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UnrealEngineUWP/Engine/Source/Runtime/AIModule/Private/BehaviorTree/BlueprintNodeHelpers.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "BlueprintNodeHelpers.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "UObject/UnrealType.h"
#include "UObject/PropertyPortFlags.h"
#include "TimerManager.h"
#include "GameFramework/Actor.h"
#include "GameFramework/Pawn.h"
#include "Engine/World.h"
#include "GameFramework/Controller.h"
#include "BehaviorTree/BehaviorTreeTypes.h"
#include "BehaviorTree/BTNode.h"
#include "GameplayTagContainer.h"
#include "UObject/TextProperty.h"
namespace BlueprintNodeHelpers
{
uint16 GetPropertiesMemorySize(const TArray<FProperty*>& PropertyData)
{
int32 TotalMem = 0;
for (int32 PropertyIndex = 0; PropertyIndex < PropertyData.Num(); PropertyIndex++)
{
TotalMem += PropertyData[PropertyIndex]->GetSize();
}
if (TotalMem > MAX_uint16)
{
TotalMem = 0;
}
return TotalMem;
}
#define GET_STRUCT_NAME_CHECKED(StructName) \
((void)sizeof(StructName), TEXT(#StructName))
bool CanUsePropertyType(const FProperty* TestProperty)
{
if (TestProperty->IsA(FNumericProperty::StaticClass()) ||
TestProperty->IsA(FBoolProperty::StaticClass()) ||
TestProperty->IsA(FNameProperty::StaticClass()) ||
TestProperty->IsA(FStrProperty::StaticClass()) ||
TestProperty->IsA(FTextProperty::StaticClass()) )
{
return true;
}
const FStructProperty* StructProp = CastField<const FStructProperty>(TestProperty);
if (StructProp)
{
FString CPPType = StructProp->GetCPPType(NULL, CPPF_None);
if (CPPType.Contains(GET_STRUCT_NAME_CHECKED(FVector)) ||
CPPType.Contains(GET_STRUCT_NAME_CHECKED(FRotator)))
{
return true;
}
}
return false;
}
void CollectPropertyData(const UObject* Ob, const UClass* StopAtClass, TArray<FProperty*>& PropertyData)
{
UE_LOG(LogBehaviorTree, Verbose, TEXT("Looking for runtime properties of class: %s"), *GetNameSafe(Ob->GetClass()));
PropertyData.Reset();
for (FProperty* TestProperty = Ob->GetClass()->PropertyLink; TestProperty; TestProperty = TestProperty->PropertyLinkNext)
{
// stop when reaching base class
if (TestProperty->GetOwner<UObject>() == StopAtClass)
{
break;
}
// skip properties without any setup data
if (TestProperty->HasAnyPropertyFlags(CPF_Transient) ||
TestProperty->HasAnyPropertyFlags(CPF_DisableEditOnInstance) == false)
{
continue;
}
// serialize only simple types
if (CanUsePropertyType(TestProperty))
{
UE_LOG(LogBehaviorTree, Verbose, TEXT("> name: '%s'"), *GetNameSafe(TestProperty));
PropertyData.Add(TestProperty);
}
}
}
FString DescribeProperty(const FProperty* Prop, const uint8* PropertyAddr)
{
FString ExportedStringValue;
const FStructProperty* StructProp = CastField<const FStructProperty>(Prop);
const FFloatProperty* FloatProp = CastField<const FFloatProperty>(Prop);
if (StructProp && StructProp->GetCPPType(NULL, CPPF_None).Contains(GET_STRUCT_NAME_CHECKED(FBlackboardKeySelector)))
{
// special case for blackboard key selectors
const FBlackboardKeySelector* PropertyValue = (const FBlackboardKeySelector*)PropertyAddr;
ExportedStringValue = PropertyValue->SelectedKeyName.ToString();
}
else if (StructProp && StructProp->Struct && StructProp->Struct->IsChildOf(TBaseStructure<FGameplayTag>::Get()))
{
ExportedStringValue = ((const FGameplayTag*)PropertyAddr)->ToString();
#if WITH_EDITOR
const FString CategoryLimit = StructProp->GetMetaData(TEXT("Categories"));
if (!CategoryLimit.IsEmpty() && ExportedStringValue.StartsWith(CategoryLimit))
{
ExportedStringValue.MidInline(CategoryLimit.Len(), MAX_int32, false);
}
#endif
}
else if (FloatProp)
{
// special case for floats to remove unnecessary zeros
const float FloatValue = FloatProp->GetPropertyValue(PropertyAddr);
ExportedStringValue = FString::SanitizeFloat(FloatValue);
}
else
{
Prop->ExportTextItem_Direct(ExportedStringValue, PropertyAddr, NULL, NULL, PPF_PropertyWindow, NULL);
}
const bool bIsBool = Prop->IsA(FBoolProperty::StaticClass());
return FString::Printf(TEXT("%s: %s"), *FName::NameToDisplayString(Prop->GetName(), bIsBool), *ExportedStringValue);
}
void CollectBlackboardSelectors(const UObject* Ob, const UClass* StopAtClass, TArray<FName>& KeyNames)
{
for (FProperty* TestProperty = Ob->GetClass()->PropertyLink; TestProperty; TestProperty = TestProperty->PropertyLinkNext)
{
// stop when reaching base class
if (TestProperty->GetOwner<UObject>() == StopAtClass)
{
break;
}
// skip properties without any setup data
if (TestProperty->HasAnyPropertyFlags(CPF_Transient) ||
TestProperty->HasAnyPropertyFlags(CPF_DisableEditOnInstance))
{
continue;
}
const FStructProperty* StructProp = CastField<const FStructProperty>(TestProperty);
if (StructProp && StructProp->GetCPPType(NULL, CPPF_None).Contains(GET_STRUCT_NAME_CHECKED(FBlackboardKeySelector)))
{
const FBlackboardKeySelector* PropData = TestProperty->ContainerPtrToValuePtr<FBlackboardKeySelector>(Ob);
KeyNames.AddUnique(PropData->SelectedKeyName);
}
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3038116 on 2016/07/05 by James.Golding Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford) Change 3038271 on 2016/07/05 by Lukasz.Furman fixed bug with instanced behavior tree nodes writing over memory of other nodes #jira UE-32789 Change 3038295 on 2016/07/05 by Lukasz.Furman changed behavior tree node injection to modify shared template instead of switching nodes to instanced fixes GC reference chain between AI using the same behavior tree Change 3038504 on 2016/07/05 by Zak.Middleton #ue4 - Fix typo in comment (debugging arrow). github #2352 #jira 30255 Change 3039151 on 2016/07/06 by James.Golding UE-30046 Add bAllowCPUAccess flag to UStaticMesh Change 3039281 on 2016/07/06 by Ori.Cohen Fix attached partially simulating ragdolls not moving with actor. #JIRA UE-32830 Change 3039286 on 2016/07/06 by Benn.Gallagher Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold. Change 3039313 on 2016/07/06 by Benn.Gallagher Enabled override of angular joint bias on AnimDynamics Change 3039335 on 2016/07/06 by Ori.Cohen Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy. #JIRA UE-32833 Change 3039412 on 2016/07/06 by Ori.Cohen PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79) #JIRA UE-30725 Change 3039799 on 2016/07/06 by Tom.Looman - Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin) - Fixed bug in override gravity for the suggest projectile velocity functions. Change 3039903 on 2016/07/06 by Ori.Cohen Ensure that skeletal mesh components do NOT teleport unless explicitly asked to. Change 3039932 on 2016/07/06 by Lina.Halper Merging using //Orion/Dev-General_to_//UE4/Dev-Framework serialize crash is always bad, so dupe checkin. Change 3040059 on 2016/07/06 by Ori.Cohen Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate) #JIRA UE-32730 Change 3040203 on 2016/07/06 by Jon.Nabozny Fix scaling multiple selected Actors by changing scale-base translation calculations to local space. #jira UE-32357 Change 3040211 on 2016/07/06 by Ori.Cohen Fix constraints being unselectable in phat when a render mesh is on top #JIRA UE-32479 Change 3040273 on 2016/07/06 by Ori.Cohen Fix vehicle drag adding instead of removing energy when in reverse. #JIRA UE-28957 Change 3040293 on 2016/07/06 by Zak.Middleton #ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments. Change 3040325 on 2016/07/06 by Zak.Middleton #ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization. #udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html Change 3040950 on 2016/07/07 by Thomas.Sarkanen Removed GWorld from FTimerManager Switched LastAssignedHandle to a static member. #jira UE-31485 - Remove GWorld from FTimerManager Change 3041054 on 2016/07/07 by Jon.Nabozny Fix warning about negation operator on FRotator introduced in CL 3040203. Change 3041214 on 2016/07/07 by Ori.Cohen Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies #JIRA UE-29538 Change 3041319 on 2016/07/07 by James.Golding UE-29771 - Rename LocalAtoms to BoneSpaceTransforms - Rename SpaceBases to ComponentSpaceTransforms Change 3041432 on 2016/07/07 by James.Golding UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC. Also remove PhysicsSettings.h from PhysicalMaterial.h Change 3041434 on 2016/07/07 by James.Golding Improve comment on UStaticMesh::bAllowCPUAccess Change 3041701 on 2016/07/07 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498 Change 3041760 on 2016/07/07 by Ori.Cohen Fix bug where turning collision off and on for a welded root body would not re-weld child bodies. #JIRA UE-32438 Change 3041771 on 2016/07/07 by Marc.Audy Add GetParentActor convience accessor Change 3041798 on 2016/07/07 by Marc.Audy Don't double call BeginPlay on ChildActors when loading sublevels (4.12) #jira UE-32772 Change 3041857 on 2016/07/07 by Jon.Nabozny Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName. #jira UE-32272 Change 3041914 on 2016/07/07 by Marc.Audy Fix mismatch function prototype Change 3042041 on 2016/07/07 by Jon.Nabozny Fix CIS issue introduced by CL 3041857 Change 3042402 on 2016/07/08 by James.Golding Fix CIS after no longer globally including PhysicsSettings.h Change 3042517 on 2016/07/08 by Martin.Wilson Fix root motion when actor and component transforms do not match #jira UE-32944 Change 3043021 on 2016/07/08 by mason.seay Assets for testing poses Change 3043246 on 2016/07/08 by Marc.Audy Eliminate USoundWave::CompressionName Add USoundWave::HasCompressedFormat #jira UE-32546 Change 3044376 on 2016/07/11 by James.Golding - UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled) - Add UVInfo mem usage to UBodySetup::GetResourceSize - Remove BodySetup.h from EnginePrivate.h - Remove outdated comment in PhysUtils.cpp Change 3044464 on 2016/07/11 by Ori.Cohen Fix CIS #JIRA UE-33005 Change 3044519 on 2016/07/11 by Ori.Cohen PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454) #JIRA UE-30712 Change 3044774 on 2016/07/11 by Zak.Middleton #ue4 - Fix typos in comments. Change 3044854 on 2016/07/11 by Mieszko.Zielinski Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4 #jira UE-32013 Change 3044855 on 2016/07/11 by Mieszko.Zielinski Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4 #jira UE-32458 Change 3044887 on 2016/07/11 by Zak.Middleton #ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine. - Fixed comments on FindNearestPointsOnLineSegments. - Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction". Merge CL 3036162. Change 3044910 on 2016/07/11 by Mieszko.Zielinski Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4 Change 3045144 on 2016/07/11 by Lukasz.Furman exposed pathfollowing's reach test modifier: goal radius as parameter of move request Change 3045174 on 2016/07/11 by Marc.Audy Remove incorrect SetMobility reference from comment #jira UE-30492 Change 3045233 on 2016/07/11 by Marc.Audy Correct function name in warning Change 3045284 on 2016/07/11 by mason.seay Test Assets for pose blending Change 3045342 on 2016/07/11 by Michael.Noland PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg) #jira UE-29522 Change 3045343 on 2016/07/11 by Michael.Noland PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver) #jira UE-32403 Change 3045344 on 2016/07/11 by Michael.Noland Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision) Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap #jira UE-31632 Change 3045382 on 2016/07/11 by Ori.Cohen Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries. #JIRA UE-29937 Change 3045529 on 2016/07/11 by Zak.Middleton #ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself. Change 3045601 on 2016/07/11 by Michael.Noland Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType #jira UE-20962 Change 3046039 on 2016/07/12 by Jurre.deBaare Instanced HLOD materials to reduce permutations + compilation time Change 3046147 on 2016/07/12 by Ori.Cohen PR #1615: Traceworldforposition should trace async scene too #JIRA UE-21728 Change 3046180 on 2016/07/12 by Ori.Cohen Introduce a shape complexity project setting #JIRA UE-31159 Change 3046280 on 2016/07/12 by Ori.Cohen Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component. #JIRA UE-31525, UE-19252 Change 3046282 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though #jira UE-32626 Change 3046284 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though (2nd CL, missed file) #jira UE-32626 Change 3046416 on 2016/07/12 by Jon.Nabozny PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis) #jira UE32123 Change 3046428 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0)) #jira UE-33055 Change 3046429 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized) #jira UE-25994 Change 3046475 on 2016/07/12 by Ori.Cohen Added strength multiplyer for physical animation #JIRA UE-33075 Change 3046518 on 2016/07/12 by Ori.Cohen Make sure to refresh contact points when turning simulation on for bodies. #JIRA UE-31286 Change 3046658 on 2016/07/12 by Ori.Cohen Fix the case where setting body blend weight doesn't turn off blend override. Change 3046720 on 2016/07/12 by Ori.Cohen Added option to allow skeletal mesh simulation to NOT affect component transform. #JIRA UE-33089 Change 3046908 on 2016/07/12 by Ori.Cohen Fix welded body not properly unwelding when in a chain of welded bodies #JIRA UE-32531 Change 3047015 on 2016/07/12 by Lukasz.Furman fixed nested repath requests Change 3047102 on 2016/07/12 by Ori.Cohen Added physics component to content example Change 3047848 on 2016/07/13 by Ori.Cohen Expose transform update mode to phat #JIRA UE-33227 Change 3047853 on 2016/07/13 by Ori.Cohen Update physical animation level and content. Was missing some blueprints Change 3047897 on 2016/07/13 by Ori.Cohen PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro) #JIRA UE-27102 Change 3048026 on 2016/07/13 by Benn.Gallagher Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins. #jira UE-23823 Change 3048592 on 2016/07/13 by Marc.Audy Change check when physics state exists but not registered to ensure and add additional logging information. #jira UE-32935 Change 3048790 on 2016/07/13 by Ori.Cohen Fix CIS for shipping physx builds. #JIRA UE-33246 Change 3048801 on 2016/07/13 by Ori.Cohen Update RootBodyTransform when ref skeleton has offset Change 3048891 on 2016/07/13 by Marc.Audy Fix copy paste bug with AudioComponent::SetPitchMultiplier Change 3049549 on 2016/07/14 by Thomas.Sarkanen Prevented stale anim asset references from persisting in wired pins Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase. Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules. Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected. Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes. #jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset Change 3049576 on 2016/07/14 by Thomas.Sarkanen Fix CIS linker errors Change 3049611 on 2016/07/14 by Benn.Gallagher Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections) Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor #jira UE-31016 #jira UE-33061 Change 3049663 on 2016/07/14 by Benn.Gallagher CIS fix after Persona render fixes Change 3049794 on 2016/07/14 by Marc.Audy Some cleanup and ensuring ActiveSound adds references to all of its used assets Change 3049823 on 2016/07/14 by Tom.Looman Added Player Connect and Disconnect Multicast Events to GameMode PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard) Change 3049896 on 2016/07/14 by Ori.Cohen Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag. #JIRA UE-31660 Change 3049921 on 2016/07/14 by Benn.Gallagher PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton) - Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor) #jira UE-29573 Change 3049929 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3049956 on 2016/07/14 by Zak.Middleton #ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue. Change 3049992 on 2016/07/14 by Jon.Nabozny Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box. #JIRA: UE-31601 Change 3050017 on 2016/07/14 by James.Golding PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike) Change 3050061 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3050416 on 2016/07/14 by mason.seay Test map and asset for slicing proc meshes Change 3050881 on 2016/07/14 by Zak.Middleton #ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block. github #2047 Change 3051401 on 2016/07/15 by Thomas.Sarkanen Prevented animation from restarting each time a new section is selected/inspected in the montage editor Preserved playback state when changing section. Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused. #jira UE-31014 - Moving Montage Event Unpauses Playback #jira UE-25101 - Improve Montage Replay Usability issue Change 3051717 on 2016/07/15 by Benn.Gallagher Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation. #jira UE-18558 Change 3051729 on 2016/07/15 by Benn.Gallagher Changed enum combo boxes so that they use rich tooltips instead of text tooltips. - They look the same when there isn't a documentation entry for them (Just the enum name) - Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name Change 3051825 on 2016/07/15 by Marc.Audy Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor #jira UE-29435 Change 3051850 on 2016/07/15 by Marc.Audy Reduce priority of audio thread Add a frame sync to avoid audio thread drifiting behind Change 3051920 on 2016/07/15 by Tom.Looman Added ActorComponent Activate/Deactivate events #JIRA UE-31077 Change 3051923 on 2016/07/15 by Tom.Looman PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi) Change 3052038 on 2016/07/15 by Martin.Wilson Possible fix for fortnite crash + ensure incase the situation occurs again #jira UE-33258 Change 3052042 on 2016/07/15 by Jurre.deBaare Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework) Change 3052171 on 2016/07/15 by Ori.Cohen Improve UI for constraint profiles. Polish UI for physical animation profile. #JIRA UEFW-101, UE-33290 Change 3052243 on 2016/07/15 by Martin.Wilson Pose watching: Ability to draw bones of pose at any point in the anim graph. #jira UE-12181 (originally Epic Friday project) Change 3053202 on 2016/07/18 by Thomas.Sarkanen FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility #jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication Change 3053203 on 2016/07/18 by Thomas.Sarkanen Fixed properties that are fed to skeletal mesh components via construction script not updating when edited Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this). Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date. #jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph Change 3053241 on 2016/07/18 by Martin.Wilson Add parent bone space to GetSocketTransform #jira UE-29814 Change 3053270 on 2016/07/18 by Jurre.deBaare PR #2105: Disable creation of array modifiers (Contributed by projectgheist) Change 3053273 on 2016/07/18 by Jurre.deBaare Default ini for asset viewer and HDR images #jira UE-32903 Change 3053527 on 2016/07/18 by Ori.Cohen Fix CIS #JIRA UE-33375 Change 3053620 on 2016/07/18 by Thomas.Sarkanen Socket chooser now has a search box Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name. Search box has focus when the menu appears. #jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh Change 3053626 on 2016/07/18 by Martin.Wilson Fix crash caused by skeletalmeshcomponent being destroyed during a notify #jira UE-33258 Change 3053761 on 2016/07/18 by Martin.Wilson Mac build compile fix Change 3053858 on 2016/07/18 by Lina.Halper Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/ Fix on crashing recursive asset Change 3053864 on 2016/07/18 by Ori.Cohen Make sure phat UI changes when picking different constraint profiles Change 3053866 on 2016/07/18 by Ori.Cohen Submit content example for constraint profiles Change 3053915 on 2016/07/18 by Lina.Halper The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened This is the fix for that. #jira: UE-32927 Change 3053969 on 2016/07/18 by James.Golding PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology) Change 3054004 on 2016/07/18 by Ori.Cohen Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake. #jira UE-33333 Change 3054410 on 2016/07/18 by Lina.Halper Fixed issue with moving translation not working with mirrored parent due to inverse position. Changed to Transform. #jira: UE-31521 Change 3054659 on 2016/07/18 by Lina.Halper Fix for retargeting of pose asset - Moved animsequence::retarget to be out to AnimationRuntime - PoseAsset is now using that function to retarget correctly #code review: Martin.Wilson, Ori.Cohen Change 3054777 on 2016/07/18 by Jurre.deBaare Fixing integration blocker, had this fix locally already #jira UE-33427 Change 3056619 on 2016/07/19 by Ori.Cohen Temporarily turn off audio threading due to heap corruption. #JIRA UE-33320 Change 3057770 on 2016/07/20 by Aaron.McLeran Doing sync trace for occlusion if audio thread is enabled #jira UE-33494 Change 3057778 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Change 3057788 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Enabling audio thread (with a capital T for True) Change 3057850 on 2016/07/20 by Ori.Cohen Temporarily turn off audio threading as the feature is still experimental Change 3057876 on 2016/07/20 by Martin.Wilson Fix Graph Linked External Object issue when saving recompressed animations #jira UE-33567 Change 3058371 on 2016/07/20 by Ori.Cohen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) [CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
void ResolveBlackboardSelectors(UObject& Ob, const UClass& StopAtClass, const UBlackboardData& BlackboardAsset)
{
for (FProperty* TestProperty = Ob.GetClass()->PropertyLink; TestProperty; TestProperty = TestProperty->PropertyLinkNext)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3038116 on 2016/07/05 by James.Golding Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford) Change 3038271 on 2016/07/05 by Lukasz.Furman fixed bug with instanced behavior tree nodes writing over memory of other nodes #jira UE-32789 Change 3038295 on 2016/07/05 by Lukasz.Furman changed behavior tree node injection to modify shared template instead of switching nodes to instanced fixes GC reference chain between AI using the same behavior tree Change 3038504 on 2016/07/05 by Zak.Middleton #ue4 - Fix typo in comment (debugging arrow). github #2352 #jira 30255 Change 3039151 on 2016/07/06 by James.Golding UE-30046 Add bAllowCPUAccess flag to UStaticMesh Change 3039281 on 2016/07/06 by Ori.Cohen Fix attached partially simulating ragdolls not moving with actor. #JIRA UE-32830 Change 3039286 on 2016/07/06 by Benn.Gallagher Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold. Change 3039313 on 2016/07/06 by Benn.Gallagher Enabled override of angular joint bias on AnimDynamics Change 3039335 on 2016/07/06 by Ori.Cohen Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy. #JIRA UE-32833 Change 3039412 on 2016/07/06 by Ori.Cohen PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79) #JIRA UE-30725 Change 3039799 on 2016/07/06 by Tom.Looman - Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin) - Fixed bug in override gravity for the suggest projectile velocity functions. Change 3039903 on 2016/07/06 by Ori.Cohen Ensure that skeletal mesh components do NOT teleport unless explicitly asked to. Change 3039932 on 2016/07/06 by Lina.Halper Merging using //Orion/Dev-General_to_//UE4/Dev-Framework serialize crash is always bad, so dupe checkin. Change 3040059 on 2016/07/06 by Ori.Cohen Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate) #JIRA UE-32730 Change 3040203 on 2016/07/06 by Jon.Nabozny Fix scaling multiple selected Actors by changing scale-base translation calculations to local space. #jira UE-32357 Change 3040211 on 2016/07/06 by Ori.Cohen Fix constraints being unselectable in phat when a render mesh is on top #JIRA UE-32479 Change 3040273 on 2016/07/06 by Ori.Cohen Fix vehicle drag adding instead of removing energy when in reverse. #JIRA UE-28957 Change 3040293 on 2016/07/06 by Zak.Middleton #ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments. Change 3040325 on 2016/07/06 by Zak.Middleton #ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization. #udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html Change 3040950 on 2016/07/07 by Thomas.Sarkanen Removed GWorld from FTimerManager Switched LastAssignedHandle to a static member. #jira UE-31485 - Remove GWorld from FTimerManager Change 3041054 on 2016/07/07 by Jon.Nabozny Fix warning about negation operator on FRotator introduced in CL 3040203. Change 3041214 on 2016/07/07 by Ori.Cohen Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies #JIRA UE-29538 Change 3041319 on 2016/07/07 by James.Golding UE-29771 - Rename LocalAtoms to BoneSpaceTransforms - Rename SpaceBases to ComponentSpaceTransforms Change 3041432 on 2016/07/07 by James.Golding UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC. Also remove PhysicsSettings.h from PhysicalMaterial.h Change 3041434 on 2016/07/07 by James.Golding Improve comment on UStaticMesh::bAllowCPUAccess Change 3041701 on 2016/07/07 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498 Change 3041760 on 2016/07/07 by Ori.Cohen Fix bug where turning collision off and on for a welded root body would not re-weld child bodies. #JIRA UE-32438 Change 3041771 on 2016/07/07 by Marc.Audy Add GetParentActor convience accessor Change 3041798 on 2016/07/07 by Marc.Audy Don't double call BeginPlay on ChildActors when loading sublevels (4.12) #jira UE-32772 Change 3041857 on 2016/07/07 by Jon.Nabozny Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName. #jira UE-32272 Change 3041914 on 2016/07/07 by Marc.Audy Fix mismatch function prototype Change 3042041 on 2016/07/07 by Jon.Nabozny Fix CIS issue introduced by CL 3041857 Change 3042402 on 2016/07/08 by James.Golding Fix CIS after no longer globally including PhysicsSettings.h Change 3042517 on 2016/07/08 by Martin.Wilson Fix root motion when actor and component transforms do not match #jira UE-32944 Change 3043021 on 2016/07/08 by mason.seay Assets for testing poses Change 3043246 on 2016/07/08 by Marc.Audy Eliminate USoundWave::CompressionName Add USoundWave::HasCompressedFormat #jira UE-32546 Change 3044376 on 2016/07/11 by James.Golding - UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled) - Add UVInfo mem usage to UBodySetup::GetResourceSize - Remove BodySetup.h from EnginePrivate.h - Remove outdated comment in PhysUtils.cpp Change 3044464 on 2016/07/11 by Ori.Cohen Fix CIS #JIRA UE-33005 Change 3044519 on 2016/07/11 by Ori.Cohen PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454) #JIRA UE-30712 Change 3044774 on 2016/07/11 by Zak.Middleton #ue4 - Fix typos in comments. Change 3044854 on 2016/07/11 by Mieszko.Zielinski Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4 #jira UE-32013 Change 3044855 on 2016/07/11 by Mieszko.Zielinski Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4 #jira UE-32458 Change 3044887 on 2016/07/11 by Zak.Middleton #ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine. - Fixed comments on FindNearestPointsOnLineSegments. - Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction". Merge CL 3036162. Change 3044910 on 2016/07/11 by Mieszko.Zielinski Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4 Change 3045144 on 2016/07/11 by Lukasz.Furman exposed pathfollowing's reach test modifier: goal radius as parameter of move request Change 3045174 on 2016/07/11 by Marc.Audy Remove incorrect SetMobility reference from comment #jira UE-30492 Change 3045233 on 2016/07/11 by Marc.Audy Correct function name in warning Change 3045284 on 2016/07/11 by mason.seay Test Assets for pose blending Change 3045342 on 2016/07/11 by Michael.Noland PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg) #jira UE-29522 Change 3045343 on 2016/07/11 by Michael.Noland PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver) #jira UE-32403 Change 3045344 on 2016/07/11 by Michael.Noland Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision) Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap #jira UE-31632 Change 3045382 on 2016/07/11 by Ori.Cohen Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries. #JIRA UE-29937 Change 3045529 on 2016/07/11 by Zak.Middleton #ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself. Change 3045601 on 2016/07/11 by Michael.Noland Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType #jira UE-20962 Change 3046039 on 2016/07/12 by Jurre.deBaare Instanced HLOD materials to reduce permutations + compilation time Change 3046147 on 2016/07/12 by Ori.Cohen PR #1615: Traceworldforposition should trace async scene too #JIRA UE-21728 Change 3046180 on 2016/07/12 by Ori.Cohen Introduce a shape complexity project setting #JIRA UE-31159 Change 3046280 on 2016/07/12 by Ori.Cohen Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component. #JIRA UE-31525, UE-19252 Change 3046282 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though #jira UE-32626 Change 3046284 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though (2nd CL, missed file) #jira UE-32626 Change 3046416 on 2016/07/12 by Jon.Nabozny PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis) #jira UE32123 Change 3046428 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0)) #jira UE-33055 Change 3046429 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized) #jira UE-25994 Change 3046475 on 2016/07/12 by Ori.Cohen Added strength multiplyer for physical animation #JIRA UE-33075 Change 3046518 on 2016/07/12 by Ori.Cohen Make sure to refresh contact points when turning simulation on for bodies. #JIRA UE-31286 Change 3046658 on 2016/07/12 by Ori.Cohen Fix the case where setting body blend weight doesn't turn off blend override. Change 3046720 on 2016/07/12 by Ori.Cohen Added option to allow skeletal mesh simulation to NOT affect component transform. #JIRA UE-33089 Change 3046908 on 2016/07/12 by Ori.Cohen Fix welded body not properly unwelding when in a chain of welded bodies #JIRA UE-32531 Change 3047015 on 2016/07/12 by Lukasz.Furman fixed nested repath requests Change 3047102 on 2016/07/12 by Ori.Cohen Added physics component to content example Change 3047848 on 2016/07/13 by Ori.Cohen Expose transform update mode to phat #JIRA UE-33227 Change 3047853 on 2016/07/13 by Ori.Cohen Update physical animation level and content. Was missing some blueprints Change 3047897 on 2016/07/13 by Ori.Cohen PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro) #JIRA UE-27102 Change 3048026 on 2016/07/13 by Benn.Gallagher Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins. #jira UE-23823 Change 3048592 on 2016/07/13 by Marc.Audy Change check when physics state exists but not registered to ensure and add additional logging information. #jira UE-32935 Change 3048790 on 2016/07/13 by Ori.Cohen Fix CIS for shipping physx builds. #JIRA UE-33246 Change 3048801 on 2016/07/13 by Ori.Cohen Update RootBodyTransform when ref skeleton has offset Change 3048891 on 2016/07/13 by Marc.Audy Fix copy paste bug with AudioComponent::SetPitchMultiplier Change 3049549 on 2016/07/14 by Thomas.Sarkanen Prevented stale anim asset references from persisting in wired pins Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase. Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules. Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected. Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes. #jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset Change 3049576 on 2016/07/14 by Thomas.Sarkanen Fix CIS linker errors Change 3049611 on 2016/07/14 by Benn.Gallagher Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections) Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor #jira UE-31016 #jira UE-33061 Change 3049663 on 2016/07/14 by Benn.Gallagher CIS fix after Persona render fixes Change 3049794 on 2016/07/14 by Marc.Audy Some cleanup and ensuring ActiveSound adds references to all of its used assets Change 3049823 on 2016/07/14 by Tom.Looman Added Player Connect and Disconnect Multicast Events to GameMode PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard) Change 3049896 on 2016/07/14 by Ori.Cohen Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag. #JIRA UE-31660 Change 3049921 on 2016/07/14 by Benn.Gallagher PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton) - Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor) #jira UE-29573 Change 3049929 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3049956 on 2016/07/14 by Zak.Middleton #ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue. Change 3049992 on 2016/07/14 by Jon.Nabozny Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box. #JIRA: UE-31601 Change 3050017 on 2016/07/14 by James.Golding PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike) Change 3050061 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3050416 on 2016/07/14 by mason.seay Test map and asset for slicing proc meshes Change 3050881 on 2016/07/14 by Zak.Middleton #ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block. github #2047 Change 3051401 on 2016/07/15 by Thomas.Sarkanen Prevented animation from restarting each time a new section is selected/inspected in the montage editor Preserved playback state when changing section. Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused. #jira UE-31014 - Moving Montage Event Unpauses Playback #jira UE-25101 - Improve Montage Replay Usability issue Change 3051717 on 2016/07/15 by Benn.Gallagher Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation. #jira UE-18558 Change 3051729 on 2016/07/15 by Benn.Gallagher Changed enum combo boxes so that they use rich tooltips instead of text tooltips. - They look the same when there isn't a documentation entry for them (Just the enum name) - Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name Change 3051825 on 2016/07/15 by Marc.Audy Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor #jira UE-29435 Change 3051850 on 2016/07/15 by Marc.Audy Reduce priority of audio thread Add a frame sync to avoid audio thread drifiting behind Change 3051920 on 2016/07/15 by Tom.Looman Added ActorComponent Activate/Deactivate events #JIRA UE-31077 Change 3051923 on 2016/07/15 by Tom.Looman PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi) Change 3052038 on 2016/07/15 by Martin.Wilson Possible fix for fortnite crash + ensure incase the situation occurs again #jira UE-33258 Change 3052042 on 2016/07/15 by Jurre.deBaare Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework) Change 3052171 on 2016/07/15 by Ori.Cohen Improve UI for constraint profiles. Polish UI for physical animation profile. #JIRA UEFW-101, UE-33290 Change 3052243 on 2016/07/15 by Martin.Wilson Pose watching: Ability to draw bones of pose at any point in the anim graph. #jira UE-12181 (originally Epic Friday project) Change 3053202 on 2016/07/18 by Thomas.Sarkanen FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility #jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication Change 3053203 on 2016/07/18 by Thomas.Sarkanen Fixed properties that are fed to skeletal mesh components via construction script not updating when edited Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this). Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date. #jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph Change 3053241 on 2016/07/18 by Martin.Wilson Add parent bone space to GetSocketTransform #jira UE-29814 Change 3053270 on 2016/07/18 by Jurre.deBaare PR #2105: Disable creation of array modifiers (Contributed by projectgheist) Change 3053273 on 2016/07/18 by Jurre.deBaare Default ini for asset viewer and HDR images #jira UE-32903 Change 3053527 on 2016/07/18 by Ori.Cohen Fix CIS #JIRA UE-33375 Change 3053620 on 2016/07/18 by Thomas.Sarkanen Socket chooser now has a search box Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name. Search box has focus when the menu appears. #jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh Change 3053626 on 2016/07/18 by Martin.Wilson Fix crash caused by skeletalmeshcomponent being destroyed during a notify #jira UE-33258 Change 3053761 on 2016/07/18 by Martin.Wilson Mac build compile fix Change 3053858 on 2016/07/18 by Lina.Halper Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/ Fix on crashing recursive asset Change 3053864 on 2016/07/18 by Ori.Cohen Make sure phat UI changes when picking different constraint profiles Change 3053866 on 2016/07/18 by Ori.Cohen Submit content example for constraint profiles Change 3053915 on 2016/07/18 by Lina.Halper The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened This is the fix for that. #jira: UE-32927 Change 3053969 on 2016/07/18 by James.Golding PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology) Change 3054004 on 2016/07/18 by Ori.Cohen Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake. #jira UE-33333 Change 3054410 on 2016/07/18 by Lina.Halper Fixed issue with moving translation not working with mirrored parent due to inverse position. Changed to Transform. #jira: UE-31521 Change 3054659 on 2016/07/18 by Lina.Halper Fix for retargeting of pose asset - Moved animsequence::retarget to be out to AnimationRuntime - PoseAsset is now using that function to retarget correctly #code review: Martin.Wilson, Ori.Cohen Change 3054777 on 2016/07/18 by Jurre.deBaare Fixing integration blocker, had this fix locally already #jira UE-33427 Change 3056619 on 2016/07/19 by Ori.Cohen Temporarily turn off audio threading due to heap corruption. #JIRA UE-33320 Change 3057770 on 2016/07/20 by Aaron.McLeran Doing sync trace for occlusion if audio thread is enabled #jira UE-33494 Change 3057778 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Change 3057788 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Enabling audio thread (with a capital T for True) Change 3057850 on 2016/07/20 by Ori.Cohen Temporarily turn off audio threading as the feature is still experimental Change 3057876 on 2016/07/20 by Martin.Wilson Fix Graph Linked External Object issue when saving recompressed animations #jira UE-33567 Change 3058371 on 2016/07/20 by Ori.Cohen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) [CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
{
// stop when reaching base class
if (TestProperty->GetOwner<UObject>() == &StopAtClass)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3038116 on 2016/07/05 by James.Golding Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford) Change 3038271 on 2016/07/05 by Lukasz.Furman fixed bug with instanced behavior tree nodes writing over memory of other nodes #jira UE-32789 Change 3038295 on 2016/07/05 by Lukasz.Furman changed behavior tree node injection to modify shared template instead of switching nodes to instanced fixes GC reference chain between AI using the same behavior tree Change 3038504 on 2016/07/05 by Zak.Middleton #ue4 - Fix typo in comment (debugging arrow). github #2352 #jira 30255 Change 3039151 on 2016/07/06 by James.Golding UE-30046 Add bAllowCPUAccess flag to UStaticMesh Change 3039281 on 2016/07/06 by Ori.Cohen Fix attached partially simulating ragdolls not moving with actor. #JIRA UE-32830 Change 3039286 on 2016/07/06 by Benn.Gallagher Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold. Change 3039313 on 2016/07/06 by Benn.Gallagher Enabled override of angular joint bias on AnimDynamics Change 3039335 on 2016/07/06 by Ori.Cohen Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy. #JIRA UE-32833 Change 3039412 on 2016/07/06 by Ori.Cohen PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79) #JIRA UE-30725 Change 3039799 on 2016/07/06 by Tom.Looman - Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin) - Fixed bug in override gravity for the suggest projectile velocity functions. Change 3039903 on 2016/07/06 by Ori.Cohen Ensure that skeletal mesh components do NOT teleport unless explicitly asked to. Change 3039932 on 2016/07/06 by Lina.Halper Merging using //Orion/Dev-General_to_//UE4/Dev-Framework serialize crash is always bad, so dupe checkin. Change 3040059 on 2016/07/06 by Ori.Cohen Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate) #JIRA UE-32730 Change 3040203 on 2016/07/06 by Jon.Nabozny Fix scaling multiple selected Actors by changing scale-base translation calculations to local space. #jira UE-32357 Change 3040211 on 2016/07/06 by Ori.Cohen Fix constraints being unselectable in phat when a render mesh is on top #JIRA UE-32479 Change 3040273 on 2016/07/06 by Ori.Cohen Fix vehicle drag adding instead of removing energy when in reverse. #JIRA UE-28957 Change 3040293 on 2016/07/06 by Zak.Middleton #ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments. Change 3040325 on 2016/07/06 by Zak.Middleton #ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization. #udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html Change 3040950 on 2016/07/07 by Thomas.Sarkanen Removed GWorld from FTimerManager Switched LastAssignedHandle to a static member. #jira UE-31485 - Remove GWorld from FTimerManager Change 3041054 on 2016/07/07 by Jon.Nabozny Fix warning about negation operator on FRotator introduced in CL 3040203. Change 3041214 on 2016/07/07 by Ori.Cohen Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies #JIRA UE-29538 Change 3041319 on 2016/07/07 by James.Golding UE-29771 - Rename LocalAtoms to BoneSpaceTransforms - Rename SpaceBases to ComponentSpaceTransforms Change 3041432 on 2016/07/07 by James.Golding UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC. Also remove PhysicsSettings.h from PhysicalMaterial.h Change 3041434 on 2016/07/07 by James.Golding Improve comment on UStaticMesh::bAllowCPUAccess Change 3041701 on 2016/07/07 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498 Change 3041760 on 2016/07/07 by Ori.Cohen Fix bug where turning collision off and on for a welded root body would not re-weld child bodies. #JIRA UE-32438 Change 3041771 on 2016/07/07 by Marc.Audy Add GetParentActor convience accessor Change 3041798 on 2016/07/07 by Marc.Audy Don't double call BeginPlay on ChildActors when loading sublevels (4.12) #jira UE-32772 Change 3041857 on 2016/07/07 by Jon.Nabozny Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName. #jira UE-32272 Change 3041914 on 2016/07/07 by Marc.Audy Fix mismatch function prototype Change 3042041 on 2016/07/07 by Jon.Nabozny Fix CIS issue introduced by CL 3041857 Change 3042402 on 2016/07/08 by James.Golding Fix CIS after no longer globally including PhysicsSettings.h Change 3042517 on 2016/07/08 by Martin.Wilson Fix root motion when actor and component transforms do not match #jira UE-32944 Change 3043021 on 2016/07/08 by mason.seay Assets for testing poses Change 3043246 on 2016/07/08 by Marc.Audy Eliminate USoundWave::CompressionName Add USoundWave::HasCompressedFormat #jira UE-32546 Change 3044376 on 2016/07/11 by James.Golding - UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled) - Add UVInfo mem usage to UBodySetup::GetResourceSize - Remove BodySetup.h from EnginePrivate.h - Remove outdated comment in PhysUtils.cpp Change 3044464 on 2016/07/11 by Ori.Cohen Fix CIS #JIRA UE-33005 Change 3044519 on 2016/07/11 by Ori.Cohen PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454) #JIRA UE-30712 Change 3044774 on 2016/07/11 by Zak.Middleton #ue4 - Fix typos in comments. Change 3044854 on 2016/07/11 by Mieszko.Zielinski Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4 #jira UE-32013 Change 3044855 on 2016/07/11 by Mieszko.Zielinski Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4 #jira UE-32458 Change 3044887 on 2016/07/11 by Zak.Middleton #ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine. - Fixed comments on FindNearestPointsOnLineSegments. - Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction". Merge CL 3036162. Change 3044910 on 2016/07/11 by Mieszko.Zielinski Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4 Change 3045144 on 2016/07/11 by Lukasz.Furman exposed pathfollowing's reach test modifier: goal radius as parameter of move request Change 3045174 on 2016/07/11 by Marc.Audy Remove incorrect SetMobility reference from comment #jira UE-30492 Change 3045233 on 2016/07/11 by Marc.Audy Correct function name in warning Change 3045284 on 2016/07/11 by mason.seay Test Assets for pose blending Change 3045342 on 2016/07/11 by Michael.Noland PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg) #jira UE-29522 Change 3045343 on 2016/07/11 by Michael.Noland PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver) #jira UE-32403 Change 3045344 on 2016/07/11 by Michael.Noland Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision) Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap #jira UE-31632 Change 3045382 on 2016/07/11 by Ori.Cohen Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries. #JIRA UE-29937 Change 3045529 on 2016/07/11 by Zak.Middleton #ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself. Change 3045601 on 2016/07/11 by Michael.Noland Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType #jira UE-20962 Change 3046039 on 2016/07/12 by Jurre.deBaare Instanced HLOD materials to reduce permutations + compilation time Change 3046147 on 2016/07/12 by Ori.Cohen PR #1615: Traceworldforposition should trace async scene too #JIRA UE-21728 Change 3046180 on 2016/07/12 by Ori.Cohen Introduce a shape complexity project setting #JIRA UE-31159 Change 3046280 on 2016/07/12 by Ori.Cohen Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component. #JIRA UE-31525, UE-19252 Change 3046282 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though #jira UE-32626 Change 3046284 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though (2nd CL, missed file) #jira UE-32626 Change 3046416 on 2016/07/12 by Jon.Nabozny PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis) #jira UE32123 Change 3046428 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0)) #jira UE-33055 Change 3046429 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized) #jira UE-25994 Change 3046475 on 2016/07/12 by Ori.Cohen Added strength multiplyer for physical animation #JIRA UE-33075 Change 3046518 on 2016/07/12 by Ori.Cohen Make sure to refresh contact points when turning simulation on for bodies. #JIRA UE-31286 Change 3046658 on 2016/07/12 by Ori.Cohen Fix the case where setting body blend weight doesn't turn off blend override. Change 3046720 on 2016/07/12 by Ori.Cohen Added option to allow skeletal mesh simulation to NOT affect component transform. #JIRA UE-33089 Change 3046908 on 2016/07/12 by Ori.Cohen Fix welded body not properly unwelding when in a chain of welded bodies #JIRA UE-32531 Change 3047015 on 2016/07/12 by Lukasz.Furman fixed nested repath requests Change 3047102 on 2016/07/12 by Ori.Cohen Added physics component to content example Change 3047848 on 2016/07/13 by Ori.Cohen Expose transform update mode to phat #JIRA UE-33227 Change 3047853 on 2016/07/13 by Ori.Cohen Update physical animation level and content. Was missing some blueprints Change 3047897 on 2016/07/13 by Ori.Cohen PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro) #JIRA UE-27102 Change 3048026 on 2016/07/13 by Benn.Gallagher Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins. #jira UE-23823 Change 3048592 on 2016/07/13 by Marc.Audy Change check when physics state exists but not registered to ensure and add additional logging information. #jira UE-32935 Change 3048790 on 2016/07/13 by Ori.Cohen Fix CIS for shipping physx builds. #JIRA UE-33246 Change 3048801 on 2016/07/13 by Ori.Cohen Update RootBodyTransform when ref skeleton has offset Change 3048891 on 2016/07/13 by Marc.Audy Fix copy paste bug with AudioComponent::SetPitchMultiplier Change 3049549 on 2016/07/14 by Thomas.Sarkanen Prevented stale anim asset references from persisting in wired pins Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase. Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules. Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected. Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes. #jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset Change 3049576 on 2016/07/14 by Thomas.Sarkanen Fix CIS linker errors Change 3049611 on 2016/07/14 by Benn.Gallagher Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections) Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor #jira UE-31016 #jira UE-33061 Change 3049663 on 2016/07/14 by Benn.Gallagher CIS fix after Persona render fixes Change 3049794 on 2016/07/14 by Marc.Audy Some cleanup and ensuring ActiveSound adds references to all of its used assets Change 3049823 on 2016/07/14 by Tom.Looman Added Player Connect and Disconnect Multicast Events to GameMode PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard) Change 3049896 on 2016/07/14 by Ori.Cohen Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag. #JIRA UE-31660 Change 3049921 on 2016/07/14 by Benn.Gallagher PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton) - Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor) #jira UE-29573 Change 3049929 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3049956 on 2016/07/14 by Zak.Middleton #ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue. Change 3049992 on 2016/07/14 by Jon.Nabozny Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box. #JIRA: UE-31601 Change 3050017 on 2016/07/14 by James.Golding PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike) Change 3050061 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3050416 on 2016/07/14 by mason.seay Test map and asset for slicing proc meshes Change 3050881 on 2016/07/14 by Zak.Middleton #ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block. github #2047 Change 3051401 on 2016/07/15 by Thomas.Sarkanen Prevented animation from restarting each time a new section is selected/inspected in the montage editor Preserved playback state when changing section. Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused. #jira UE-31014 - Moving Montage Event Unpauses Playback #jira UE-25101 - Improve Montage Replay Usability issue Change 3051717 on 2016/07/15 by Benn.Gallagher Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation. #jira UE-18558 Change 3051729 on 2016/07/15 by Benn.Gallagher Changed enum combo boxes so that they use rich tooltips instead of text tooltips. - They look the same when there isn't a documentation entry for them (Just the enum name) - Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name Change 3051825 on 2016/07/15 by Marc.Audy Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor #jira UE-29435 Change 3051850 on 2016/07/15 by Marc.Audy Reduce priority of audio thread Add a frame sync to avoid audio thread drifiting behind Change 3051920 on 2016/07/15 by Tom.Looman Added ActorComponent Activate/Deactivate events #JIRA UE-31077 Change 3051923 on 2016/07/15 by Tom.Looman PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi) Change 3052038 on 2016/07/15 by Martin.Wilson Possible fix for fortnite crash + ensure incase the situation occurs again #jira UE-33258 Change 3052042 on 2016/07/15 by Jurre.deBaare Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework) Change 3052171 on 2016/07/15 by Ori.Cohen Improve UI for constraint profiles. Polish UI for physical animation profile. #JIRA UEFW-101, UE-33290 Change 3052243 on 2016/07/15 by Martin.Wilson Pose watching: Ability to draw bones of pose at any point in the anim graph. #jira UE-12181 (originally Epic Friday project) Change 3053202 on 2016/07/18 by Thomas.Sarkanen FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility #jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication Change 3053203 on 2016/07/18 by Thomas.Sarkanen Fixed properties that are fed to skeletal mesh components via construction script not updating when edited Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this). Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date. #jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph Change 3053241 on 2016/07/18 by Martin.Wilson Add parent bone space to GetSocketTransform #jira UE-29814 Change 3053270 on 2016/07/18 by Jurre.deBaare PR #2105: Disable creation of array modifiers (Contributed by projectgheist) Change 3053273 on 2016/07/18 by Jurre.deBaare Default ini for asset viewer and HDR images #jira UE-32903 Change 3053527 on 2016/07/18 by Ori.Cohen Fix CIS #JIRA UE-33375 Change 3053620 on 2016/07/18 by Thomas.Sarkanen Socket chooser now has a search box Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name. Search box has focus when the menu appears. #jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh Change 3053626 on 2016/07/18 by Martin.Wilson Fix crash caused by skeletalmeshcomponent being destroyed during a notify #jira UE-33258 Change 3053761 on 2016/07/18 by Martin.Wilson Mac build compile fix Change 3053858 on 2016/07/18 by Lina.Halper Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/ Fix on crashing recursive asset Change 3053864 on 2016/07/18 by Ori.Cohen Make sure phat UI changes when picking different constraint profiles Change 3053866 on 2016/07/18 by Ori.Cohen Submit content example for constraint profiles Change 3053915 on 2016/07/18 by Lina.Halper The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened This is the fix for that. #jira: UE-32927 Change 3053969 on 2016/07/18 by James.Golding PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology) Change 3054004 on 2016/07/18 by Ori.Cohen Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake. #jira UE-33333 Change 3054410 on 2016/07/18 by Lina.Halper Fixed issue with moving translation not working with mirrored parent due to inverse position. Changed to Transform. #jira: UE-31521 Change 3054659 on 2016/07/18 by Lina.Halper Fix for retargeting of pose asset - Moved animsequence::retarget to be out to AnimationRuntime - PoseAsset is now using that function to retarget correctly #code review: Martin.Wilson, Ori.Cohen Change 3054777 on 2016/07/18 by Jurre.deBaare Fixing integration blocker, had this fix locally already #jira UE-33427 Change 3056619 on 2016/07/19 by Ori.Cohen Temporarily turn off audio threading due to heap corruption. #JIRA UE-33320 Change 3057770 on 2016/07/20 by Aaron.McLeran Doing sync trace for occlusion if audio thread is enabled #jira UE-33494 Change 3057778 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Change 3057788 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Enabling audio thread (with a capital T for True) Change 3057850 on 2016/07/20 by Ori.Cohen Temporarily turn off audio threading as the feature is still experimental Change 3057876 on 2016/07/20 by Martin.Wilson Fix Graph Linked External Object issue when saving recompressed animations #jira UE-33567 Change 3058371 on 2016/07/20 by Ori.Cohen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) [CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
