2019-12-26 14:45:42 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
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#include "Navigation/NavLocalGridManager.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "AISystem.h"
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3804281 by Fred.Kimberley
Improve contrast on watches in blueprints.
Change 3804322 by Fred.Kimberley
First pass at adding a watch window for blueprint debugging.
Change 3804737 by mason.seay
Added some Descriptions to tests that didn't have any, and fixed some typos
Change 3806103 by mason.seay
Moved and Renamed Timers test map and content appropriately
Change 3806164 by Fred.Kimberley
Add missing property types to GetDebugInfoInternal.
#jira UE-53355
Change 3806617 by Dan.Oconnor
Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator
#jira UE-31754, UE-42431, UE-53315, UE-53172
Change 3808541 by Fred.Kimberley
Add support for redirecting user defined enums.
This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html
Change 3808565 by mason.seay
Added a few more struct tests
Change 3809840 by mason.seay
Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change.
Change 3809847 by mason.seay
Added Object Timer tests. Fixed up existing timer test to remove delay dependency
Change 3811704 by Ben.Zeigler
Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical
Change 3811946 by Ben.Zeigler
#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations
Change 3812061 by Dan.Oconnor
Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'
#jira UE-52854
Change 3812259 by Dan.Oconnor
Fix asset broken by removal of an unkown enum
#jira UE-51419
Change 3812904 by Ben.Zeigler
Make ResolveRedirects on StreamableManager public as it can be used to validate things
Change 3812958 by Ben.Zeigler
#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts
Change 3812975 by Mieszko.Zielinski
Added contraptions to catch a rare eidtor-time EQS crash #UE4
#jira UE-53468
Change 3818530 by Phillip.Kavan
Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.
Change summary:
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.
#jira UE-52167
Change 3819733 by Mieszko.Zielinski
Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4
#jira UE-15089
Change 3821776 by Marc.Audy
Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class
Change 3823851 by mason.seay
Moved and renamed blueprints used for Object Reference testing
Change 3824165 by Phillip.Kavan
Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.
Change summary:
- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.
#jira UE-53111
Change 3830309 by mason.seay
Created Literal Gameplay Tag Container test
Change 3830562 by Phillip.Kavan
Blueprint nativization bug fixes (reviewed/taken from PR).
Change summary:
- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.
#4202
#jira UE-52188
Change 3830579 by Fred.Kimberley
Add support for turning off multiple watches at once in the watch window.
#jira UE-53852
Change 3836047 by Zak.Middleton
#ue4 - Dev test maps for overlaps perf tests.
Change 3836768 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
Change summary:
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.
#jira UE-53908
Change 3838085 by mason.seay
Functional tests around basic blueprint functions
Change 3840489 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Change 3840648 by mason.seay
Updated Descriptions on tests
Change 3842914 by Ben.Zeigler
Improve comments around stremable handle cancel/release
Change 3850413 by Ben.Zeigler
Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
Copy of CL #3849610
Change 3850426 by Ben.Zeigler
Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
Copy of CL #3850389
Change 3853449 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
Change summary:
- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
- Fixed a few typos.
#jira UE-53960
Change 3853465 by Phillip.Kavan
Fix plugin module C++ source template to conform to recent public include path changes.
Change 3857599 by Marc.Audy
PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
#jira UE-54281
#jira UE-54399
Change 3863259 by Zak.Middleton
#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.
#jira UE-46293
Change 3863491 by Zak.Middleton
#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.
Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.
#jira UE-21264
Change 3865325 by Zak.Middleton
#ue4 - Fix static analysis warning about possible null PC pointer.
#jira none
Change 3869828 by Ben.Zeigler
#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry
Change 3869969 by mason.seay
Character Movement Functional Tests
Change 3870099 by Mason.Seay
Submitted asset deletes
Change 3870105 by mason.seay
Removed link to anim blueprint to fix errors
Change 3870238 by mason.seay
Test map for Async Loading in a Loop
Change 3870479 by Ben.Zeigler
Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames
Change 3875224 by mason.seay
Functional tests for Event BeginPlay execution order
Change 3875409 by mason.seay
Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)
Change 3878947 by Mieszko.Zielinski
CIS fixes #UE4
Change 3879000 by Mieszko.Zielinski
More CIS fixes #UE4
Change 3879139 by Mieszko.Zielinski
Even moar CIS fixes #UE4
Change 3879742 by mason.seay
Added animation to Nativization Widget asset
Change 3880198 by Zak.Middleton
#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.
#jira UE-54875
github #4479
Change 3880266 by Zak.Middleton
#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).
#jira UE-54875
Change 3881546 by Mieszko.Zielinski
*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4
Change 3881547 by Mieszko.Zielinski
Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4
Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).
Change 3881742 by mason.seay
Additional crouch test to cover UE-54875
Change 3881794 by Mieszko.Zielinski
Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4
Change 3884503 by Mieszko.Zielinski
Fixed TopDown code template to make it compile after navsys refactor #UE4
#jira UE-55039
Change 3884507 by Mieszko.Zielinski
Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4
It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.
#jira UE-55033
Change 3884594 by Mieszko.Zielinski
Added a const FNavigationSystem::GetCurrent version #UE4
lack of it was causing KiteDemo to not compile.
Change 3884602 by Mieszko.Zielinski
Mac editor compilation fix #UE4
Change 3884615 by Mieszko.Zielinski
Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4
Change 3885254 by Mieszko.Zielinski
Guessfix for UE-55030 #UE4
The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro
#jira 55030
Change 3885286 by Mieszko.Zielinski
Changed how NavigationSystem module includes DerivedDataCache module #UE4
#jira UE-55035
Change 3885492 by mason.seay
Minor tweaks to animation
Change 3885773 by mason.seay
Resaving assets to clear out warning
Change 3886433 by Mieszko.Zielinski
Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4
#jira UE-55108
Change 3886783 by Mieszko.Zielinski
Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4
Change 3887019 by Mieszko.Zielinski
Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4
Change 3891031 by Mieszko.Zielinski
Fixed missing includes in NavigationSystem.cpp #UE4
Change 3891037 by Mieszko.Zielinski
ContentEample's navigation fix #UE4
#jira UE-55109
Change 3891044 by Mieszko.Zielinski
PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)
#UE4
Change 3891598 by mason.seay
Resaving assets to clear out "empty engine version" spam
Change 3891612 by mason.seay
Fixed deprecated Set Text warnings
Change 3893334 by Mieszko.Zielinski
Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4
#jira UE-55041
Change 3893394 by Mieszko.Zielinski
Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4
Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).
Change 3893395 by Mieszko.Zielinski
Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4
The message is printed as an error-level log line and it says what should the offending section be renamed to.
Change 3895563 by Dan.Oconnor
Mirror 3895535
Append history from previous branches in source control history view
#jira none
Change 3896930 by Mieszko.Zielinski
Added an option to tick navigation system while the game is paused #UE4
Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.
