormat to 2 on PS4 and lowspec PC. All in all saves .3-.5ms on PS4 and improves temporalAA ghosting.
#rb Brian.Karis
#test Agora PS4 / PC
Change 3009525 on 2016/06/10 by David.Ratti
Fix case where ObjectLIbrary would not be able to find classes when searching "/Game" path.
#rb none
#tests object libraries in paragon
Change 3009228 on 2016/06/10 by David.Ratti
remove world check. Can be triggered in editor with PIE
#rb none
#tests pie
Change 3009050 on 2016/06/10 by Dmitry.Rekman
Fix LinuxClient platform not being built on Windows, and not instantiating a target platform instance.
- Fixes by BenM.
#rb none
#codereview Ben.Marsh
#tests Compiled OrionEditor on Linux.
Change 3008973 on 2016/06/10 by Marcus.Wassmer
Fix Windualshock on VS2015
#rb Rolando.Caloca
#test PS4 controller on VS2015 build
Change 3008970 on 2016/06/10 by David.Ratti
Fix warning about minimal replication tag count
-Made bit count a config setting. Bumped to 5
-Minor optimization to UAbilitySystemGlobals::Get()
#rb none
#tests goldne path, pie
Change 3008478 on 2016/06/09 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 3008469
#RB:none
#Tests:none
Change 3008416 on 2016/06/09 by Andrew.Grant
Adding 'config' as an option to set both clientconfig / serverconfig when using BuildCookRun
#review-3008417 Ben.Marsh, Justin.Sargent
#rb none
#tests BuildCookRun with config
Change 3008286 on 2016/06/09 by Dmitry.Rekman
Add LinuxClient target platform.
#rb none
#tests Compile OrionEditor on Linux.
#codereview Brad.Angelcyk, Ben.Marsh
Change 3007978 on 2016/06/09 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3007507
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith
#ROBOMERGE-SOURCE: CL 3007968 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3007771 on 2016/06/09 by Laurent.Delayen
Fixed GetIntFromComp breaking with INDEX_NONE. Fixes crash in OrientationWarping node.
#rb martin.wilson
#codereview martin.wilson
#tests Sword Leap.
Change 3007436 on 2016/06/09 by David.Ratti
change designer facing parameter name
#rb none
#test compile
Change 3007408 on 2016/06/09 by David.Ratti
WaitGameplayEffectBlockedImmunity - ability task for listening to immunity events
#rb danY
#tests pie
Change 3007250 on 2016/06/09 by bruce.nesbit
Banner impact location fix. (OR-23179)
#rb none
#tests Game+PIE
Change 3007228 on 2016/06/09 by Ben.Marsh
BuildGraph: Rename -SkipNodesWithoutTickets parameter to -SkipTargetsWithoutTickets, to reflect that it's filtering the list of targets rather than the full graph.
#rb none
#tests none
Change 3007225 on 2016/06/09 by Ben.Marsh
EC: Set the -TicketSignature=... parameter for all BuildGraph jobs started by EC to the URL of the current job.
Change 3006985 on 2016/06/08 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3006936
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3006978 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3006926 on 2016/06/08 by Andrew.Grant
Merging //UE4/Main @ 300872 via //UE4/Orion-Staging
#rb none
#tests engine QA, orion qa smoke
Change 3006444 on 2016/06/08 by Ben.Marsh
BuildGraph: Add mechanism to specify that nodes can only be built once for a given changelist. Nodes can have an associated ticket file, and they are only permitted to build if the ticket is assigned to the current job. Tickets are created if they don't exist, and written with a signature specific to the job specified via the -TicketSignature="..." parameter. By default, builds will fail if a ticket has been already granted to another job, but the -SkipNodesWithoutTickets parameter instructs the graph to skip affected nodes instead.
#rb none
#tests none
Change 3006389 on 2016/06/08 by Daniel.Lamb
Delay the processing of packages which aren't ready till the end of the cook.
This allows other packages to be processed sooner.
#rb Peter.Sauerbrei
#test cook orion.