{
break;
}
FStructProperty* StructProp = CastField<FStructProperty>(TestProperty);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3038116 on 2016/07/05 by James.Golding Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford) Change 3038271 on 2016/07/05 by Lukasz.Furman fixed bug with instanced behavior tree nodes writing over memory of other nodes #jira UE-32789 Change 3038295 on 2016/07/05 by Lukasz.Furman changed behavior tree node injection to modify shared template instead of switching nodes to instanced fixes GC reference chain between AI using the same behavior tree Change 3038504 on 2016/07/05 by Zak.Middleton #ue4 - Fix typo in comment (debugging arrow). github #2352 #jira 30255 Change 3039151 on 2016/07/06 by James.Golding UE-30046 Add bAllowCPUAccess flag to UStaticMesh Change 3039281 on 2016/07/06 by Ori.Cohen Fix attached partially simulating ragdolls not moving with actor. #JIRA UE-32830 Change 3039286 on 2016/07/06 by Benn.Gallagher Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold. Change 3039313 on 2016/07/06 by Benn.Gallagher Enabled override of angular joint bias on AnimDynamics Change 3039335 on 2016/07/06 by Ori.Cohen Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy. #JIRA UE-32833 Change 3039412 on 2016/07/06 by Ori.Cohen PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79) #JIRA UE-30725 Change 3039799 on 2016/07/06 by Tom.Looman - Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin) - Fixed bug in override gravity for the suggest projectile velocity functions. Change 3039903 on 2016/07/06 by Ori.Cohen Ensure that skeletal mesh components do NOT teleport unless explicitly asked to. Change 3039932 on 2016/07/06 by Lina.Halper Merging using //Orion/Dev-General_to_//UE4/Dev-Framework serialize crash is always bad, so dupe checkin. Change 3040059 on 2016/07/06 by Ori.Cohen Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate) #JIRA UE-32730 Change 3040203 on 2016/07/06 by Jon.Nabozny Fix scaling multiple selected Actors by changing scale-base translation calculations to local space. #jira UE-32357 Change 3040211 on 2016/07/06 by Ori.Cohen Fix constraints being unselectable in phat when a render mesh is on top #JIRA UE-32479 Change 3040273 on 2016/07/06 by Ori.Cohen Fix vehicle drag adding instead of removing energy when in reverse. #JIRA UE-28957 Change 3040293 on 2016/07/06 by Zak.Middleton #ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments. Change 3040325 on 2016/07/06 by Zak.Middleton #ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization. #udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html Change 3040950 on 2016/07/07 by Thomas.Sarkanen Removed GWorld from FTimerManager Switched LastAssignedHandle to a static member. #jira UE-31485 - Remove GWorld from FTimerManager Change 3041054 on 2016/07/07 by Jon.Nabozny Fix warning about negation operator on FRotator introduced in CL 3040203. Change 3041214 on 2016/07/07 by Ori.Cohen Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies #JIRA UE-29538 Change 3041319 on 2016/07/07 by James.Golding UE-29771 - Rename LocalAtoms to BoneSpaceTransforms - Rename SpaceBases to ComponentSpaceTransforms Change 3041432 on 2016/07/07 by James.Golding UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC. Also remove PhysicsSettings.h from PhysicalMaterial.h Change 3041434 on 2016/07/07 by James.Golding Improve comment on UStaticMesh::bAllowCPUAccess Change 3041701 on 2016/07/07 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498 Change 3041760 on 2016/07/07 by Ori.Cohen Fix bug where turning collision off and on for a welded root body would not re-weld child bodies. #JIRA UE-32438 Change 3041771 on 2016/07/07 by Marc.Audy Add GetParentActor convience accessor Change 3041798 on 2016/07/07 by Marc.Audy Don't double call BeginPlay on ChildActors when loading sublevels (4.12) #jira UE-32772 Change 3041857 on 2016/07/07 by Jon.Nabozny Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName. #jira UE-32272 Change 3041914 on 2016/07/07 by Marc.Audy Fix mismatch function prototype Change 3042041 on 2016/07/07 by Jon.Nabozny Fix CIS issue introduced by CL 3041857 Change 3042402 on 2016/07/08 by James.Golding Fix CIS after no longer globally including PhysicsSettings.h Change 3042517 on 2016/07/08 by Martin.Wilson Fix root motion when actor and component transforms do not match #jira UE-32944 Change 3043021 on 2016/07/08 by mason.seay Assets for testing poses Change 3043246 on 2016/07/08 by Marc.Audy Eliminate USoundWave::CompressionName Add USoundWave::HasCompressedFormat #jira UE-32546 Change 3044376 on 2016/07/11 by James.Golding - UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled) - Add UVInfo mem usage to UBodySetup::GetResourceSize - Remove BodySetup.h from EnginePrivate.h - Remove outdated comment in PhysUtils.cpp Change 3044464 on 2016/07/11 by Ori.Cohen Fix CIS #JIRA UE-33005 Change 3044519 on 2016/07/11 by Ori.Cohen PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454) #JIRA UE-30712 Change 3044774 on 2016/07/11 by Zak.Middleton #ue4 - Fix typos in comments. Change 3044854 on 2016/07/11 by Mieszko.Zielinski Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4 #jira UE-32013 Change 3044855 on 2016/07/11 by Mieszko.Zielinski Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4 #jira UE-32458 Change 3044887 on 2016/07/11 by Zak.Middleton #ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine. - Fixed comments on FindNearestPointsOnLineSegments. - Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction". Merge CL 3036162. Change 3044910 on 2016/07/11 by Mieszko.Zielinski Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4 Change 3045144 on 2016/07/11 by Lukasz.Furman exposed pathfollowing's reach test modifier: goal radius as parameter of move request Change 3045174 on 2016/07/11 by Marc.Audy Remove incorrect SetMobility reference from comment #jira UE-30492 Change 3045233 on 2016/07/11 by Marc.Audy Correct function name in warning Change 3045284 on 2016/07/11 by mason.seay Test Assets for pose blending Change 3045342 on 2016/07/11 by Michael.Noland PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg) #jira UE-29522 Change 3045343 on 2016/07/11 by Michael.Noland PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver) #jira UE-32403 Change 3045344 on 2016/07/11 by Michael.Noland Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision) Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap #jira UE-31632 Change 3045382 on 2016/07/11 by Ori.Cohen Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries. #JIRA UE-29937 Change 3045529 on 2016/07/11 by Zak.Middleton #ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself. Change 3045601 on 2016/07/11 by Michael.Noland Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType #jira UE-20962 Change 3046039 on 2016/07/12 by Jurre.deBaare Instanced HLOD materials to reduce permutations + compilation time Change 3046147 on 2016/07/12 by Ori.Cohen PR #1615: Traceworldforposition should trace async scene too #JIRA UE-21728 Change 3046180 on 2016/07/12 by Ori.Cohen Introduce a shape complexity project setting #JIRA UE-31159 Change 3046280 on 2016/07/12 by Ori.Cohen Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component. #JIRA UE-31525, UE-19252 Change 3046282 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though #jira UE-32626 Change 3046284 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though (2nd CL, missed file) #jira UE-32626 Change 3046416 on 2016/07/12 by Jon.Nabozny PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis) #jira UE32123 Change 3046428 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0)) #jira UE-33055 Change 3046429 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized) #jira UE-25994 Change 3046475 on 2016/07/12 by Ori.Cohen Added strength multiplyer for physical animation #JIRA UE-33075 Change 3046518 on 2016/07/12 by Ori.Cohen Make sure to refresh contact points when turning simulation on for bodies. #JIRA UE-31286 Change 3046658 on 2016/07/12 by Ori.Cohen Fix the case where setting body blend weight doesn't turn off blend override. Change 3046720 on 2016/07/12 by Ori.Cohen Added option to allow skeletal mesh simulation to NOT affect component transform. #JIRA UE-33089 Change 3046908 on 2016/07/12 by Ori.Cohen Fix welded body not properly unwelding when in a chain of welded bodies #JIRA UE-32531 Change 3047015 on 2016/07/12 by Lukasz.Furman fixed nested repath requests Change 3047102 on 2016/07/12 by Ori.Cohen Added physics component to content example Change 3047848 on 2016/07/13 by Ori.Cohen Expose transform update mode to phat #JIRA UE-33227 Change 3047853 on 2016/07/13 by Ori.Cohen Update physical animation level and content. Was missing some blueprints Change 3047897 on 2016/07/13 by Ori.Cohen PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro) #JIRA UE-27102 Change 3048026 on 2016/07/13 by Benn.Gallagher Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins. #jira UE-23823 Change 3048592 on 2016/07/13 by Marc.Audy Change check when physics state exists but not registered to ensure and add additional logging information. #jira UE-32935 Change 3048790 on 2016/07/13 by Ori.Cohen Fix CIS for shipping physx builds. #JIRA UE-33246 Change 3048801 on 2016/07/13 by Ori.Cohen Update RootBodyTransform when ref skeleton has offset Change 3048891 on 2016/07/13 by Marc.Audy Fix copy paste bug with AudioComponent::SetPitchMultiplier Change 3049549 on 2016/07/14 by Thomas.Sarkanen Prevented stale anim asset references from persisting in wired pins Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase. Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules. Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected. Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes. #jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset Change 3049576 on 2016/07/14 by Thomas.Sarkanen Fix CIS linker errors Change 3049611 on 2016/07/14 by Benn.Gallagher Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections) Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor #jira UE-31016 #jira UE-33061 Change 3049663 on 2016/07/14 by Benn.Gallagher CIS fix after Persona render fixes Change 3049794 on 2016/07/14 by Marc.Audy Some cleanup and ensuring ActiveSound adds references to all of its used assets Change 3049823 on 2016/07/14 by Tom.Looman Added Player Connect and Disconnect Multicast Events to GameMode PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard) Change 3049896 on 2016/07/14 by Ori.Cohen Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag. #JIRA UE-31660 Change 3049921 on 2016/07/14 by Benn.Gallagher PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton) - Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor) #jira UE-29573 Change 3049929 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3049956 on 2016/07/14 by Zak.Middleton #ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue. Change 3049992 on 2016/07/14 by Jon.Nabozny Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box. #JIRA: UE-31601 Change 3050017 on 2016/07/14 by James.Golding PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike) Change 3050061 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3050416 on 2016/07/14 by mason.seay Test map and asset for slicing proc meshes Change 3050881 on 2016/07/14 by Zak.Middleton #ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block. github #2047 Change 3051401 on 2016/07/15 by Thomas.Sarkanen Prevented animation from restarting each time a new section is selected/inspected in the montage editor Preserved playback state when changing section. Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused. #jira UE-31014 - Moving Montage Event Unpauses Playback #jira UE-25101 - Improve Montage Replay Usability issue Change 3051717 on 2016/07/15 by Benn.Gallagher Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation. #jira UE-18558 Change 3051729 on 2016/07/15 by Benn.Gallagher Changed enum combo boxes so that they use rich tooltips instead of text tooltips. - They look the same when there isn't a documentation entry for them (Just the enum name) - Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name Change 3051825 on 2016/07/15 by Marc.Audy Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor #jira UE-29435 Change 3051850 on 2016/07/15 by Marc.Audy Reduce priority of audio thread Add a frame sync to avoid audio thread drifiting behind Change 3051920 on 2016/07/15 by Tom.Looman Added ActorComponent Activate/Deactivate events #JIRA UE-31077 Change 3051923 on 2016/07/15 by Tom.Looman PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi) Change 3052038 on 2016/07/15 by Martin.Wilson Possible fix for fortnite crash + ensure incase the situation occurs again #jira UE-33258 Change 3052042 on 2016/07/15 by Jurre.deBaare Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework) Change 3052171 on 2016/07/15 by Ori.Cohen Improve UI for constraint profiles. Polish UI for physical animation profile. #JIRA UEFW-101, UE-33290 Change 3052243 on 2016/07/15 by Martin.Wilson Pose watching: Ability to draw bones of pose at any point in the anim graph. #jira UE-12181 (originally Epic Friday project) Change 3053202 on 2016/07/18 by Thomas.Sarkanen FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility #jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication Change 3053203 on 2016/07/18 by Thomas.Sarkanen Fixed properties that are fed to skeletal mesh components via construction script not updating when edited Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this). Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date. #jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph Change 3053241 on 2016/07/18 by Martin.Wilson Add parent bone space to GetSocketTransform #jira UE-29814 Change 3053270 on 2016/07/18 by Jurre.deBaare PR #2105: Disable creation of array modifiers (Contributed by projectgheist) Change 3053273 on 2016/07/18 by Jurre.deBaare Default ini for asset viewer and HDR images #jira UE-32903 Change 3053527 on 2016/07/18 by Ori.Cohen Fix CIS #JIRA UE-33375 Change 3053620 on 2016/07/18 by Thomas.Sarkanen Socket chooser now has a search box Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name. Search box has focus when the menu appears. #jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh Change 3053626 on 2016/07/18 by Martin.Wilson Fix crash caused by skeletalmeshcomponent being destroyed during a notify #jira UE-33258 Change 3053761 on 2016/07/18 by Martin.Wilson Mac build compile fix Change 3053858 on 2016/07/18 by Lina.Halper Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/ Fix on crashing recursive asset Change 3053864 on 2016/07/18 by Ori.Cohen Make sure phat UI changes when picking different constraint profiles Change 3053866 on 2016/07/18 by Ori.Cohen Submit content example for constraint profiles Change 3053915 on 2016/07/18 by Lina.Halper The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened This is the fix for that. #jira: UE-32927 Change 3053969 on 2016/07/18 by James.Golding PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology) Change 3054004 on 2016/07/18 by Ori.Cohen Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake. #jira UE-33333 Change 3054410 on 2016/07/18 by Lina.Halper Fixed issue with moving translation not working with mirrored parent due to inverse position. Changed to Transform. #jira: UE-31521 Change 3054659 on 2016/07/18 by Lina.Halper Fix for retargeting of pose asset - Moved animsequence::retarget to be out to AnimationRuntime - PoseAsset is now using that function to retarget correctly #code review: Martin.Wilson, Ori.Cohen Change 3054777 on 2016/07/18 by Jurre.deBaare Fixing integration blocker, had this fix locally already #jira UE-33427 Change 3056619 on 2016/07/19 by Ori.Cohen Temporarily turn off audio threading due to heap corruption. #JIRA UE-33320 Change 3057770 on 2016/07/20 by Aaron.McLeran Doing sync trace for occlusion if audio thread is enabled #jira UE-33494 Change 3057778 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Change 3057788 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Enabling audio thread (with a capital T for True) Change 3057850 on 2016/07/20 by Ori.Cohen Temporarily turn off audio threading as the feature is still experimental Change 3057876 on 2016/07/20 by Martin.Wilson Fix Graph Linked External Object issue when saving recompressed animations #jira UE-33567 Change 3058371 on 2016/07/20 by Ori.Cohen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) [CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