#jira UE-39275
Change 3897554 by Mieszko.Zielinski
Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4
Change 3897556 by Mieszko.Zielinski
Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4
#jira UE-45261
Change 3898064 by Mieszko.Zielinski
Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4
#jira UE-50436
Change 3899004 by Mieszko.Zielinski
Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4
Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.
Change 3901733 by Mieszko.Zielinski
Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4
Change 3901925 by Ben.Zeigler
#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks
Change 3902166 by Marc.Audy
Make ULevel::GetWorld final
Change 3902749 by Ben.Zeigler
Fix it so pressing refresh button in asset audit window actually refreshes the asset management database
Change 3902763 by Ben.Zeigler
#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only
Change 3905578 by Phillip.Kavan
The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.
#4392
#jira UE-53779
Change 3905848 by Phillip.Kavan
First pass of the experimental Blueprint graph bookmarks feature.
#jira UE-10052
Change 3906025 by Phillip.Kavan
CIS fix.
Change 3906195 by Phillip.Kavan
Add missing icon file.
Change 3906356 by Phillip.Kavan
Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.
Change 3910628 by Ben.Zeigler
Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child
Change 3912470 by Ben.Zeigler
#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged
Change 3913045 by Marc.Audy
Fix issues where recursion in to child actors wasn't being handled correctly
Change 3913398 by Fred.Kimberley
Fixes a misspelled name for one of the classes in the ability system.
PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
#github
#jira UE-54327
Change 3918016 by Fred.Kimberley
Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.
#jira UE-52668
PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
#github
Change 3924653 by Mieszko.Zielinski
Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4
#jira UE-55378
Change 3925614 by Phillip.Kavan
Fix ForEachEnum node to skip over hidden enum values in new placements by default.
Change summary:
- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).
#jira UE-34563
Change 3925649 by Marc.Audy
Fix up issue post merge from Main with navigation system refactor
Change 3926293 by Phillip.Kavan
Temp fix to unblock CIS.
#jira UE-34563
Change 3926523 by Marc.Audy
Ensure that a renamed Actor is in the correct Actors array
#jira UE-46718
Change 3928732 by Fred.Kimberley
Unshelved from pending changelist '3793298':
#jira UE-53136
PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
#github
Change 3928780 by Marc.Audy
PR #4309: The display names of the functions. (Contributed by SertacOgan)
#jira UE-53334
Change 3929730 by Joseph.Wysosky
Submitting test assets for the new Blueprint Structure test cases
Change 3931919 by Joseph.Wysosky
Deleting BasicStructure asset to rest MemberVariables back to default settings
Change 3931922 by Joseph.Wysosky
Adding BasicStructure test asset back with default members
Change 3932083 by Phillip.Kavan
Fix Compositing plugin source files to conform to updated relative include path specifications.
- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.
Change 3932196 by Dan.Oconnor
Resetting a property to default now uses the same codepath as assigning the value from the slate control
#jira UE-55909
Change 3932408 by Lukasz.Furman
fixed behavior tree services attached to task nodes being sometimes recognized as root level
#jira nope
Change 3932808 by Marc.Audy
PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
#jira UE-50871
Change 3934101 by Phillip.Kavan
Revise ForEachEnum node expansion logic to exclude hidden values at compile time.
Change summary:
- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.
#jira UE-34563
Change 3934106 by Phillip.Kavan
Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.
Change summary:
- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.
Change 3934116 by Phillip.Kavan
UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.
Change summary:
- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.
Change 3934382 by Phillip.Kavan
Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.
Change 3936387 by Mieszko.Zielinski
Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4
Change 3936905 by Ben.Marsh
Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.
Change 3940537 by Marc.Audy
Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
#jira UE-55938
Change 3940901 by Marc.Audy
Properly name CVar global to reflect what it is for
Change 3943043 by Marc.Audy
Fix world context functions not being able to be used in CheatManager derived blueprints
#jira UE-55787
Change 3943075 by Mieszko.Zielinski
Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4
Change 3943089 by Mieszko.Zielinski
Fixed how WorldSettings.NavigationSystemConfig gets created #UE4
Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.
Change 3943225 by Marc.Audy
Fix spelling of Implements
Change 3950813 by Marc.Audy
Include owner in attachment mismatch ensure
#jira UE-56148
Change 3950996 by Marc.Audy
Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays
#jira UE-55482
Change 3952086 by Marc.Audy
PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
#jira UE-54974
Change 3952720 by Marc.Audy
PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
#jira UE-56248
Change 3952804 by Richard.Hinckley
Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.
Change 3952962 by Marc.Audy
UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
#jira UE-49610
Change 3952977 by Phillip.Kavan
Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.
Change summary:
- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
- Fixed a few typos in existing API names.
#jira UE-48233
Change 3953658 by Marc.Audy
(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
#jira UE-56270
Change 3954727 by Marc.Audy
Add friendly name to custom version mismatch message
Change 3954906 by Marc.Audy
(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
#jira UE-56313
Change 3954997 by Marc.Audy
Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type
Change 3955091 by Marc.Audy
Do not register subcomponents that are not auto register
#jira UE-52878
Change 3955943 by Marc.Audy
Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed
Change 3956185 by Zak.Middleton
#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.
This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().
#jira none
Change 3958102 by Marc.Audy
Clean out dead code path from k2node_select
Select node now resets pins to wildcard if none of the pins are in use
Change 3958113 by Lukasz.Furman
added OnSearchStart call to root level behavior tree services
#jira UE-56257
Change 3958361 by Marc.Audy
Fix literal input pins on select being set to wildcard during compilation
Change 3961148 by Dan.Oconnor
Mirror 3961139 from Release 4.19
Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
#jira UE-55742
Change 3961640 by Marc.Audy
Select node now displays Add Pin button
Undo of changing select node index type now works correctly.
Connections to option pins now maintained across change of index pin type
#jira UE-20742
Change 3962262 by Marc.Audy
Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"
Change 3962795 by Phillip.Kavan
Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.
- Mirrored from //UE4/Release-4.19 (3962782)
#jira UE-56316
Change 3962991 by Marc.Audy
Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
#jira UE-54807
Change 3963114 by Marc.Audy
Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.
Change 3963427 by Marc.Audy
Fix initialization order
Initialize bUseBackwardsCompatForEmptyAutogeneratedValue
Change 3963781 by Marc.Audy
Fix without editor compiles
Change 3964576 by Marc.Audy
PR #4599: : Working category for timelines (Contributed by projectgheist)
#jira UE-56460
#jira UE-26053
Change 3964782 by Dan.Oconnor
Mirror 3964772 from Release 4.19
Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing
#jira UE-56447
Change 3965156 by Mieszko.Zielinski
PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)
#jira UE-56435
Change 3965173 by Marc.Audy
(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
#jira UE-56431
Change 3966117 by Marc.Audy
Fix select nodes inside macros using wildcard array inputs having issues resolving type.