Change 3006306 on 2016/06/08 by Michael.Noland
Rendering: Added FreezeRendering to the console autocomplete list
#rn
Change 3006305 on 2016/06/08 by Michael.Noland
HLOD: Added a way to control how far down the HLOD hierarchy to allow showing (can be used to limit quality loss and streaming texture memory usage on high scalability settings for example)
Controlled by the new cvar r.HLOD.MaximumLevel, which can be set to the following values:
-1: No maximum level (default)
0: Prevent ever showing a HLOD cluster instead of individual meshes
1: Allow only the first level of HLOD clusters to be shown
2+: Allow up to the Nth level of HLOD clusters to be shown
Note: This does not affect the memory used by the HLOD meshes itself or their always loaded low mip levels, it will only save the memory associated with streaming in the higher mip levels
HLOD: Allowed r.HLOD console command to be used in Test configurations
HLOD: Removed some dead code in ALODActor and scene view / scene proxy relating to a different way to force visualization that has no trigger
HLOD: Fixed an uninitialized memory bug in the static mesh scene proxy HLODcoloration visualization code
#rn
#codereview jurre.debaare
#rb marc.audy
#tests Tested with various settings in Paragon and tried creating some new clusters in the editor
Change 3006304 on 2016/06/08 by Michael.Noland
Engine: Changed the code in AActor::IncrementalRegisterComponents to obey bAutoRegister for the root component rather than asserting that it is true. Note: If children components have bAutoRegister=true, they will still pull the root component into the fray and cause it to be registered first
#rb marc.audy
#tests Tested with code that registers or unregisters HLOD clusters at varying levels in Paragon
Change 3006041 on 2016/06/08 by Andrew.Grant
Added buildidoverride to shipping whitelist
#rb none
#tests compiled and used param in shipping
Change 3005678 on 2016/06/08 by Ben.Marsh
Back out changelist 3004395
#rb none
#tests none
Change 3005265 on 2016/06/07 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3005120
#RB: none
#Tests: none
#ROBOMERGE-SOURCE: CL 3005250 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3005081 on 2016/06/07 by Daniel.Lamb
Reworked the way packages which are renamed on load are added to the cooked package list.
Cooker now has options for MaxMemoryAllowance as a percentage and also MinFreeMemory (which takes into account used system memory not just total system memory).
#rb Andrew.Grant, Marcus.Wasmer
#test cook orion
Change 3004752 on 2016/06/07 by Daniel.Lamb
Requeue packages to the next package on the list instead of to the end of the list.
#rb Andrew.Grant
#test cook orion
Change 3004560 on 2016/06/07 by David.Ratti
Kill timelines, latent actions, timer when recycling gameplay cues
#rb danY
#tests pie
Change 3004559 on 2016/06/07 by David.Ratti
Object Library:
-Added bool bIncludeOnlyOnDiskAssets that can be set by owner. Passed on to the AR filter when gathering assets.
GameplayCue Editor:
-Fix issue with new notifies not showing up after being created through the GC Editor (until restart).
-Fix issue for new projects, that don't have gameplayclue tags defined, not being able to add gameplay cue tags through the editor without restarting once.
#rb none
#tests editor
Change 3004395 on 2016/06/07 by Ben.Marsh
BuildGraph: Add a script function to ensure exclusive access to a given resource. The AcquireLockFile() function takes two arguments; a path to a text file, and the name of an owner. The file is created and the owner name written to it if it doesn't already exist, otherwise the contents of it are compared against the given owner string. The operation happens transactionally, and the function returns true if file contains the given owner string on exit. Logical and/or conditions are now also short-circuited, so the result of the AcquireLockFile() function can be used to control derived property definitions within an executing job.
#rb none
#tests none
Change 3004164 on 2016/06/07 by David.Ratti
Ability system: use player controller netmode over avatar actor when possible. Fixes issue if torn off, authority, client side actor tries to activate an ability.
#rb danY
#tests multi pie
Change 3003837 on 2016/06/07 by David.Ratti
Ability system engine work
-Default to /Game as search path for gameplay cues, if no explicit paths are set in the config.