if (StructProp && StructProp->GetCPPType(NULL, CPPF_None).Contains(GET_STRUCT_NAME_CHECKED(FBlackboardKeySelector)))
{
FBlackboardKeySelector* PropData = const_cast<FBlackboardKeySelector*>(TestProperty->ContainerPtrToValuePtr<FBlackboardKeySelector>(&Ob));
PropData->ResolveSelectedKey(BlackboardAsset);
}
}
}
bool HasAnyBlackboardSelectors(const UObject* Ob, const UClass* StopAtClass)
{
bool bResult = false;
for (FProperty* TestProperty = Ob->GetClass()->PropertyLink; TestProperty; TestProperty = TestProperty->PropertyLinkNext)
{
// stop when reaching base class
if (TestProperty->GetOwner<UObject>() == StopAtClass)
{
break;
}
// skip properties without any setup data
if (TestProperty->HasAnyPropertyFlags(CPF_Transient) ||
TestProperty->HasAnyPropertyFlags(CPF_DisableEditOnInstance))
{
continue;
}
const FStructProperty* StructProp = CastField<const FStructProperty>(TestProperty);
if (StructProp && StructProp->GetCPPType(NULL, CPPF_None).Contains(GET_STRUCT_NAME_CHECKED(FBlackboardKeySelector)))
{
bResult = true;
Copying //UE4/Dev-Frame to //UE4/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2775736 on 2015/11/20 by Richard.Hinckley Fix for Paper2D issue with repeated imports in one edutor session. Paper2D import process now creates a new importer at the end. This prevents the sprite sheet import process from leaving frame data around, causing subsequent imports (including imports of different sprite sheets) to include this data inappropriately. #codereview michael.noland Change 2776352 on 2015/11/20 by Zak.Middleton #ue4 - Avoid useless DetachFromParent() for the same pending AttachParent during registration. Added missing UpdateOverlaps() when detaching from object simulating physics. #rb Marc.Audy, Ori.Cohen #codereview James.Golding Change 2776401 on 2015/11/20 by Mieszko.Zielinski Implemented a way to do batched points projection to navmesh, where every point can declare a custom projection box #UE4 The biggest advantage here is that projection box is independent from projected point - no more manual offsetting of projected point to achieve "100uu up and 500uu down"-like functionality #jira UE-23705 #rb Lukasz.Furman Change 2777450 on 2015/11/23 by Martin.Wilson Bake additive data into animations during cooking to avoid doing additive calculations and extra pose extraction and blending at runtime #rb Thomas.Sarkanen Change 2777698 on 2015/11/23 by Mieszko.Zielinski Gameplay debugging tools fixes #UE4 Fixes: - made newly added logs respect Log Visualizer's filters - added handling of invalid data when trying to draw EGameplayDebuggerShapeElement::Cylinder in AGameplayDebuggingHUDComponent::DrawPerception. This is a patch, root cause to be found. - fixed Log Visualizer resetting it's data while trying to serialize invalid objects. This is a patch, root cause to be addressed. In addition - while at it removed bunch of 'auto' and 'class' keywords from the files I've touched #rb Lukasz.Furman Change 2777762 on 2015/11/23 by Mieszko.Zielinski Removed BlackboardComponent's functionality deprecated since 4.7 #UE4 #rb Lukasz.Furman Change 2777839 on 2015/11/23 by Zak.Middleton #ue4 - Wrap all vector library calls to math functions through our FMath versions, so they benefit from fixes or improvements therein. Added Exp2() function. #rb Laurent.Delayen Change 2777840 on 2015/11/23 by Zak.Middleton #ue4 - Fix up uses of library math functions to go through our FMath namespace. #rb Laurent.Delayen Change 2778287 on 2015/11/23 by Stan.Melax deprecation of FCollisionQueryParams(bool) See 2774707 description for the whole story #OR-9936 #codereview marc.audy Changes to kite will have to be in a separate check-in I couldn't submit to all files from the framework branch addition fixes have their files are shelved in cl 2778299 Change 2778507 on 2015/11/23 by Marc.Audy Eliminate spurious cook warnings for known missing packages #rb Michael.Noland Change 2778546 on 2015/11/23 by Aaron.McLeran Moving occlusion feature settings from audio component to sound attenuation settings struct. - Sound attenuation setting struct is used for all sounds that do 3d spatialization so it make sense for the occlusion feature settings to be there. - Kept old low-pass frequency filter setting values on audio component (where HighFrequencyAttenuation used to be) #rb Zak.Middleton Change 2778664 on 2015/11/23 by Zak.Middleton #ue4 - Clarify some comparison functions (IsZero, IsNearlyZero, Equals) in FRotator to explain that they compare as orientations, not other interpretations such as rotational speed, winding, etc. #rb Aaron.Mcleran #codereview Frank.Gigliotti Change 2779335 on 2015/11/24 by Mieszko.Zielinski Another VisualLog patch to avoid crashing due to a core bug that remains to be investigated #UE4 Again, the core bug here is related visual log trying to serialize invalid objects on a regular basis. #rb Lukasz.Furman Change 2779338 on 2015/11/24 by Benn.Gallagher Fixed crash in Persona when focus is taken from a different window #jira UE-22516 #rb Ben.Cosh Change 2779375 on 2015/11/24 by Benn.Gallagher Fix for deadlock in destructibles. Aquiring actor buffer without releasing causes an infinite wait on next aquire. #rb Ori.Cohen Change 2779753 on 2015/11/24 by Zak.Middleton #ue4 - FMath::Atan2() no longer calls atan2f() because of some compiler or library bugs causing it to randomly return NaN for valid input. It now uses a high-precision minimax approximation instead, measured to be 2x faster than the stock C version. #rb Brian.Karis Change 2779853 on 2015/11/24 by Marc.Audy
2015-12-02 16:42:06 -05:00
break;
}
}
return bResult;
}
#undef GET_STRUCT_NAME_CHECKED
FString CollectPropertyDescription(const UObject* Ob, const UClass* StopAtClass, const TArray<FProperty*>& InPropertiesToSkip)
{
return CollectPropertyDescription(Ob, StopAtClass, [&InPropertiesToSkip](FProperty* InTestProperty){ return InPropertiesToSkip.Contains(InTestProperty); });
}
FString CollectPropertyDescription(const UObject* Ob, const UClass* StopAtClass, TFunctionRef<bool(FProperty* /*TestProperty*/)> ShouldSkipProperty)
{
FString RetString;
for (FProperty* TestProperty = Ob->GetClass()->PropertyLink; TestProperty; TestProperty = TestProperty->PropertyLinkNext)
{
// stop when reaching base class
if (TestProperty->GetOwner<UObject>() == StopAtClass)
{
break;
}
// skip properties without any setup data
if (TestProperty->HasAnyPropertyFlags(CPF_Transient) ||
TestProperty->HasAnyPropertyFlags(CPF_DisableEditOnInstance) ||
ShouldSkipProperty(TestProperty))
{
continue;
}
if (TestProperty->IsA(FClassProperty::StaticClass()) ||
TestProperty->IsA(FStructProperty::StaticClass()) ||
CanUsePropertyType(TestProperty))
{
if (RetString.Len())
{
RetString.AppendChar(TEXT('\n'));
}
const uint8* PropData = TestProperty->ContainerPtrToValuePtr<uint8>(Ob);
RetString += DescribeProperty(TestProperty, PropData);
}
}
return RetString;
}
void DescribeRuntimeValues(const UObject* Ob, const TArray<FProperty*>& PropertyData, TArray<FString>& RuntimeValues)
{
for (int32 PropertyIndex = 0; PropertyIndex < PropertyData.Num(); PropertyIndex++)
{
FProperty* TestProperty = PropertyData[PropertyIndex];
const uint8* PropAddr = TestProperty->ContainerPtrToValuePtr<uint8>(Ob);
RuntimeValues.Add(DescribeProperty(TestProperty, PropAddr));
}
}
bool FindNodeOwner(AActor* OwningActor, UBTNode* Node, UBehaviorTreeComponent*& OwningComp, int32& OwningInstanceIdx)
{
bool bFound = false;
APawn* OwningPawn = Cast<APawn>(OwningActor);
if (OwningPawn && OwningPawn->Controller)
{
bFound = FindNodeOwner(OwningPawn->Controller, Node, OwningComp, OwningInstanceIdx);
}
if (OwningActor && !bFound)
{
for (UActorComponent* Component : OwningActor->GetComponents())
{
if (UBehaviorTreeComponent* BTComp = Cast<UBehaviorTreeComponent>(Component))
{
const int32 InstanceIdx = BTComp->FindInstanceContainingNode(Node);
if (InstanceIdx != INDEX_NONE)
{
OwningComp = BTComp;
OwningInstanceIdx = InstanceIdx;
bFound = true;
break;
}
}
}
}
return bFound;
}
void AbortLatentActions(UActorComponent& OwnerOb, const UObject& Ob)
{
if (!OwnerOb.HasAnyFlags(RF_BeginDestroyed) && OwnerOb.GetOwner())
{
UWorld* MyWorld = OwnerOb.GetOwner()->GetWorld();
if (MyWorld)
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3805092) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3623004 by Ben.Marsh Fix RemoteExecutor not taking the remote machine specs into account. Change 3623172 by Ben.Marsh UGS: Fix "More Info..." button not using P4 server override. Change 3628820 by Ben.Marsh PR #3979: Get working directory from task element, not tool node (Contributed by nullbus) Change 3630424 by Graeme.Thornton Make the AES key parameter const in FAES::EncryptData() Change 3632786 by Steve.Robb FString constructor fixed to not take an ignored void* parameter, which can be misleading. Change 3639534 by Ben.Marsh Remove old P4.NET library. Doesn't seem to be used by anything. Change 3640536 by Steve.Robb GitHub #4007 : Delete unnecessary specialization of MakeArrayView #jira UE-49617 Change 3641155 by Gil.Gribb UE4 - Speculative fix for problem with summary reading in FAsyncArchive2. Change 3643932 by Ben.Marsh Add an example build script for updating the version number, then compiling and staging the editor and tools to an output directory. Optionally submits at the end (requires -Submit argument). Change 3644825 by Ben.Marsh Use VSWHERE to find the location of MsBuild.exe, if available. https://github.com/EpicGames/UnrealEngine/pull/3879#issuecomment-329688645 Change 3647395 by Ben.Marsh Allow compiling of monolithic binaries from BuildEditorAndTools.xml, using the -set:GameTarget=FooGame -set:TargetPlatforms=Win32;Win64 options. Change 3650300 by Ben.Marsh UAT: Remove code that deletes cooked data on a failed cook. The engine should write packages out transactionally now (by writing to a temporary file and moving into place), and deleting the cooked data just prevents post-mortem analysis. Change 3650856 by Robert.Manuszewski Adding checks to prevent FlushAsyncLoading and LoadObject/LoadPackage from being called from any threads other than the game thread Change 3651022 by Gil.Gribb UE4 - Possible fix for mysterious ensure indicating problematic recursion in the pak precacher. Change 3658331 by Steve.Robb Fix for the parsing of large integer values. Change 3661958 by Gil.Gribb UE4 - Fixed rare hang in task graph. Change 3664021 by Robert.Manuszewski Fix for a potential GC crash caused by stale pointer in AnimInstanceProxy See https://udn.unrealengine.com/questions/392432/gc-issue-uaniminstancemontageinstances-empty-but-u.html Change 3664254 by Steve.Robb Use ANSI allocator when thread sanitizer is enabled. This allows the generation of more accurate and meaningful reports. Change 3664436 by Steve.Robb Use TUniquePtr instead of a thread-unsafe TSharedPtr to move data between threads. Change 3666461 by Graeme.Thornton Improvements to signing/encryption key embedding and runtime access - Changed method of embedding key into the executable to make it more secure - Added FAESKey class to wrap a 32 byte key Change 3666462 by Graeme.Thornton Cut ShooterGame AES key down to 32 characters Change 3677560 by Ben.Marsh PR #4074: UBT: Add include and library-related fields to module JSON output (Contributed by adamrehn) Change 3683534 by Steve.Robb Refactoring of enum/struct lookup during hot reload. Change 3683754 by Steve.Robb Alignment fixes to allow int64 on 32-bit platforms Support for integral types in IsAligned. Static asserts so that alignment functions will no longer be called with non-intergal, non-pointer types. Some fixes to existing code. Change 3686670 by Steve.Robb Fix for thread-unsafe modification of static array in FString::ParseIntoArrayWS. Change 3687540 by Ben.Marsh Fix all UBT/UAT output going to stderr rather than stdout. Change 3688931 by Gil.Gribb UE4 - Critical fix for a rare race condition in the pak file async IO layer. Change 3690000 by Graeme.Thornton Manual copy of 4.18 CL 3687869 Make UBT include the destination INI file for a given hierarchy if it exists Renamed VSCode enum value to VisualStudioCode, so it matches the source accessor plugin name Change 3690030 by Graeme.Thornton VSCode fixes - Source Code Accessor plugin changes. Add new interface method to open a solution at a given path - GameProjectUtils now uses the source navigation API to open solutions rather than hardcoding which solution file types to look for - Various fixes for vscode project file generation #jira UE-50554 Change 3690885 by Steve.Robb Atomic reads in FReferenceControllerOps<ESPMode::ThreadSafe>. Change 3691052 by Steve.Robb Free stats thread on shutdown. Change 3695138 by Steve.Robb AsConst helper function added. Change 3696627 by James.Hopkin Changed player controller iterator typedefs to use TWeakObjectPtr rather than the deprecated TAutoWeakObjectPtr (review-3606695) Change 3697099 by Steve.Robb GitHub #4105 : Removed redundant class access modifier Change 3697154 by Steve.Robb Removal of deprecated functions in delegates. Mutable lambdas to can now be bound to delegates. Change 3697180 by Steve.Robb GitHub #4115 : Incorrect CPPMacroType used for USoftClassProperty Change 3697239 by Steve.Robb Allow TArray::Insert to take an array with any allocator type. Change 3697269 by Steve.Robb RelocateConstructItems instead of MoveConstructItems. Change 3697558 by Steve.Robb New _GetRef functions for TArray, which return a reference to the newly-added element. Unit tests for these functions. Change 3699776 by Steve.Robb TSAN warning suppression around IAsyncReadRequest::bCompleteAndCallbackCalled. Change 3702397 by Steve.Robb TIsTrivial type trait. Change 3702569 by Steve.Robb Allow a TGuardValue to be assigned to a different type from the one being guarded. Change 3706644 by Robert.Manuszewski Different stack ingore count for development builds for FArchiveStackTrace Change 3709272 by Steve.Robb Removal of redundant UpdateVertices, which causes a race condition on the renderer thread. Change 3709452 by Robert.Manuszewski Fixed a bug where with async time limit set to a low value the async loading could hang because the linker would keep reloading the preload dependencies Change 3709454 by Robert.Manuszewski Added command line option -NOEDL to disable EDL Change 3709487 by Steve.Robb Remove use of PLATFORM_HAS_64BIT_ATOMICS, which is always 1. Change 3709645 by Ben.Marsh Fix race condition between multiple instances of UBT trying to write out the XML config cache. Change 3711193 by Ben.Marsh Add an editor setting for the shared DDC location to use. #jira UE-51487 Change 3713811 by Steve.Robb Update .modules files after a hot reload. Don't check for directory timestamp changes as a way of detecting new files if hot reloading with a makefile, as this is already done during makefile invalidation checks. Pass hotreload flags around in UBT instead of relying on global state. This fixes the hot reload iteration speed regression without also regressing the fix to UE-42205. #jira UE-51472 Change 3715654 by Steve.Robb GitHub #4156 : Fixed not compiling template function Algo::UpperBoundBy. Change 3718782 by Steve.Robb TSharedPtr, TSharedRef and TWeakPtr assignment are now implemented as copy-and-swap to avoid an invalid smart pointer state being visible to any destructors being called. Change 3720830 by Steve.Robb Initial import of TAtomic object wrapper, which guarantees atomic access to an object. Change 3720881 by Steve.Robb FCompression ThreadSanitizer data race fixes. Change 3722640 by Graeme.Thornton Guard network platform file heartbeat function with the socket critical section. Stop heartbeat from causing a crash when firing during async