#jira UE-56484
Change 3878901 by Mieszko.Zielinski
NavigationSystem's code refactored out of the engine and into a new separate module #UE4
The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.
Change 3879409 by Mieszko.Zielinski
Further fallout fixes after ripping out NavigationSystem out of the engine #UE4
- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)
Change 3897655 by Ben.Zeigler
#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references
Change 3962780 by Marc.Audy
When preventing a split pin from being orphaned, all sub pins must also be prevented.
#jira UE-56328
Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)
[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
|
|
|
#include "NavigationSystem.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 "Engine/Engine.h"
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
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float UNavLocalGridManager::GridCellSize = 50.0f;
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UNavLocalGridManager::UNavLocalGridManager(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
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{
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NextGridId = 1;
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VersionNum = 0;
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}
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int32 UNavLocalGridManager::AddGridData(const FNavLocalGridData& GridData, bool bUpdate)
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{
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3316439)
#lockdown Nick.Penwarden
Change 3315047 on 2017/02/21 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
HTN code first check in #UE4
#rb none
#test currently unused
Change 3314042 on 2017/02/21 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - DAILY Main @ CL 3313484
#RB:none
#Tests:none
Change 3313355 on 2017/02/20 by Uriel.Doyon@uriel.doyon_PC2_Orion
Changed the preliminary GPU benchmark workloads to take into account the target workload.
This is to prevent running the last test with poor performance, risking a driver reset.
#jira OR-29915
#rb marcus.wassmer
#test Run the game triggering benchmarks
Change 3312553 on 2017/02/20 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Implemented a simple AITask for running EQS queries #UE4
#rb Lukasz.Furman
#test golden path
Change 3311661 on 2017/02/20 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3311631
#RB:none
#Tests:none
Change 3310392 on 2017/02/17 by Daniel.Lamb@daniel.lamb_T3905_6612
Unreal pak now outputs to named log files instead of timestamps.
#rb Trivial
#test Cook deploy paragon
#jira OR-36057
Change 3310196 on 2017/02/17 by Clayton.Langford@RDU-WD-8359_3635_Paragon_DevGen
Created an event to be fired whenever a GameplayCue is routed that passes all relevant info about that GC. Added a listener in OrionPhasedFunctionalTest that parses that event into a string and stores it in an array to be accessed from a test phase later.
#test PIE
#rb Ben.Salem, Adric.Worley
Change 3308437 on 2017/02/16 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3308413
(Prep for Merge up)
#RB:none
#Tests:none
Change 3306497 on 2017/02/16 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for compilation issue with USE_MALLOC_STOMP
#rb none
#tests compiled with malloc_stomp
Change 3306468 on 2017/02/16 by Cody.Haskell@OrionStream
#Orion
- Text popup work for Shield. If you click on an OrionEditableTextBox while running the game with -gfn, a special popup is called. Should do nothing normally.
#rb none
#tests PIE, golden path.
Change 3305945 on 2017/02/16 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Remove unused/deprecated UGameplayEffectExtension class
#rb #tests none
Change 3304630 on 2017/02/15 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge Mieszko stuff from MAIN to DG
#RB:none
#TestS:none
#!codereview: mieszko.zielinski
Change 3303785 on 2017/02/15 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 38.3 @ CL 3303224
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3303718 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
#!ROBOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand.
//Orion/Dev-General/OrionGame/Content/UI/DeckBuilder/DeckBuilderRoot.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/UI/Master_Layouts/FrontEnd.uasset - can't integrate exclusive file already opened
#!codereview: jason.bestimt
Change 3302382 on 2017/02/14 by Alexis.Matte@amatte-orion-dev-general
Fix import of morph target when there is no animation
#jira UE-41383
#jira OR-35859
#rb none
#test none
Change 3301538 on 2017/02/14 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3301392
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3301481 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3299985 on 2017/02/13 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
added time limit to "get out of overlap" move for minons to avoid getting stuck in moving to inaccessbile spots
#jira OR-35834
#rb Mieszko.Zielinski
#tests PIE
Change 3299732 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Tweaked the way EQS tests of negative score get normalized #UE4
#rb none
#test golden path + math
#!codereview Lukasz.Furman, John.Abercrombie
Change 3299724 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Generic AI interface extensions #UE4
Mostly getters
#rb none
#test golden path
Change 3299717 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
A little tweak to VisLog's point labels drawing - if there's only one point in a set it will no longer append '_0' to the label #UE4
#rb none
#test PIE
Change 3299527 on 2017/02/13 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Update libWebSockets binaries to fix Linux server web socket connections.
#tests matchmaking, mms
#rb none
Change 3299278 on 2017/02/13 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Ability Task Pass: tasks should not broadcast out (back into ability graph) if the owning ability has completed EndAbility.
#rb none
#tests pie, golden path
Change 3297884 on 2017/02/10 by Paul.Moore@OrionWorkspace_Dev-General
#mms
- Enable SSL module for PS4 (needed by OpenSSL when using WebSockets).
- Turn on verbose logging for WebSockets module for initial MMS debugging.
#tests PS4
#rb none
Change 3296911 on 2017/02/10 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Encode user search string so we support special characters
#rb RyanG
#tests Replays
Change 3296746 on 2017/02/10 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3296659
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3296735 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3296705 on 2017/02/10 by Daniel.Lamb@daniel.lamb_T3905_6612
Added support to the cooker for iterating shared builds.
#rb Not used yet
#test Fast cook paragon
Change 3295747 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrated WS upgrade header functionality with latest Fortnite libws changes.
- Added "ws" and "wss" protocols to web socket manager context.
#rb rob.cannaday
#!codereview rob.cannaday, james.hopkin
#tests win64, ps4
Change 3295579 on 2017/02/09 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Fix for replay backward compatibility from John.Pollard
#tests #rb na
Merging using OrionScratchReleaseMapping
Change 3295506 on 2017/02/09 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
O - Added option for force recompute tangents using skin cache
#rb none
#jira UE-41541
#tests Editor run, toggle, restart
Change 3295461 on 2017/02/09 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed huge interpolation times for linear network smoothing on stationary characters,
fixed mismatch in movement Base between NavWalking server and Walking client, causing some stationary characters to float in midair
copy of CL# 3295439
#jira OR-35664, OR-35572
#rb none
#tests game
Change 3294954 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrating Fortnite WebSocket changes into Orion that fixes some win10 issues.
#!codereview rob.cannaday, james.hopkin
#tests compile ps4, linux, win64
#rb none
Change 3294947 on 2017/02/09 by Daniel.Lamb@daniel.lamb_T3905_6612
The generate stub return result is considered as success when saving cooked packages.
Fixes bug with cooking blueprint nativized packages.
#rb Trivial
#test Cook paragon
Change 3293307 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for issue in last checkin - need to clear activecontext regardless
#rb none
#tests solo smoke with nullrhi
Change 3293284 on 2017/02/08 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Allow setting the per-frame time limit for processing queued bunches separately for instant replays, since they may have more strict timing/framerate requirements.