#rb none
#tests ability sample project
Change 3002800 on 2016/06/06 by Marcus.Wassmer
Fix shader crash in PIE
#rb none
#test PIE
Change 3002657 on 2016/06/06 by Dmitry.Rekman
Do not copy to clipboard on crash if headless or on the wrong thread.
- Could result in crash handler crashing itself in some circumstances.
#rb none
#codereveiw Brad.Angelcyk
#tests Compiled Linux dedicated server and CrashReportClient.
Change 3002546 on 2016/06/06 by Daniel.Lamb
Improve cooking performance.
Allow cooker to save other packages opportunistically if main package is compiling shaders.
Allow cooker to load more packages if there aren't many packages to save.
#rb Josh.Adams
#test cook orion
Change 3002369 on 2016/06/06 by Marcus.Wassmer
Project setting for optional rendering features to reduce shader compile times.
# of shaders per material is reduced by ~30-40% depending on material
#rb Daniel.Wright
#test Editor with/without all options, cooked ps4.
Change 3002142 on 2016/06/06 by David.Ratti
Ability system engine level:
-Fix crash when gameplay cue editor starts if there are no gameplay cue paths specified
-Fix crash when GameplayCue tag is not specified
#rb none
#tests sample ability system project, paragon
Change 3002106 on 2016/06/06 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
#orion
- add support for code tokens which can be shared/redeemed
- refactor of existing friend founder's pack codes to be displayed in a generic way using code token info
- added CodeToken.FounderFriendInviteT0 for new paragon tier 0 code which grants access to game without also giving a Founder's pack
- added CodeToken.FounderFriendInviteT1 to replace existing CodeToken.FriendPC and CodeToken.FriendPS4 Founder's pack codes. Existing codes aliased to the new CodeToken.FounderFriendInviteT1 code
- No longer differentiation between PC/PS4 friend codes
- "Share Friend Code" button will now process all available codes that can be issued instead of just 1
- updated Orion service Mcp call for getUnredeemedCodes() to ignore the code template id and return all available codes. Each returned code will also include the type
[CodeReviewed]: david.nikdel, jason.bestimt
#rb david.nikdel
#tests PC PIE using localhost and profile proxy for granting codes, also existing account with legacy codes
#ROBOMERGE-SOURCE: CL 3002104 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3001218 on 2016/06/05 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3001162
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3001200 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 2999508 on 2016/06/03 by jason.bestimt
#ORION_MAIN - Merge 27 @ CL 2999463
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2999498 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Audio/ClassesAndMixes/Classes/Master.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 2999465 on 2016/06/03 by Robert.Manuszewski
Whitelisting more DLLs for injection.
#rb none
#tests none
Change 2999455 on 2016/06/03 by Lukasz.Furman
disabled path invalidation events for minions
#orion
#rb Mieszko.Zielinski
#tests PIE with additional debug logging
Change 2998488 on 2016/06/02 by Michael.Noland
Engine: Prevent forced drawing of spline components in Test configuration
#codereview james.golding
#tests Ran a cooked Test build on a map with splines in it
#rb david.ratti
#robomerge: main
Change 2997954 on 2016/06/02 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jon.lietz
OR-22425
no longer try to updat the tag map and modifiers when the gameplay effect that is being removed was not active.
#RB Dave.Ratti
#Tests golden path
#ROBOMERGE-SOURCE: CL 2997940 in //Orion/Release-0.27/... via CL 2997943
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2997750 on 2016/06/02 by Graeme.Thornton
Add FPakFile::Check() that attempts to open and read the data out of every file in a pak, to check for corruption
Added -checkpak option for force a check of every mounted pak file
#rb robert.manuszewski
#tests tested against cooked pc client. made sure my data succeeded. made sure corrupted data throws an error.
[CL 3031715 by Andrew Grant in Main branch]
2016-06-28 17:59:42 -04:00
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FORCEINLINE bool UBehaviorTreeComponent::IsAbortPending() const
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{
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2021-06-10 13:13:24 -04:00
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return bWaitingForLatentAborts || PendingExecution.IsSet();
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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
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}
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