loading. #jira UE-51463 Change 3722655 by Steve.Robb Don't null name table because it's already zeroed at startup. Some tidy-ups. Change 3722754 by Steve.Robb Thread sanitizer fix. Small typo fix. Change 3722849 by Graeme.Thornton Improve "caching file" message in networkplatformfile so it says "Requesting file..." and is only output when we actually request the file from the server Change 3723081 by Steve.Robb TAtomic is now aligned to the underlying integer type. TAtomic will now static assert with a better error message when given an unsupported type. Define added for the maximum platform-supported atomic type, and used instead of a (wrong) hardcoded number. Misc renames. Change 3723270 by Ben.Marsh Include /d2cgsummary argument when running UBT with -Timing. Change 3723683 by Ben.Marsh Do not include documentation in the generated project files by default. Suspect that the 30,000 UDN files that get added to the solution take up memory and degrate performance. Change 3725422 by Robert.Manuszewski When serializing compressed archive with multithreaded compression enabled, wait for the oldest async task instead of spinning. Change 3725735 by Robert.Manuszewski Making all CheckDefaultSubobjects related functions const Change 3726167 by Steve.Robb FMinimalName::IsNone added. Change 3726458 by Steve.Robb TAtomic will no longer instantiate for types which are not exactly a size supported by the platform layer. Change 3726542 by Ben.Marsh UGS: Always include the project filename in the editor build command. The project may not be in one of the .uprojectdirs paths. Change 3726595 by Ben.Marsh Allow building multiple game targets in the example BuildEditorAndTools.xml script. Change 3726724 by Ben.Marsh Fix ambiguities in calculating root directory. (GitHub #4172) Change 3726959 by Ben.Marsh Make sure that AutomationTool uses the same list of preprocessor definitions when compiling *.target.cs files as UnrealBuildTool does. Change 3728437 by Steve.Robb VisitTupleElements now supports invocation of a functor taking arguments from multiple tuples in parallel. Some improved documentation. NOTE: This is a backward-incompatible change to VisitTupleElements. Any existing calls will need their arguments swapping. Change 3732262 by Gil.Gribb UE4 - Fixed rare hangs in the task graph. Change 3732755 by Steve.Robb Stats TSAN fixes. Optimizations to FCycleCounter::Start() to only read the stat name once. Change 3735000 by Robert.Manuszewski Always preload the AssetRegistry module on startup. even if EDL is disabled. Even without EDL, if the async loading thread is enabled the AssetRegistryModule will otherwise be loaded from the ASL thread and that will assert. Change 3735292 by Robert.Manuszewski Made sure component visualizer is removed from VisualizersForSelection when UnregisterComponentVisualizer() is called otherwise it may cause crashes when the engine terminates. Change 3735332 by Steve.Robb Refactoring of UDelegateProperty::Identical() to clarify logic. Fixed UMulticastDelegateProperty::Identical() to compare the bound function names. PPF_DeltaComparison removed, as it doesn't seem useful. Change 3737960 by Graeme.Thornton VSCode - Add launch task for generating project files for the given folder Change 3738398 by Graeme.Thornton Make Visual Studio source code accessor's module hotreload handler pass the 'save all files' message to the current accesor, rather than direct to the visual studio accessor #jira UE-51451 Change 3738405 by Graeme.Thornton VSCode: Format c/cpp settings strings using comment path formatting function Change 3738928 by Steve.Robb Fix for lack of null conditional operators in some older Monos. (replicated from CL# 3729574 in Release-4.18) #jira UE-51842 Change 3739135 by Ben.Marsh Fix being unable to package projects in a folder called "Wolf". This is only a restricted folder for Epic's Perforce history. #jira UE-51855 Change 3739360 by Ben.Marsh UAT: Fix issue with P4PORT setting not being parsed correctly. Change 3745959 by James.Hopkin #core Added ImplicitConv for safe upcasts to a specific required type, e.g. deduced delegate payload types Change 3746125 by Steve.Robb FName ThreadSanitizer fixes. Change 3747274 by Steve.Robb TSAN fix for FMediaTicker::Stopping. Change 3747618 by Steve.Robb ThreadSanitizer data race fix for FShaderCompileThreadRunnableBase::bForceFinish. Change 3747720 by Steve.Robb ThreadSanitizer fix for FMessageRouter::Stopping. Change 3749207 by Graeme.Thornton First pass of CryptoKeys plugin. Allows creation/editing/cycling of AES/RSA keys. Change 3749323 by Graeme.Thornton Fix UAT crash when only -targetplatform is specifiied Change 3749349 by Steve.Robb TSAN_SAFE guards around LockFreeList to silence ThreadSanitizer. Change 3749617 by Steve.Robb Logf static_assert for formatting string enabled. Change 3749897 by Steve.Robb FDebug::LogAssertFailedMessage static assert for formatting string enabled. Change 3754011 by Steve.Robb Static asserts that the allocator supports move. Move-enabled our allocators which don't support move. Change 3754227 by Ben.Marsh Fix build command line in generated projects missing a space before the compiler version override. #jira UE-52226 Change 3754562 by Ben.Marsh PR #4206: Replace deprecated wsprintf with secure swprintf for Bootstrap executable (Contributed by jessicafalk) Change 3755616 by Graeme.Thornton Runtime code for using the new crypto ini files to define signing/encryption keys #jira UE-46580 Change 3755666 by James.Hopkin Used ImplicitConv to remove Casts being used for up-casts #review-3745965 Change 3755671 by Graeme.Thornton Add log message in unrealpak to say which config file system it is using for crypto keys Change 3755672 by Graeme.Thornton Updating ShooterGame with new CryptoKeys based security setup Change 3756778 by Ben.Marsh Add support for running multiple jobs simultaneously on a single builder. When running job or agent setup, the --num-slots=X parameter defines the number of steps that can run simultaneously (EC procedures pass in the resource step limit). A lock file is created under the workspace root (D:\Build) and a reservation file is created for the first slot that can be allocated (slot-1, slot-2, etc...). The slot number is used to define the workspace name that should be used. Change 3758498 by Ben.Marsh Re-throw exceptions when a file cannot be deleted when cleaning a target. Change 3758921 by Steve.Robb ThreadSanitizer fix to FThreadSafeStaticStatBase::HighPerformanceEnable to do a relaxed atomic load on access. DoSetup() now returns the newly-allocated pointer, instead of reloading it from memory. Change 3760599 by Graeme.Thornton Added missing epic header comment to some new source files Change 3760642 by Steve.Robb ThreadSanitizer fix for concurrent access to GMainThreadBlockedOnRenderThread. Change 3760669 by Graeme.Thornton Improvement to OpenSSL based signing key generator. Generate a full RSA key then steal the primes from it, rather than generating the primes manually. Added a test mode to the cryptokeys commandlet to test signing key generation Change 3760711 by Steve.Robb ThreadSanitizer fixes to GIsRenderingThreadSuspended. Change 3760739 by Steve.Robb ThreadSanitizer fix for FQueuedThread::TimeToDie. Change 3760763 by Steve.Robb ThreadSanitizer fix for GRunRenderingThreadHeartbeat. Removal of unnecessary/dangerous initializer for GMainThreadBlockedOnRenderThread. Change 3760793 by Steve.Robb Some simple refactoring to remove some volatile reads of BufferStartPos and BufferEndPos. Change 3760817 by Steve.Robb ThreadSanitizer fixes for FAsyncWriter::BufferStartPos and BufferEndPos. Change 3761331 by Josh.Engebretson UnrealBuildTool enforcement of Development and Debug configurations in existing .csproj #jira UE-52416 Change 3761521 by Steve.Robb ThreadSanitizer fixes for FEvent::EventStartCycles and EventUniqueId. Change 3763117 by Graeme.Thornton PR #3722: Optimising FPaths::IsRelative() (Contributed by jovisgCL) Change 3763358 by Graeme.Thornton Ensure that all branches within FGenericPlatformMisc::RootDir() produce an absolute path with no duplicate slashes Remove relative->abs conversion of root dir from FPaths::MakeStandardFilename(), now that we know RootDir() always returns an absolute path Derived from the content of this PR: PR #3742: Treat RootDirectory the same way as Standardized (Contributed by TroutZhang) Change 3764058 by Graeme.Thornton Generate a .code-workspace file for the current workspace. Allows foreign projects to "mount" the UE4 folder so that the engine tasks are avaible, and all engine source is visible to VSCode for searching purposes #jira UE-52359 Change 3764705 by Steve.Robb Better handling of whitespace in ImportText_Internal() for set and map properties. Containers are now emptied upon import failure, to avoid leaving bad container states (unhashed, partial data). Fix to USetProperty's temp buffer size to avoid buffer overruns. Duplicate map keys are now skipped during import, same as USetProperty's behavior. Change 3764731 by Steve.Robb Don't re-run UHT if only source files have changed in the same folder as headers. This was already done for hot reload, but there's no reason why it should be limited to that. Change 3765923 by Graeme.Thornton VSCode - "taskName" -> "label" for C# build tasks Change 3766018 by Steve.Robb constexpr constructor for TAtomic. Change 3766037 by Steve.Robb Misc tidyings in HotReload.cpp. Change 3766046 by Steve.Robb ThreadSanitizer fixes to ENamedThreads::RenderThread and ENamedThreads::ENamedThreads_Local. Change 3766288 by Steve.Robb Improved efficiency of adding/removing elements to UGCObjectReferencer::ReferencedObjects. Change 3766374 by Josh.Engebretson Fix issue with ini quoted value comparison #jira UE-52066 Change 3766532 by Josh.Engebretson PR #3680: Added NetSerialize to FDateTime fixing UE-22533 (Contributed by druhasu) #jira UE-46156 Change 3766740 by Steve.Robb TMultiMap::Append added. Change 3767523 by Steve.Robb ThreadSanitizer fix for UE4Delegates_Private::GNextID. Change 3767601 by Steve.Robb ThreadSanitizer fix for FStats::GameThreadStatsFrame. Change 3770567 by Ben.Marsh Add a FAnnotatedArchiveFormatter interface which allows querying structural type information that may not be in binary archives. Change 3770826 by Ben.Marsh Move StructuredArchive implementation into Core, so primitive types can implement serialization overloads for it. Change 3770875 by Steve.Robb Redundant UScriptStruct::PostLoad removed, which was causing a race condition in async loading. This was re-establishing the CppStructOps, but that is unnecessary because native classes cannot change as a result of a load - only BP structs can, and they don't have CppStructOps. Change 3772167 by Ben.Marsh Add a context-free binary formatter that can serialize tagged data. This functions as a lower-overhead binary intermediate format for JSON data. Change 3772248 by Steve.Robb ThreadSanitizer fixes to FMalloc call counters. Change 3772383 by Ben.Marsh Separate archive metadata from FArchive into FArchiveContext, so it can be safely exposed to consumers of FStructuredArchive. Change 3772906 by Graeme.Thornton TextAssetCommandlet - Utility commandlet for testing/converting to text asset format Change 3772932 by Ben.Marsh Fix "String:" prefix not being stripped from escaped string values. Change 3772942 by Graeme.Thornton Add experimental setting to enable in-editor text asset format functionality Add "export to text" option into the content browser asset actions context menu Change 3772955 by Ben.Marsh Add a new "stream" compound type to FStructuredArchive, which allows serializing a sequence of elements similarly to an array, but without serializing an explicit size. Allows passing through data to an underlying binary archive without breaking compatibility. Change 3772963 by Ben.Marsh Allow querying record keys and stream lengths from annotated archive formatters, since these archives have markup for field boundaries. Change 3773010 by Graeme.Thornton Added CORE_API to FArchiveFromStructuredArchive Gave text asset format experimental option a slightly less random tooltip comment Change 3773057 by Ben.Marsh Add a flag to FArchive to determine whether the archive is text (IsTextFormat()). Add support for seeking within FArchiveFromStructuredArchive. For text formats, data is serialized to an in-memory buffer, with names and objects serialized as indices into an array. For non-text formats, data is serialized directly to the underlying archive. Also rename FStructuredArchive::TryEnterSlot() to TryEnterField(). Change 3773118 by Steve.Robb TSignedIntType and TUnsignedIntType type traits for getting an integer type of a given size. Change 3773122 by Steve.Robb TAtomic fixes for pointer arithmetic. TSignedIntType used instead of reimplementing its own trait. Change 3773123 by Steve.Robb Unit tests for TAtomic. Change 3773138 by Steve.Robb Run numeric tests on integer types instead of basic tests. Fix for compiler warnings when subtracting from unsigned atomics. Change 3773166 by Steve.Robb Refactoring of arithmetic operations into its own class, then basing the pointer and integral versions on that. Change 3774216 by Gil.Gribb UE4 - Fix rare crash in the pak precacher immediately after unmounting a pak file. Change 3774426 by Ben.Marsh Copy all C# tools to a staging directory before compiling them. This prevents access violations when compiling tools like iPhonePackager that reference DotNETCommon, and ensures we strip NotForLicensees folders out of them all. See: https://answers.unrealengine.com/questions/726010/418-will-not-build-from-source.html Change 3774658 by Ben.Marsh Improve error reporting while generating intellisense for project files. Include the name of the target being compiled, and allow project file generation to continue without it. Change 3775141 by Ben.Marsh Always output HTML5 diagnostics at "information" verbosity, to avoid every line being prefixed with "WARNING:" and screwing up the EC postprocessor. Change 3775459 by Ben.Marsh Removing .NET Framework Perforce DLL as runtime dependency of engine third party library. The actual library is linked statically. Change 3775522 by Ben.Marsh UGS: Treat .uproject and .uplugin files as code changes. Change 3775597 by Ben.Marsh Fix post-build steps for plugins not being executed. #jira UE-52754 Change 3777895 by Graeme.Thornton StructuredArchiveFromArchive - An adapter class for wrapping an existing FArchive with a structured archive Change 3777931 by Graeme.Thornton Refactored FArchiveUObjects serialization code into some static helpers Added FArchiveUObjectFromStructuredArchive which allows the adaption of a structured archive into an FArchive that supports the extra UObect serialization functions for weak/soft pointers Change 3777942 by Graeme.Thornton Added missing CORE_API to FStructuredArchive::FStream Added FStructuredArchive::FSlot insertion operator for char Added specialization of TArray<uint8> serializer for structured archives which serializes the contents as one value Change 3778084 by Graeme.Thornton Adding FPackageName::GetTextAssetPackageExtension() to access the file extension we use for text asset files Change 3778096 by Graeme.Thornton Add a constructor to FArchiveUObjectFromStructuredArchive that takes a slot and passes it to the base class Change 3778389 by Josh.Engebretson Fix an optimization issue with CPU benchmarking Add better support for debugging/testing local rocket builds UDN Link: https://udn.unrealengine.com/questions/400909/command-scalability-auto-gives-inaccurate-cpu-benc.html #jira UE-52192 Change 3778701 by Josh.Engebretson Ensure plugin content folders are mounted consistently. Fixes TryConvertFilenameToLongPackageName failing to work on plugin assets UDN Link: https://udn.unrealengine.com/questions/276386/tryconvertfilenametolongpackagename-fails-for-plug.html #jira UE-40317 Change 3778832 by Chad.Garyet Adding enterprise path support for PCB's for UGS Change 3780258 by Graeme.Thornton TextAssetCommandlet - Accumulate timings for loading packages and saving packages Change 3780463 by Graeme.Thornton CryptoKeys improvements - Enable CryptoKeys plugin by default - Attempt to inherit settings from the old system by default - Hide ini/index encryption settings from packaging settings and just inherit previous values into new system Minor UBT change to remove a trailing comma from the end of encryption/signing key binary strings Change 3780557 by Ben.Marsh Fix LoginFlow module not being precompiled for the binary release. Change 3780846 by Josh.Engebretson Improve filename to long package name resolution when provided a relative path Change 3780863 by Ben.Marsh UAT: Add a better error message when a C# project has an invalid reference. Change 3780911 by Ben.Marsh Update the BuildEditorAndTools.xml script to allow submitting archived binaries to Perforce. The "Submit To Perforce For UGS" node creates a zip of all the binaries that have been built, and submits it to the stream specified by the 'ArchiveStream' argument. Change 3780956 by Josh.Engebretson Add support for ! (RemoveKey) config command to UBT UDN Link: https://udn.unrealengine.com/questions/397267/index.html #jira UE-52033 Change 3782957 by Robert.Manuszewski UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Change 3784503 by Ben.Marsh Optimizations for FStructuredArchive: * Store