#rb john.pollard
#tests golden path
Change 3293148 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fixed invalid memory access* with nullrhi and suppressed IME warning if no valid window handle exists
(*Likely only an issue when running with memory validation)
#rb none
#tests verified invalid access exception no longer occurs with nullrhi
#!review-3293149 @Matt.Khulenschmidt
Change 3293103 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Fix build
#jira OR-34918
#rb none
#tests none
Change 3292921 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Force local player to maintain x fov axis.
#jira OR-34918
#rb david.ratti
#tests Render/PIE a level sequence and test that the camera isn't zoomed in.
Change 3292869 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Yet more logging for OR-35448
#rb #tests none
Change 3292821 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: rob.cannaday
PS4 libwebsockets build fix
Update build cs files to point to PS4 file location
Copy libwebsocket include directory from Fortnite to Orion
#rb paul.moore
#tests compile/link Win64 Development Editor, PS4 Debug, Linux Development Server
#!ROBOMERGE-SOURCE: CL 3292820 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292277 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DMM @ CL 3292219
#RB:none
#Tests:none
[CODEREVIEW] paul.moore, benjamin.crocker
#QAReview
#!ROBOMERGE-SOURCE: CL 3292276 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292211 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Pulling new ags library from Release-4.15 and reverting hack that disabled feature for AMD users
#rb Marcus.Wassmer
#tests compiled
Change 3292167 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Additional logging for OR-35448
#rb none
#tests pie
Change 3289462 on 2017/02/06 by Ben.Salem@ben.salem_OrionMain
Adding priority filters to Automation tests, also commands to filter on priority levels.
#rb adric worley
#tests Compiled, ran a few commands to verify it works.
Change 3288801 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 (38.3) @ CL 3288681
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3288800 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3288750 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed issue when cooking client and server platforms in single cook some packages would be marked incorrectly because they would be stripped when from client / server.
#rb Andrew.Grant
#test Cook paragon
Change 3288624 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Unlocked network version
#rb #tests na
OR-35603
Change 3288612 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Added more ini settings to the iterative ini blacklist.
#rb Trivial
#test Iterative Cook Paragon
Change 3288184 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Downgraded warning to display
#!review-3288185 @David.Ratti
#rb none
#tests none
Change 3287634 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ 3287498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3287619 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3286668 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix a crash when importing a LOD containing different material with less sections
#rb none
#test none
Change 3286112 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
#rb matt.kuhlenschmidt
#test see the jira
Change 3285859 on 2017/02/03 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed merge error from last checkin with the DDC commandlet
#!codereview Matthew.Griffin
#test DDC commandlet paragon
#rb None
Change 3285637 on 2017/02/03 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Pass in the DemoNetDriver pointer to the ConcurrentWithSlateTickTask instead of accessing it from the world in the task itself.
#rb john.pollard
#tests golden path
Change 3285479 on 2017/02/03 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Made bot communicate ults when they're up, not when they're using it #Orion
CL also contains a bit of code shuffling around, preparing ground for HTN plug in
#rb none
#test golden path
Change 3285125 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3285078
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3285124 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3283996 on 2017/02/02 by Michael.Trepka@Michael.Trepka_PC_Orion-Dev-General
Added UGameUserSettings::GetRecommandedResolutionScale() to replace UOrionGameUserSettings::GetDefaultResolutionScale(). This makes things less confusing (UGameUserSettings::GetRecommandedResolutionScale() returns scale recommended based on results of the benchmark and UGameUserSettings::GetDefaultResolutionScale() returns scale based on user settings) and fixes a regression introduced in 3257936 (OR-35544)
#rb Cody.Haskell
#tests Tested on PC
Change 3283951 on 2017/02/02 by Daniel.Lamb@daniel.lamb_T3905_6612
Ensure DDC commandlet calls begincacheforcookedplatformdata correctly.
#rb None
#!codereview Matthew.Griffin
#test DDC commandlet paragon.
Change 3283874 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
fix for invalid resource issue
#rb: none
#code review: Daniel.Wright
#tests: compile and editor with wolf
Change 3283621 on 2017/02/02 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Femme WIP whip aiming for Q ability.
#rb none
#tests Femme
Change 3283216 on 2017/02/02 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 37.2 @ CL 3282900
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3283199 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3282954 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
It becomes invalid on the resource, so checking null, but still wip on verifying this with Daniel Wright. He's sick out.
#rb:none
#tests: compile
#code review:Daniel.Wright
#Jira: OR-35418
Change 3281993 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Removed default unattended flag.
#rb Trivial
#test PS4 cook run paragon.
Change 3281990 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Potential fix for deterministic cooking issue with UMovieSceneSignedObjects.
#rb Andrew.Grant
#!codereview Max.Preussner
#test Cook and run paragon ps4.
Change 3281610 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
AimOffsetLookAt is now thread safe.
#rb lina.halper
#tests femme
Change 3281609 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Fixed 'Convert to AimOffset LookAt' option being broken in Persona.
#rb lina.halper
#tests works for Femme now.
Change 3281019 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3280498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3281018 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3280813 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: matthew.griffin
Prevent inclusion of NotForLicensees files when staging CrashReportClient config files
#rb none
#tests none
#!ROBOMERGE-SOURCE: CL 3280812 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3279921 on 2017/01/31 by Yanni.Tripolitis@yanni.tripolitis_Dev_General_Cary
Fixed an error in the Round MF, that was somehow "leaked" into Paragon from Odin.
#lockdown Billy.Rivers, Adam.Bellefeuil
#!codereview Tim.Elek
Change 3279178 on 2017/01/31 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed up diff files commandlet stack information
#rb Joe.Conley
#test Diff cooked packages
Change 3279084 on 2017/01/31 by Andrew.Grant@andrew.grant.T6730.orion.floating
Merging //UE4/Main at 3276432 through Orion-Staging
#rb #tests na
Change 3279078 on 2017/01/31 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3279032
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3279077 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277908 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_37 - Fix for "-game" crash with missing meta data
#RB:none
#Tests:none
[CodeReviewed]: andrew.grant, jamie.dale, mieszko.zielinski
#!ROBOMERGE-SOURCE: CL 3277901 in //Orion/Release-37/... via CL 3277902 via CL 3277904 via CL 3277905
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277520 on 2017/01/30 by Andrew.Grant@andrew.grant.T6730.orion.floating
Workaround for OR-35418
#!ROBOMERGE: Main
#rb none
#tests verified ShortSoloGame test completes without a crash
Change 3277357 on 2017/01/30 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed the rebuild lighting commandlet.
#rb Trivial
#test Rebuild lighting dev general
Change 3277322 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3277275
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3277296 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277210 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping test changes:
Fixed issue where with -stdout messages would be duplicated due to FeedbackContextAnsi echoing to stdout by default
Changed stdout output to postfix instead of trail newlines
Firstpass of finding and displaying crash callstacks in Orion Test Framework.