the depth explicitly in element objects, to avoid having to loop through the scope stack to find it. * Prevent shrinking of arrays when removing elements. * Add an inline allocator to the scope and container stacks. Change 3784700 by Ben.Marsh Remove the inline allocator from FStructuredArchive; checking whether the inline or backup allocator is being used is slower than just allocating up-front. Change 3784989 by Ben.Marsh Compile out all the FStructuredArchive validation code when WITH_TEXT_ARCHIVE_SUPPORT = 0. Change 3786860 by Gil.Gribb UE4 - Remove no buffering flag from windows async IO because it disabled the disk cache entirely. Change 3787159 by Ben.Marsh Guard against UE4.0 backwards compatibility path when determining if an engine is a source distribution. Change 3787493 by Josh.Engebretson Parallel pak generation now uses MaxDegreeOfParallelism option which is now set to the number of CPU cores Moved cryptography settings parsing out of threaded CreatePak method to avoid concurrency issue in ConfigCache.TryReadFile Fix for multiple threads parsing ini keys (PR 3995) #PR 3995 #jira 52913 #jira 49503 Change 3787773 by Steve.Robb Fix for missing final values from FOREACH_ENUM_ macros. Change 3788287 by Ben.Marsh TBA: Add checks in debug builds that key names in maps and records for FStructuredArchive are unique. Change 3788678 by Ben.Marsh Fix compile error due to inability to instantiate TArray<> of forward declared struct. Convert set of key names to an array to avoid including Set.h in public header for FStructuredArchive. Change 3789353 by Graeme.Thornton Removed unused/rotten modes from TextAsset commandlet. Used existing "-iterations=n" switch to control a global iteration over the given command. Useful for performance testing. Change 3789396 by Ben.Marsh Move code to validate container keys/sizes into DO_GUARD_SLOW checks, and allocate container metadata instances dynamically to fix problems with references to things not declared in headers that can't be included from StructuredArchive.h Change 3789772 by Ben.Marsh Always strip trailing slashes from the end of paths specified by .build.cs files; they can cause quoted paths to be escaped on the command line. Change 3790003 by Ben.Marsh TBA: Rename FStructuredArchive::EElementType::Object to FStructuredArchive::EElementType::Record. Change 3790051 by Steve.Robb PIE is disabled during a hot reload. Hot reload in editor is disabled during PIE. Hot reload from IDE is deferred until after PIE is exited. Compiling multiple times before a hot reload (e.g. compiling multiple times in PIE) will now load the most recent change. #jira UE-20357 #jira UE-52137 Change 3790709 by Steve.Robb Better move support for TVariant. EVariantTypes switched over to using an enum class to aid debugger visualization. Change 3791422 by Ben.Marsh TBA: Return the type of a field from an annotated archive formatter at the point that we enter it, rather than querying all the time. Change 3791489 by Graeme.Thornton TBA: Change StructuredArchiveFromArchive adapter to use the archive.Open() result directly, now that it's a slot and not a record Change 3792344 by Ben.Marsh Improvements to base64 encoding library. * Now supports encoding and decoding with ANSICHAR and WIDECHAR implementations. * Added support for decoding base-64 blobs without padding marks. * Added support for decoding into pre-allocated buffer. * Added constexpr functions for determining the encoded and maximum decoded size of an input buffer. * Prevent writes past the end of allocated buffer (no longer need to manually remove padding bytes). Change 3792949 by Ben.Marsh TBA: Rename FAnnotatedArchiveFormatter to FAnnotatedStructuredArchiveFormatter. Change 3794078 by Robert.Manuszewski Fixing a crash that could happen when FGCObjects were constructed and destructed when shutting down the engine #jira UE-52392 Change 3794413 by Ben.Marsh TBA: Remove the element type parameter to SetScope(). It isn't really needed; we can just assume the element ID correctly identifies the item on the stack. Change 3794731 by Ben.Marsh TBA: Optimize creation of stack elements for empty slots in FStructuredArchive. This saves a lot of bookkeeping when serializing a large number of individual fields. Since only one slot can be active at a time (and it only exists temporarily, until we write into it), we can just store the element ID assigned to it in a member variable. Change 3795081 by Ben.Marsh UBT: Move LinuxCommon.cs into Platform/Linux folder. Change 3795137 by Ben.Marsh UBT: Allow modules to specify private compiler definitions from the build.cs file, only visible within that module (via the "PrivateDefinitions" property). Change 3795247 by Ben.Marsh Fix missing header when creating a new interface from the editor new code wizard. #jira UE-53174 Change 3796025 by Graeme.Thornton Fixed some deprecated "Definitions" warnings in OpenCV build files Change 3796103 by Graeme.Thornton Disable experimental text asset option - it does nothing useful yet. Change 3796157 by Graeme.Thornton Fix path type mismatch in visual studio source code accessor meaning that the DTE comms wouldn't identify a running instance of VS as having the current solution open. #jira UE-53206 Change 3796315 by Ben.Marsh Move Formatter to the correct position for initializer. #jira UE-53208 Change 3797082 by Ben.Marsh UAT: Work around for exception thrown by launching cook with "-platform=Android_ETC1 -targetplatform=Android -cookflavor=ETC1". Anrdoid_ETC1 is not a valid platform (it's a cook platform), and can't be parsed by UAT. #jira UE-53232 Change 3799050 by Ben.Marsh Make UnrealPak.version files writable for Mac and Linux. Change 3801012 by Graeme.Thornton VSCode - Update source accessor to use code workspace as it's target, rather than just the project directory Change 3801214 by Gil.Gribb UE4 - Remove assert to work around minor problem with lock free lists. #jira UE-49600 Change 3801219 by Steve.Robb WeakObjectPtrs now warn when casting away const. Change 3801299 by Graeme.Thornton Fix quote issue with foreign project build tasks on PC Change 3803292 by Graeme.Thornton Fix crash on startup when using cook-on-the-side. Force a flush of the asset registry background scanning when creating the cook-on-the-side platform registries Change 3803559 by Steve.Robb TSAN fix for FMalloc::MaxSingleAlloc. Change 3803735 by Graeme.Thornton Last set of cryptokeys changes - Added some comments for editor exposed settings - Split "encrypt assets" option into "encrypt uassets" and "encrypt all assets" Change 3803929 by Ben.Marsh UGS: Show an in-place error panel when a project fails to open, allowing the user to retry and have their tabs saved instead of creating a modal dialog. Change 3624590 by Steve.Robb AddReferencedObjects now generates a compile error with containers of UObject*s where the UObjectType is forward-declared, as these which won't be added to the reference collector. Tidy-up of existing calls to AddReferencedObjects. Change 3629473 by Ben.Marsh Build: Rename the option for embedding source server information in PDB files for installed engine builds. Change 3632894 by Steve.Robb VARARG* macros deprecated and usage replaced with variadic templates. Change 3640704 by Steve.Robb MakeWeakObjectPtr added, which deduces a TWeakObjectPtr type from a raw pointer type. Fix to TWeakObjectPtr's constructor which implicitly removed const. Fixes to everything which didn't compile as a result. Change 3650813 by Graeme.Thornton Removed FStartupPackages and associated code Change 3651000 by Ben.Marsh Return the stack size from FPlatformStackWalk::CaptureStackBacktrace() rather than checking for the first null pointer, to prevent truncated callstacks if parts of the stack are zeroed out. #jira UE-49980 Change 3690842 by Steve.Robb FPlatformAtomics::AtomicRead added - needs optimizing. AtomicRead() used in FThreadSafeCounter::GetValue(). Change 3699416 by Steve.Robb Fix to debugger visualization of TArray with a TInlineAllocator or TFixedAllocator. Improved readability of TSparseArray visualization. Change 3720812 by Steve.Robb Atomic functions for 8-bit and 16-bit. Android, Linux and Switch implementations now just use the Clang implementation. AtomicRead64 deprecated in favor of the int64* AtomicRead overload. Change 3722698 by Steve.Robb VS debugger visualizers for TAtomic. Change 3732270 by Steve.Robb Relaxed stores and loads. Change 3749315 by Graeme.Thornton If UAT is invoked with platforms in both the -platform and -targetplatform command line switches, build using all of them rather than just the ones in -targetplatform #jira UE-52034 Change 3750657 by Josh.Engebretson Fixed issue when debugging editor cook/package and project launch operations #jira UE-52207 Change 3758514 by Steve.Robb Fixes to FString::Printf having non-literals being passed as its formatting string. Change 3763356 by Steve.Robb ENamedThreads::RenderThread and ENamedThreads::RenderThread_Local encapsulated by getters and setters. Change 3770549 by Steve.Robb Removal of obsolete PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS and PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES. Tidy up of existing code which uses it. Change 3770553 by Ben.Marsh Adding structured serialization API to Core/CoreUObject for use with text-based assets. * FStructuredArchive abstracts an archive which is made up of compound types (records, arrays, and maps). Values are stored in slots within these types. * Records are string -> value dictionaries where the key names can be compiled out in non-editor builds or when WITH_TEXT_ARCHIVE_SUPPORT = 0. * Maps are string -> value dictionaries where the key names are present regardless of the build type. * Proxy objects are defined to express the context for serialization (FStructuredArchive::FRecord, FStructuredArchive::FArray, FStructuredArchive::FMap, FStructuredArchive::FSlot) which allows basic validation through static typing. These objects act as lightweight handles, and can be cheaply constructed and passed around on the stack. Most serialization to and from the archive is done through these objects. * Runtime checks perform additional validation to ensure that serialized data is well formed and written in a forward-only manner, regardless of the underlying archive type. * The actual input/output format is determined by a separate interface (FArchiveFormatter). Context validation (always causing matching LeaveArray for every EnterArray, etc...) is done by FStructuredArchive, so implementing these classes is fairly trivial. FArchiveFormatter can be de-virtualized in non-editor builds, where WITH_TEXT_ARCHIVE_SUPPORT = 0. * Includes implementations of FArchiveFormatter for binary and JSON formats. Change 3771105 by Steve.Robb Deprecation warnings for PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES and PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS. Fix for incorrect warning formatting on Clang platforms. Change 3771520 by Steve.Robb Start moving Clang-using platforms' pre-setup stuff into a Clang-specific header. Change 3771564 by Steve.Robb More common macros moved to the Clang pre-setup header. Change 3771613 by Steve.Robb EMIT_CUSTOM_WARNING_AT_LINE moved to ClangPlatformCompilerPreSetup.h. Change 3772881 by Ben.Marsh Add support for serializing FName and UObject through FStructuredArchive. In order to allow custom linker behavior when serializing objects: * The constructor to JSON input formatter now takes a delegate to convert a string object name into a UObject pointer. * The constructor to tagged binary formatter takes a delegate to serialize a UObject pointer into any form it chooses (likely an integer index into the import table) Object and name types are stored as strings in JSON, using an "Object:" or "Name:" prefix to differentiate them from regular strings. Any strings that already contain one of these prefixes are prepended with a "String:" prefix (as is any string that already has a "String:" prefix). Change 3772941 by Graeme.Thornton Make build work when including StructuredArchive.h from core container types Added standard header to new files Add structured archive serializer for TArray Fix bug in structured archive where containers weren't being popped from the scope stack Change 3772972 by Ben.Marsh Add an adapter which presents a legacy FArchive interface to a FStructuredArchive slot. Data is serialized into this slot as a stream of elements; raw data is buffered up into fixed size chunks, names and objects are serialized separately. When used with FBinaryArchiveFormatter, this should result in all data being passed through to the underlying archive in a backwards compatible way, wiith no additional bookkeeping fields. Change 3773006 by Ben.Marsh Rename FStructuredArchive::FRecord::EnterSlot() to EnterField(). Change 3773013 by Steve.Robb bUseInlining target rule added to UnrealBuildTool, which defaults to true, to allow inlining to be disabled for debugging purposes. Change 3774499 by Ben.Marsh Minor fixes for FStructuredArchive related classes: * Text-based archive formats are now compiled out when WITH_TEXT_ARCHIVE_SUPPORT = 0. * Fixed issue with FTaggedBinaryArchiveFormatter state becoming corrupted when looking ahead at field types. * FArchiveFieldName constructor is now explicit, to fix cases where strings were being passed directly to serialize functions. Change 3774600 by Ben.Marsh Add CopyFormattedData() function, which can copy data from one formatter to another. Add a test case to SerializationAPI that converts from data -> JSON -> binary -> JSON -> data. This function can be used to implement a generic visitor pattern, by implementing a FArchiveFormatter which receives the deserialized data. Change 3789721 by Ben.Marsh TBA: Split FTaggedBinaryArchiveFormatter into separate classes for reading and writing. Change 3789920 by Ben.Marsh TBA: Support automatic coercion between any numeric types in tagged binary archives. Also report the smallest type that can contain a value, rather than just in32/double. #jira UECORE-364 Change 3789982 by Ben.Marsh TBA: Change FStructuredArchive::Open() to return a slot, rather than a record, to make it easier to implement a raw FArchive adapter. Change 3792466 by Ben.Marsh TBA: Better handling of raw data in text based assets. Short sequences of binary data are Base64 encoded as a single string. Longer sequences are stored as an array of Base64 encoded lines, push a SHA1 hash to detect cases where the data was merged incorrectly. In order to allow inference of the correct type for a field, other fields called "Base64" will be escaped to "_Base64", and any field beginning with "_" will have an additional underscore inserted. Reading files back in reverses these transformations. Change 3792935 by Ben.Marsh TBA: Rename FArchiveFormatter to FStructuredArchiveFormatter for consistency with FStructuredArchive. Change 3795100 by Ben.Marsh UBT: Rename the ModuleRules Definitions property to PublicDefinitions, to make its semantics clearer. Change 3795106 by Ben.Marsh Replace all internal usages of ModuleRules.Definitions, and replace it with ModuleRules.PublicDefinitions. Change 3796275 by Ben.Marsh Fix paths to Version.h includes from resource files. Change 3800683 by Josh.Engebretson Remove WER from Mac and Linux crash reports in favor of unified runtime-xml format #jira UE-50073 Change 3803545 by Steve.Robb TWeakObjPtr const-dropping assignment fix. Fixes to change. [CL 3805231 by Ben Marsh in Main branch]
2017-12-12 18:32:45 -05:00
MyWorld->GetLatentActionManager().RemoveActionsForObject(MakeWeakObjectPtr(const_cast<UObject*>(&Ob)));
MyWorld->GetTimerManager().ClearAllTimersForObject(&Ob);
}
}
}