#rb none
#tests ran test framework with tests that purposefully crashed/checked
#!ROBOMERGE-SOURCE: CL 3276889 in //Orion/Release-37/... via CL 3277207 via CL 3277208 via CL 3277209
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3276774 on 2017/01/29 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for non-unity issue.
#tests compiled
#rb none
#!ROBOMERGE: Main, DUI
Change 3276594 on 2017/01/28 by Lina.Halper@Lina.Halper_Orion
Checked in potential fix for nonunity build issue
#rb:none
#tests:compile
Change 3275806 on 2017/01/27 by Ben.Salem@ben.salem_OrionMain
Adding in a checkpointing system for automated test passes where, if a client crashes while running a pass, on reboot and reissue of the automation command the test pass will start off where it left off, skipping the crashing test.
#rb clayton.langford
#tests Ran several dozen test passses. Seriously.
#!codereview steve.white, bob.ferreira, clayton.langford, adric.worley
Change 3275803 on 2017/01/27 by Shaun.Kime@shaun.kime_RDU-WD-9788_oriondevgen
Paragon has retainer widgets with no World set. When encountered, they can cause the scene list to be desynchronized with the rendering thread.
This logic resolves the issue by registering a null scene in this case, properly setting the slate scene index for subsequent slate draw calls.
#rb nick.darnell
#jira OR-34919
#TESTS na
Change 3275533 on 2017/01/27 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-40796
#rb andrew.rodham
#tests none
Change 3275093 on 2017/01/27 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3273298
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3273417 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3274700 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
#Anim curve crash on cooking
- fixed crash during cooking while accessing default value of material
- this code doesn't have to run during cooking with inactive world, so I'm checking that
#code review: Daniel.Wright, Chris.Bunner, Jurre.DeBaare
#rb: none
#tests: cooking
Change 3274129 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed safer to get featurelevel
#rb: Daniel.Wright
#tests: compile/wolf
Change 3274012 on 2017/01/26 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed crash in navigation grids
#jira OR-35356
#rb none
#tests PIE
Change 3273803 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed issue with animation curve getting reset to 0.f
- the issue is that skeleton contains material flag types, so now it just keeps setting the value
- even after I fix validation check, it still cleared it due to the material curve not found anymore, so added to support default value setting
#jira: OR-34563
#rb: Martin.Wilson, Chris.Bunner, Benn.Gallagher
#code review: Martin.Wilson, Daniel.Wright
#tests: wolf, coil
Change 3273257 on 2017/01/26 by Alexis.Matte@amatte-orion-dev-general
Isolate by material slot instead of section index. Add UI to isolate and highlight material in the material panel
#rb matt.kuhlenschmidt
#jira UE-41131
#tests none
Change 3272527 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: chris.bunner
Ensure FSceneRenderTargets snapshot copies default clear colors.
#tests Golden path on lowest and high settings
#rb None
#lockdown Jason.Bestimt
#jira OR-34905
#!ROBOMERGE-SOURCE: CL 3272507 in //Orion/Release-37.1/... via CL 3272521 via CL 3272525
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3272244 on 2017/01/25 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
Show more info when a material instance failed to compile
#jira OR-34626
#tests Forced crash in the debugger
#rb Daniel.Wright
Change 3272109 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: philip.buuck
Fix bad merge from Main
#rb Dan.Hertzka
#tests PIE
[CodeReviewed] Andrew.Grant
#lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3272106 in //Orion/Release-37.1/... via CL 3272107 via CL 3272108
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3271721 on 2017/01/25 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
jungle minions will spawn navigation obstacles when they are stuck in static geometry, fixed issues with falling off cliffs
#jira OR-35054
#rb Mieszko.Zielinski
#tests PIE
Change 3271432 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3271043
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3271429 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
[CL 3322856 by Andrew Grant in Main branch]
2017-02-25 19:37:22 -05:00
|
|
|
const float GameTime = HasSourceGridLimit() ? GetWorld()->GetTimeSeconds() : 0;
|
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
|
|
|
const int32 NewGridIdx = SourceGrids.Add(GridData);
|
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3316439)
#lockdown Nick.Penwarden
Change 3315047 on 2017/02/21 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
HTN code first check in #UE4
#rb none
#test currently unused
Change 3314042 on 2017/02/21 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - DAILY Main @ CL 3313484
#RB:none
#Tests:none
Change 3313355 on 2017/02/20 by Uriel.Doyon@uriel.doyon_PC2_Orion
Changed the preliminary GPU benchmark workloads to take into account the target workload.
This is to prevent running the last test with poor performance, risking a driver reset.
#jira OR-29915
#rb marcus.wassmer
#test Run the game triggering benchmarks
Change 3312553 on 2017/02/20 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Implemented a simple AITask for running EQS queries #UE4
#rb Lukasz.Furman
#test golden path
Change 3311661 on 2017/02/20 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3311631
#RB:none
#Tests:none
Change 3310392 on 2017/02/17 by Daniel.Lamb@daniel.lamb_T3905_6612
Unreal pak now outputs to named log files instead of timestamps.
#rb Trivial
#test Cook deploy paragon
#jira OR-36057
Change 3310196 on 2017/02/17 by Clayton.Langford@RDU-WD-8359_3635_Paragon_DevGen
Created an event to be fired whenever a GameplayCue is routed that passes all relevant info about that GC. Added a listener in OrionPhasedFunctionalTest that parses that event into a string and stores it in an array to be accessed from a test phase later.
#test PIE
#rb Ben.Salem, Adric.Worley
Change 3308437 on 2017/02/16 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3308413
(Prep for Merge up)
#RB:none
#Tests:none
Change 3306497 on 2017/02/16 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for compilation issue with USE_MALLOC_STOMP
#rb none
#tests compiled with malloc_stomp
Change 3306468 on 2017/02/16 by Cody.Haskell@OrionStream
#Orion
- Text popup work for Shield. If you click on an OrionEditableTextBox while running the game with -gfn, a special popup is called. Should do nothing normally.
#rb none
#tests PIE, golden path.
Change 3305945 on 2017/02/16 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Remove unused/deprecated UGameplayEffectExtension class
#rb #tests none
Change 3304630 on 2017/02/15 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge Mieszko stuff from MAIN to DG
#RB:none
#TestS:none
#!codereview: mieszko.zielinski
Change 3303785 on 2017/02/15 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 38.3 @ CL 3303224
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3303718 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
#!ROBOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand.
//Orion/Dev-General/OrionGame/Content/UI/DeckBuilder/DeckBuilderRoot.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/UI/Master_Layouts/FrontEnd.uasset - can't integrate exclusive file already opened
#!codereview: jason.bestimt
Change 3302382 on 2017/02/14 by Alexis.Matte@amatte-orion-dev-general
Fix import of morph target when there is no animation
#jira UE-41383
#jira OR-35859
#rb none
#test none
Change 3301538 on 2017/02/14 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3301392
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3301481 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3299985 on 2017/02/13 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
added time limit to "get out of overlap" move for minons to avoid getting stuck in moving to inaccessbile spots
#jira OR-35834
#rb Mieszko.Zielinski
#tests PIE
Change 3299732 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Tweaked the way EQS tests of negative score get normalized #UE4
#rb none
#test golden path + math
#!codereview Lukasz.Furman, John.Abercrombie
Change 3299724 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Generic AI interface extensions #UE4
Mostly getters
#rb none
#test golden path
Change 3299717 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
A little tweak to VisLog's point labels drawing - if there's only one point in a set it will no longer append '_0' to the label #UE4
#rb none
#test PIE
Change 3299527 on 2017/02/13 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Update libWebSockets binaries to fix Linux server web socket connections.
#tests matchmaking, mms
#rb none
Change 3299278 on 2017/02/13 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Ability Task Pass: tasks should not broadcast out (back into ability graph) if the owning ability has completed EndAbility.
#rb none
#tests pie, golden path
Change 3297884 on 2017/02/10 by Paul.Moore@OrionWorkspace_Dev-General
#mms
- Enable SSL module for PS4 (needed by OpenSSL when using WebSockets).
- Turn on verbose logging for WebSockets module for initial MMS debugging.
#tests PS4
#rb none
Change 3296911 on 2017/02/10 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Encode user search string so we support special characters
#rb RyanG
#tests Replays
Change 3296746 on 2017/02/10 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3296659
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3296735 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3296705 on 2017/02/10 by Daniel.Lamb@daniel.lamb_T3905_6612
Added support to the cooker for iterating shared builds.
#rb Not used yet
#test Fast cook paragon
Change 3295747 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrated WS upgrade header functionality with latest Fortnite libws changes.
- Added "ws" and "wss" protocols to web socket manager context.
#rb rob.cannaday
#!codereview rob.cannaday, james.hopkin
#tests win64, ps4
Change 3295579 on 2017/02/09 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Fix for replay backward compatibility from John.Pollard
#tests #rb na
Merging using OrionScratchReleaseMapping
Change 3295506 on 2017/02/09 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
O - Added option for force recompute tangents using skin cache
#rb none
#jira UE-41541
#tests Editor run, toggle, restart
Change 3295461 on 2017/02/09 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed huge interpolation times for linear network smoothing on stationary characters,
fixed mismatch in movement Base between NavWalking server and Walking client, causing some stationary characters to float in midair
copy of CL# 3295439
#jira OR-35664, OR-35572
#rb none
#tests game
Change 3294954 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrating Fortnite WebSocket changes into Orion that fixes some win10 issues.
#!codereview rob.cannaday, james.hopkin
#tests compile ps4, linux, win64
#rb none
Change 3294947 on 2017/02/09 by Daniel.Lamb@daniel.lamb_T3905_6612
The generate stub return result is considered as success when saving cooked packages.
Fixes bug with cooking blueprint nativized packages.
#rb Trivial
#test Cook paragon
Change 3293307 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for issue in last checkin - need to clear activecontext regardless
#rb none
#tests solo smoke with nullrhi
Change 3293284 on 2017/02/08 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Allow setting the per-frame time limit for processing queued bunches separately for instant replays, since they may have more strict timing/framerate requirements.
#rb john.pollard
#tests golden path
Change 3293148 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fixed invalid memory access* with nullrhi and suppressed IME warning if no valid window handle exists
(*Likely only an issue when running with memory validation)
#rb none
#tests verified invalid access exception no longer occurs with nullrhi
#!review-3293149 @Matt.Khulenschmidt
Change 3293103 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Fix build
#jira OR-34918
#rb none
#tests none
Change 3292921 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Force local player to maintain x fov axis.
#jira OR-34918
#rb david.ratti
#tests Render/PIE a level sequence and test that the camera isn't zoomed in.
Change 3292869 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Yet more logging for OR-35448
#rb #tests none
Change 3292821 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: rob.cannaday
PS4 libwebsockets build fix
Update build cs files to point to PS4 file location
Copy libwebsocket include directory from Fortnite to Orion
#rb paul.moore
#tests compile/link Win64 Development Editor, PS4 Debug, Linux Development Server
#!ROBOMERGE-SOURCE: CL 3292820 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292277 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DMM @ CL 3292219
#RB:none
#Tests:none
[CODEREVIEW] paul.moore, benjamin.crocker
#QAReview
#!ROBOMERGE-SOURCE: CL 3292276 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292211 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Pulling new ags library from Release-4.15 and reverting hack that disabled feature for AMD users
#rb Marcus.Wassmer
#tests compiled
Change 3292167 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Additional logging for OR-35448
#rb none
#tests pie
Change 3289462 on 2017/02/06 by Ben.Salem@ben.salem_OrionMain
Adding priority filters to Automation tests, also commands to filter on priority levels.
#rb adric worley
#tests Compiled, ran a few commands to verify it works.
Change 3288801 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 (38.3) @ CL 3288681
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3288800 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3288750 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed issue when cooking client and server platforms in single cook some packages would be marked incorrectly because they would be stripped when from client / server.
#rb Andrew.Grant
#test Cook paragon
Change 3288624 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Unlocked network version
#rb #tests na
OR-35603
Change 3288612 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Added more ini settings to the iterative ini blacklist.
#rb Trivial
#test Iterative Cook Paragon
Change 3288184 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Downgraded warning to display
#!review-3288185 @David.Ratti
#rb none
#tests none
Change 3287634 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ 3287498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3287619 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3286668 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix a crash when importing a LOD containing different material with less sections
#rb none
#test none
Change 3286112 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
#rb matt.kuhlenschmidt
#test see the jira
Change 3285859 on 2017/02/03 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed merge error from last checkin with the DDC commandlet
#!codereview Matthew.Griffin
#test DDC commandlet paragon
#rb None
Change 3285637 on 2017/02/03 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Pass in the DemoNetDriver pointer to the ConcurrentWithSlateTickTask instead of accessing it from the world in the task itself.
#rb john.pollard
#tests golden path
Change 3285479 on 2017/02/03 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Made bot communicate ults when they're up, not when they're using it #Orion
CL also contains a bit of code shuffling around, preparing ground for HTN plug in
#rb none
#test golden path
Change 3285125 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3285078
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3285124 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3283996 on 2017/02/02 by Michael.Trepka@Michael.Trepka_PC_Orion-Dev-General
Added UGameUserSettings::GetRecommandedResolutionScale() to replace UOrionGameUserSettings::GetDefaultResolutionScale(). This makes things less confusing (UGameUserSettings::GetRecommandedResolutionScale() returns scale recommended based on results of the benchmark and UGameUserSettings::GetDefaultResolutionScale() returns scale based on user settings) and fixes a regression introduced in 3257936 (OR-35544)
#rb Cody.Haskell
#tests Tested on PC
Change 3283951 on 2017/02/02 by Daniel.Lamb@daniel.lamb_T3905_6612
Ensure DDC commandlet calls begincacheforcookedplatformdata correctly.