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2720406 on 2015/10/07 by Aaron.McLeran Audio optimization Don't search for nearest listener if there's only 1 listener. Change 2720411 on 2015/10/07 by Aaron.McLeran Fixing HRTF spatialization code with recent changes to stereo spatialization. HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates. Change 2723829 on 2015/10/09 by Mieszko.Zielinski Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4 UE-21880 Change 2723873 on 2015/10/09 by Mieszko.Zielinski Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4 UE-21977 Change 2724834 on 2015/10/12 by Ori.Cohen PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk) Change 2724850 on 2015/10/12 by Marc.Audy Fix sound not restarting in matinee preview when jumping back along timeline after reaching end #codereview Nick.Darnell Change 2726499 on 2015/10/13 by Ori.Cohen Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1 Change 2726689 on 2015/10/13 by Marc.Audy Make UPackage::PackageFlags private Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor #codereview Mike.Fricker Change 2726862 on 2015/10/13 by Lukasz.Furman removed unused code from DetourNavMeshQuery #ue4 UE-21988 Change 2726888 on 2015/10/13 by Lukasz.Furman fixed observer abort: both mode in behavior tree's cone check decorator #ue4 UE-19375 Change 2726913 on 2015/10/13 by Lukasz.Furman navmesh raycast will use nearest poly containing ray origin instead of just closest one #ue4 UE-19334 Change 2726920 on 2015/10/13 by Marc.Audy Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName #codereview Dmitriy.Dyomin, Bob.Tellez Change 2726931 on 2015/10/13 by Lukasz.Furman fixed missing Tick event in aborting behavior tree tasks from abandoned subtree #ue4 UE-21777 Change 2728093 on 2015/10/14 by Ori.Cohen Fix edge case of sphyl scale take two. The previous approach did double scaling Change 2728577 on 2015/10/14 by Mieszko.Zielinski Improved navmesh labeling condition #UE4 Change suggested by github user #rb Lukasz.Furman Change 2728587 on 2015/10/14 by Lukasz.Furman fixed crowd simulation for auto possessed pawns placed on level #ue4 #rb Mieszko.Zielinski Change 2728629 on 2015/10/14 by Lukasz.Furman fixed influence of navmesh edges on crowd simulation near end of path #ue4 UE-21380 #rb Mieszko.Zielinski Change 2728678 on 2015/10/14 by Lukasz.Furman added Z check to detour's crowd avoidance segment gathering #ue4 UE-20889 #rb Mieszko.Zielinski Change 2728745 on 2015/10/14 by Lukasz.Furman fixed copy&paste operation in behavior tree's composite decorators subgraphs #ue4 UE-18740 Change 2729276 on 2015/10/14 by Stan.Melax ensure all actors get recreated with new collision shape specification. this wasn't being done for a couple of editing methods. todo: this should be merged into 4.10 #UE-20961 #rb ori.cohen Change 2730709 on 2015/10/15 by Marc.Audy Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions #rb Lina.Halper Change 2733590 on 2015/10/19 by Benn.Gallagher Fixed various crashes when using undo and redo while manipulating state machines UE 22088 Change 2735143 on 2015/10/20 by Lukasz.Furman clearing behavior tree debugger's state when displayed subtree becomes inactive #ue4 #rb Mieszko.Zielinski Change 2735144 on 2015/10/20 by Lukasz.Furman rebuilding behavior tree graph node order when node is being moved #ue4 #rb Mieszko.Zielinski Change 2735403 on 2015/10/20 by sebastian.kowalczyk Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform). Change 2736406 on 2015/10/21 by sebastian.kowalczyk Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon. Change 2736436 on 2015/10/21 by sebastian.kowalczyk Fixed crash in gameplay debugger with player set as debug target. Change 2736437 on 2015/10/21 by sebastian.kowalczyk Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet). Change 2736489 on 2015/10/21 by sebastian.kowalczyk Hide internal and debug hud classes from drop down lists. Change 2736504 on 2015/10/21 by sebastian.kowalczyk Fix for UE-18548 "EnableGDT does not work correctly in PIE". Change 2736529 on 2015/10/21 by sebastian.kowalczyk Fixed UE-18548 "EnableGDT does not work correctly in PIE" Change 2736588 on 2015/10/21 by sebastian.kowalczyk Removed old log visualizer classes. Change 2736700 on 2015/10/21 by sebastian.kowalczyk Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module. Change 2737180 on 2015/10/21 by Zak.Middleton #ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits. #rb Aaron.Mcleran #jira UE-22436 Change 2738084 on 2015/10/22 by sebastian.kowalczyk Better indication of selected pawn for Gameplay Debugger. Change 2738413 on 2015/10/22 by Marc.Audy Disable duplication of worlds/maps via the content browser #jira UE-22200 #rb James.Golding Change 2739743 on 2015/10/23 by bruce.nesbit UE-18707 - Issue with drawing material triangle on canvas #1387 Added DrawTriangleUsingVertexColor Change 2739751 on 2015/10/23 by bruce.nesbit Revised bShowDebugForReticleTarget should not be static #1539 Change 2739788 on 2015/10/23 by bruce.nesbit Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor Fixed compile error Change 2739870 on 2015/10/23 by Marc.Audy Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself. #jira UE-22362 #rb Zak.Middleton Change 2739882 on 2015/10/23 by sebastian.kowalczyk Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue. Change 2740140 on 2015/10/23 by Marc.Audy Ensure that components reregister tick functions after seamless travel #jira UE-20892 #rb Zak.Middleton Change 2740614 on 2015/10/23 by Ori.Cohen Fix linker issues for people wanting to use physics lock lambdas Change 2740674 on 2015/10/23 by Aaron.McLeran Sound Focus Feature Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener - Define the min/max azimuth angle to establish in-focus and non-focus regions - Can scale the priority of a sound based on focus angle - Can attenuate the volume of a sound based on focus angle - Can scale the listener-emitter distance based on focus angle - Distance scale is applied when determining max audible distance for USoundBase - Can opt-out of focus effects for a sound at the USoundBase level #rb Ryan.Vance Change 2741542 on 2015/10/26 by Lukasz.Furman lowered min value clamping in navigation filter properties #ue4 #rb Mieszko.Zielinski Change 2743227 on 2015/10/27 by Marc.Audy Make ASceneCaptureCube subclassable outside of Engine module #jira UE-22609 Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module #jira UE-22610 #rb Jeff.Farris Change 2743255 on 2015/10/27 by Marc.Audy Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor #rb Jeff.Farris Change 2743729 on 2015/10/27 by Ori.Cohen Fix case where we spawn and adjust location which gives us implicit velocity. #codereview Stan.Melax Change 2746135 on 2015/10/29 by sebastian.kowalczyk Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work." Change 2746437 on 2015/10/29 by Lukasz.Furman pass on verifying behavior tree stack before accessing its elements #ue4 #rb Mieszko.Zielinski Change 2748028 on 2015/10/30 by sebastian.kowalczyk Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ. Change 2748184 on 2015/10/30 by Aaron.McLeran UE-22693 Fix for streaming bug - 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio. - Wasn't able to repro the 'cannot read chunk' part of the bug #rb ryan.vance Change 2749255 on 2015/10/31 by sebastian.kowalczyk Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD. Change 2749276 on 2015/10/31 by sebastian.kowalczyk Added switch to toggle highlight of selected actor to GameplayDebugger. Change 2749318 on 2015/10/31 by sebastian.kowalczyk New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project). Change 2749337 on 2015/10/31 by sebastian.kowalczyk Fixed GameplayDebugger compilation in shipping/test builds. Change 2749376 on 2015/10/31 by sebastian.kowalczyk Small clean-up in gameplay debugger class for BT. Change 2749931 on 2015/11/02 by James.Golding Add stats to ProcMeshComp Change 2749932 on 2015/11/02 by James.Golding Remove PhysicsThrusterComponent.h from Engine.h Change 2749960 on 2015/11/02 by James.Golding - Fix PS4 compile errors in ActiveSound.cpp - Constructor order of FActiveSound - Shadowed AudioComponent var in CheckOcclusion #RB thomas.sarkanen #codereview aaron.mcleran Change 2749961 on 2015/11/02 by James.Golding Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp - Shadowed DefaultContext function param, now just Context, which matches declaration #RB thomas.sarkanen #codereview sebastian.kowalczyk Change 2750026 on 2015/11/02 by Thomas.Sarkanen Anim Multithreading: thread-safety refactor Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways: - Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal. - Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access. - Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily). Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc. Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays). Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand. Many changes are due to substituting accessor functions for direct variable access. Removed 'service' tick group as we no longer need to segregate the running of our parallel update. Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this. Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private). #rb Martin.Wilson,Lina.Halper #codereview Michael.Noland Change 2750077 on 2015/11/02 by Marc.Audy Expose UInputComponent::BindAction that supports WithKey delegate signature Change 2751767 on 2015/11/03 by Thomas.Sarkanen Added extra support to Anim Blueprint 'fast-path' Added support for negated bools (value gets negated during copy). Added support for copying from struct members (via break struct) and split struct pins. Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often. #rb Martin.Wilson Change 2752158 on 2015/11/03 by Jeff.Farris Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns. #rb marc.audy Change 2752159 on 2015/11/03 by Jeff.Farris Improvements to camera lens effects to (EmitterCameraLensEffectBase) - can now specify a transform to align the emitter with the camera - exposed several key parameters to Blueprints - ENGINE_API now applies to the entire class #rb marc.audy Change 2753454 on 2015/11/04 by Thomas.Sarkanen Fixup deprecation warnings fallout from multithreaded update changes. Fixed up use of AnimInstance in Vicon plugin. Fixed up use of AnimInstance in slope warping node. Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right'). Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction. #rb Martin.Wilson Change 2754099 on 2015/11/04 by Ori.Cohen Fix for task threads dropping stats (from Gil) #rb Gil.Gribb Change 2754449 on 2015/11/04 by Marc.Audy Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks #jira UE-20853 Reorganize some booleans to get better bit packing #rb Jeff.Farris #codereview Mieszko.Zielinski Change 2754573 on 2015/11/04 by Aaron.McLeran Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f Change 2755345 on 2015/11/05 by Thomas.Sarkanen Added deprecated constructors for various animation contexts Allows existing code to compile if it creates its own contexts from UAnimInstance. #rb James.Golding Change 2755348 on 2015/11/05 by James.Golding Add BP-exposed SetBoundsScale function to PrimitiveComponent #RB thomas.sarkanen Change 2755437 on 2015/11/05 by Marc.Audy Fix compile errors #codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran Change 2755982 on 2015/11/05 by Marc.Audy Move HeaderParse changes for deprecation macro from Core Fix world settings warning Change 2756028 on 2015/11/05 by Marc.Audy Fix shadow variable issue Change 2756090 on 2015/11/05 by Ori.Cohen Improve budget tool so that task threads are computed automatically. #rb Gil.Gribb Change 2756120 on 2015/11/05 by Mieszko.Zielinski Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4 #rb Lukasz.Furman Change 2756243 on 2015/11/05 by Mieszko.Zielinski Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4 The old way was resulting in false positives when for example observer teleported somewhere far #rb Lukasz.Furman #codereview John.Abercrombie Change 2756280 on 2015/11/05 by Mieszko.Zielinski Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4 #rb Lukasz.Furman Change 2756500 on 2015/11/05 by Mieszko.Zielinski Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4 Also, refactored its parameters into references over pointers. #rb Lukasz.Furman Change 2757041 on 2015/11/06 by Thomas.Sarkanen Removed check() in UAnimInstance::GetProxyOnAnyThread() The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway. #rb James.Golding Change 2757207 on 2015/11/06 by Ori.Cohen Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation #rb Lina.Halper Change 2757238 on 2015/11/06 by Marc.Audy Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled. #rb Mike.Fricker Change 2757284 on 2015/11/06 by Stan.Melax tapered capsule drawing cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres. (this was already code reviewed before, but missed the check-in window before streamtime) #rb ori.cohen Change 2757743 on 2015/11/06 by Lukasz.Furman fixed node memory allocations for injected behavior tree decorators #ue4 UE-22783 #rb Mieszko.Zielinski Change 2757772 on 2015/11/06 by Lukasz.Furman added setters for crowd avoidance #ue4 UE-22785 #rb Mieszko.Zielinski Change 2758422 on 2015/11/07 by Lina.Halper Potential fix for invalid root bone index input #jira :/UE-23086 #code review: Ori.Cohen Change 2758429 on 2015/11/07 by Mieszko.Zielinski Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4 #jira UE-23089 Change 2758571 on 2015/11/08 by Mieszko.Zielinski Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4 #jira UE-23080 Change 2758821 on 2015/11/09 by Thomas.Sarkanen Fixed animations no longer playing when using a dedicated server. Uses correct logic to determine whether we are running as a server or not. #rb Martin.Wilson Change 2758920 on 2015/11/09 by Marc.Audy Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize #rb Lina.Halper Change 2758944 on 2015/11/09 by Ori.Cohen Fix crash when stats are only on one thread and budget mode is used Change 2758967 on 2015/11/09 by Benn.Gallagher Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence. #jira UE-22963 Change 2758973 on 2015/11/09 by Benn.Gallagher Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating. #rb Bruce.Nesbit Change 2759219 on 2015/11/09 by Ori.Cohen Character perf test is now looking at stats directly and sending to analytics #RB Ben.Salem Change 2759398 on 2015/11/09 by Lina.Halper Fix issue where placed montages are not playing. - the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage #code review: Thomas.Sarkanen #RB: Marc.Audy Change 2759491 on 2015/11/09 by Lina.Halper #Anim: Fix not getting input correctly for Copy Pose node #RB: Marc.Audy Change 2759602 on 2015/11/09 by Marc.Audy Fix imporperly named struct Change 2759795 on 2015/11/09 by Aaron.McLeran UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing. #rb zak.middleton Change 2760081 on 2015/11/09 by Aaron.McLeran UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio. OmniDirectional Math Explanation: For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0. So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map. If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity). The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF. Note: I do not think we need to square the OmniRadius in: Emitter.InnerRadius = OmniRadius*OmniRadius; But I am keeping it t here because of legacy content which depends on that behavior. #rb zak.middleton hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework Re-instated deleted protected functions in UAnimInstance. Fixed access of UAnimInstance in FAnimNode_StateMachine. #rb Martin.Wilson Change 2760407 on 2015/11/10 by Jurre.deBaare Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals) Change 2760468 on 2015/11/10 by Benn.Gallagher Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits. #rb Graeme.Thornton Change 2760613 on 2015/11/10 by Jeff.Farris Fixed async collision completion delegate potentially firing repeatedly. (UE-23149) #cr marc.audy #codereview lina.halper Change 2760795 on 2015/11/10 by Marc.Audy Don't compile in pointless AddReferencedObjects when with editoronly data not defined Minor coding standard cleanup (NULL and auto) Change 2760848 on 2015/11/10 by Benn.Gallagher Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code. #jira UE-23164 #rb Martin.Wilson Change 2760866 on 2015/11/10 by Marc.Audy Manage transient visualization components for camera component in the same way that sprite component for other actor components are #rb Mike.Beach Change 2760963 on 2015/11/10 by Marc.Audy Since construction script can cause actors to be spawned don't use a ranged for to iterate #jira UE-22639 #rb Jeff.Farris #codereview Dmitriy.Dyomin Change 2762297 on 2015/11/11 by James.Golding UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created) #rb martin.wilson #codereview ori.cohen, lina.halper Change 2763566 on 2015/11/11 by Lina.Halper FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint. #RB: Laurent.Delayen Change 2763926 on 2015/11/12 by Thomas.Sarkanen Fix anim notifies not firing from single anim instances UE-23248 - Anim Notifies are not working for Animation Sequences UE-23249 - Anim Notifies using Sound Cues do not work #rb James.Golding Change 2764039 on 2015/11/12 by Jurre.deBaare Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper Change 2764307 on 2015/11/12 by Jurre.deBaare VS2015 SSF library Change 2764314 on 2015/11/12 by Stan.Melax crashfix was putting bad bodies to sleep at start Fatal error! Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000 UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875] On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies. Added check to ensure physx body exists before trying to force it to sleep. not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road". #codereview ori.cohen Change 2764343 on 2015/11/12 by Jurre.deBaare - Fixed crash when building a LOD with SubActors.Num < 2 - Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build - LODActor tree view item now scrolls into view if selected in the world - Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default - Added 7zip files - Fixed issue with WinINet complaining about http-request without 'http://' prefix - Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions) - Override texture sizes and automatic texture bias - Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data. - Now incorporate static meshes with opague materials into HLOD merging - Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled - Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component) - Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD) - Added ENUM for texture scaling/resizing type that has to be applied while merging the materials - Added detail customization class for FMaterialProxySettings #rb James.Golding [CL 2765024 by Marc Audy in Main branch]
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