#rb None
#!codereview Matthew.Griffin
#test DDC commandlet paragon.
Change 3283874 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
fix for invalid resource issue
#rb: none
#code review: Daniel.Wright
#tests: compile and editor with wolf
Change 3283621 on 2017/02/02 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Femme WIP whip aiming for Q ability.
#rb none
#tests Femme
Change 3283216 on 2017/02/02 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 37.2 @ CL 3282900
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3283199 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3282954 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
It becomes invalid on the resource, so checking null, but still wip on verifying this with Daniel Wright. He's sick out.
#rb:none
#tests: compile
#code review:Daniel.Wright
#Jira: OR-35418
Change 3281993 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Removed default unattended flag.
#rb Trivial
#test PS4 cook run paragon.
Change 3281990 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Potential fix for deterministic cooking issue with UMovieSceneSignedObjects.
#rb Andrew.Grant
#!codereview Max.Preussner
#test Cook and run paragon ps4.
Change 3281610 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
AimOffsetLookAt is now thread safe.
#rb lina.halper
#tests femme
Change 3281609 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Fixed 'Convert to AimOffset LookAt' option being broken in Persona.
#rb lina.halper
#tests works for Femme now.
Change 3281019 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3280498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3281018 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3280813 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: matthew.griffin
Prevent inclusion of NotForLicensees files when staging CrashReportClient config files
#rb none
#tests none
#!ROBOMERGE-SOURCE: CL 3280812 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3279921 on 2017/01/31 by Yanni.Tripolitis@yanni.tripolitis_Dev_General_Cary
Fixed an error in the Round MF, that was somehow "leaked" into Paragon from Odin.
#lockdown Billy.Rivers, Adam.Bellefeuil
#!codereview Tim.Elek
Change 3279178 on 2017/01/31 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed up diff files commandlet stack information
#rb Joe.Conley
#test Diff cooked packages
Change 3279084 on 2017/01/31 by Andrew.Grant@andrew.grant.T6730.orion.floating
Merging //UE4/Main at 3276432 through Orion-Staging
#rb #tests na
Change 3279078 on 2017/01/31 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3279032
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3279077 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277908 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_37 - Fix for "-game" crash with missing meta data
#RB:none
#Tests:none
[CodeReviewed]: andrew.grant, jamie.dale, mieszko.zielinski
#!ROBOMERGE-SOURCE: CL 3277901 in //Orion/Release-37/... via CL 3277902 via CL 3277904 via CL 3277905
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277520 on 2017/01/30 by Andrew.Grant@andrew.grant.T6730.orion.floating
Workaround for OR-35418
#!ROBOMERGE: Main
#rb none
#tests verified ShortSoloGame test completes without a crash
Change 3277357 on 2017/01/30 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed the rebuild lighting commandlet.
#rb Trivial
#test Rebuild lighting dev general
Change 3277322 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3277275
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3277296 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277210 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping test changes:
Fixed issue where with -stdout messages would be duplicated due to FeedbackContextAnsi echoing to stdout by default
Changed stdout output to postfix instead of trail newlines
Firstpass of finding and displaying crash callstacks in Orion Test Framework.
#rb none
#tests ran test framework with tests that purposefully crashed/checked
#!ROBOMERGE-SOURCE: CL 3276889 in //Orion/Release-37/... via CL 3277207 via CL 3277208 via CL 3277209
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3276774 on 2017/01/29 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for non-unity issue.
#tests compiled
#rb none
#!ROBOMERGE: Main, DUI
Change 3276594 on 2017/01/28 by Lina.Halper@Lina.Halper_Orion
Checked in potential fix for nonunity build issue
#rb:none
#tests:compile
Change 3275806 on 2017/01/27 by Ben.Salem@ben.salem_OrionMain
Adding in a checkpointing system for automated test passes where, if a client crashes while running a pass, on reboot and reissue of the automation command the test pass will start off where it left off, skipping the crashing test.
#rb clayton.langford
#tests Ran several dozen test passses. Seriously.
#!codereview steve.white, bob.ferreira, clayton.langford, adric.worley
Change 3275803 on 2017/01/27 by Shaun.Kime@shaun.kime_RDU-WD-9788_oriondevgen
Paragon has retainer widgets with no World set. When encountered, they can cause the scene list to be desynchronized with the rendering thread.
This logic resolves the issue by registering a null scene in this case, properly setting the slate scene index for subsequent slate draw calls.
#rb nick.darnell
#jira OR-34919
#TESTS na
Change 3275533 on 2017/01/27 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-40796
#rb andrew.rodham
#tests none
Change 3275093 on 2017/01/27 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3273298
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3273417 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3274700 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
#Anim curve crash on cooking
- fixed crash during cooking while accessing default value of material
- this code doesn't have to run during cooking with inactive world, so I'm checking that
#code review: Daniel.Wright, Chris.Bunner, Jurre.DeBaare
#rb: none
#tests: cooking
Change 3274129 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed safer to get featurelevel
#rb: Daniel.Wright
#tests: compile/wolf
Change 3274012 on 2017/01/26 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed crash in navigation grids
#jira OR-35356
#rb none
#tests PIE
Change 3273803 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed issue with animation curve getting reset to 0.f
- the issue is that skeleton contains material flag types, so now it just keeps setting the value
- even after I fix validation check, it still cleared it due to the material curve not found anymore, so added to support default value setting
#jira: OR-34563
#rb: Martin.Wilson, Chris.Bunner, Benn.Gallagher
#code review: Martin.Wilson, Daniel.Wright
#tests: wolf, coil
Change 3273257 on 2017/01/26 by Alexis.Matte@amatte-orion-dev-general
Isolate by material slot instead of section index. Add UI to isolate and highlight material in the material panel
#rb matt.kuhlenschmidt
#jira UE-41131
#tests none
Change 3272527 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: chris.bunner
Ensure FSceneRenderTargets snapshot copies default clear colors.
#tests Golden path on lowest and high settings
#rb None
#lockdown Jason.Bestimt
#jira OR-34905
#!ROBOMERGE-SOURCE: CL 3272507 in //Orion/Release-37.1/... via CL 3272521 via CL 3272525
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3272244 on 2017/01/25 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
Show more info when a material instance failed to compile
#jira OR-34626
#tests Forced crash in the debugger
#rb Daniel.Wright
Change 3272109 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: philip.buuck
Fix bad merge from Main
#rb Dan.Hertzka
#tests PIE
[CodeReviewed] Andrew.Grant
#lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3272106 in //Orion/Release-37.1/... via CL 3272107 via CL 3272108
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3271721 on 2017/01/25 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
jungle minions will spawn navigation obstacles when they are stuck in static geometry, fixed issues with falling off cliffs
#jira OR-35054
#rb Mieszko.Zielinski
#tests PIE
Change 3271432 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3271043
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3271429 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
[CL 3322856 by Andrew Grant in Main branch]
2017-02-25 19:37:22 -05:00
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|
|
|
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
|
|
|
SourceGrids[NewGridIdx].SetGridId(NextGridId);
|
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3316439)
#lockdown Nick.Penwarden
Change 3315047 on 2017/02/21 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
HTN code first check in #UE4
#rb none
#test currently unused
Change 3314042 on 2017/02/21 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - DAILY Main @ CL 3313484
#RB:none
#Tests:none
Change 3313355 on 2017/02/20 by Uriel.Doyon@uriel.doyon_PC2_Orion
Changed the preliminary GPU benchmark workloads to take into account the target workload.
This is to prevent running the last test with poor performance, risking a driver reset.
#jira OR-29915
#rb marcus.wassmer
#test Run the game triggering benchmarks
Change 3312553 on 2017/02/20 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Implemented a simple AITask for running EQS queries #UE4
#rb Lukasz.Furman
#test golden path
Change 3311661 on 2017/02/20 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3311631
#RB:none
#Tests:none
Change 3310392 on 2017/02/17 by Daniel.Lamb@daniel.lamb_T3905_6612
Unreal pak now outputs to named log files instead of timestamps.
#rb Trivial
#test Cook deploy paragon
#jira OR-36057
Change 3310196 on 2017/02/17 by Clayton.Langford@RDU-WD-8359_3635_Paragon_DevGen
Created an event to be fired whenever a GameplayCue is routed that passes all relevant info about that GC. Added a listener in OrionPhasedFunctionalTest that parses that event into a string and stores it in an array to be accessed from a test phase later.
#test PIE
#rb Ben.Salem, Adric.Worley
Change 3308437 on 2017/02/16 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3308413
(Prep for Merge up)
#RB:none
#Tests:none
Change 3306497 on 2017/02/16 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for compilation issue with USE_MALLOC_STOMP
#rb none
#tests compiled with malloc_stomp
Change 3306468 on 2017/02/16 by Cody.Haskell@OrionStream
#Orion
- Text popup work for Shield. If you click on an OrionEditableTextBox while running the game with -gfn, a special popup is called. Should do nothing normally.
#rb none
#tests PIE, golden path.
Change 3305945 on 2017/02/16 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Remove unused/deprecated UGameplayEffectExtension class
#rb #tests none
Change 3304630 on 2017/02/15 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge Mieszko stuff from MAIN to DG
#RB:none
#TestS:none
#!codereview: mieszko.zielinski
Change 3303785 on 2017/02/15 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 38.3 @ CL 3303224
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3303718 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
#!ROBOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand.
//Orion/Dev-General/OrionGame/Content/UI/DeckBuilder/DeckBuilderRoot.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/UI/Master_Layouts/FrontEnd.uasset - can't integrate exclusive file already opened
#!codereview: jason.bestimt
Change 3302382 on 2017/02/14 by Alexis.Matte@amatte-orion-dev-general
Fix import of morph target when there is no animation
#jira UE-41383
#jira OR-35859
#rb none
#test none
Change 3301538 on 2017/02/14 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3301392
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3301481 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3299985 on 2017/02/13 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
added time limit to "get out of overlap" move for minons to avoid getting stuck in moving to inaccessbile spots
#jira OR-35834
#rb Mieszko.Zielinski
#tests PIE
Change 3299732 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Tweaked the way EQS tests of negative score get normalized #UE4
#rb none
#test golden path + math
#!codereview Lukasz.Furman, John.Abercrombie
Change 3299724 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Generic AI interface extensions #UE4
Mostly getters
#rb none
#test golden path
Change 3299717 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
A little tweak to VisLog's point labels drawing - if there's only one point in a set it will no longer append '_0' to the label #UE4
#rb none
#test PIE
Change 3299527 on 2017/02/13 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Update libWebSockets binaries to fix Linux server web socket connections.
#tests matchmaking, mms
#rb none
Change 3299278 on 2017/02/13 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Ability Task Pass: tasks should not broadcast out (back into ability graph) if the owning ability has completed EndAbility.
#rb none
#tests pie, golden path
Change 3297884 on 2017/02/10 by Paul.Moore@OrionWorkspace_Dev-General
#mms
- Enable SSL module for PS4 (needed by OpenSSL when using WebSockets).
- Turn on verbose logging for WebSockets module for initial MMS debugging.
#tests PS4
#rb none
Change 3296911 on 2017/02/10 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Encode user search string so we support special characters
#rb RyanG
#tests Replays
Change 3296746 on 2017/02/10 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3296659
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3296735 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3296705 on 2017/02/10 by Daniel.Lamb@daniel.lamb_T3905_6612
Added support to the cooker for iterating shared builds.
#rb Not used yet
#test Fast cook paragon
Change 3295747 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrated WS upgrade header functionality with latest Fortnite libws changes.
- Added "ws" and "wss" protocols to web socket manager context.
#rb rob.cannaday
#!codereview rob.cannaday, james.hopkin
#tests win64, ps4
Change 3295579 on 2017/02/09 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Fix for replay backward compatibility from John.Pollard
#tests #rb na
Merging using OrionScratchReleaseMapping
Change 3295506 on 2017/02/09 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
O - Added option for force recompute tangents using skin cache
#rb none
#jira UE-41541
#tests Editor run, toggle, restart
Change 3295461 on 2017/02/09 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed huge interpolation times for linear network smoothing on stationary characters,
fixed mismatch in movement Base between NavWalking server and Walking client, causing some stationary characters to float in midair
copy of CL# 3295439
#jira OR-35664, OR-35572
#rb none
#tests game
Change 3294954 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrating Fortnite WebSocket changes into Orion that fixes some win10 issues.
#!codereview rob.cannaday, james.hopkin
#tests compile ps4, linux, win64
#rb none
Change 3294947 on 2017/02/09 by Daniel.Lamb@daniel.lamb_T3905_6612
The generate stub return result is considered as success when saving cooked packages.
Fixes bug with cooking blueprint nativized packages.
#rb Trivial
#test Cook paragon
Change 3293307 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for issue in last checkin - need to clear activecontext regardless
#rb none
#tests solo smoke with nullrhi
Change 3293284 on 2017/02/08 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Allow setting the per-frame time limit for processing queued bunches separately for instant replays, since they may have more strict timing/framerate requirements.
#rb john.pollard
#tests golden path
Change 3293148 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fixed invalid memory access* with nullrhi and suppressed IME warning if no valid window handle exists
(*Likely only an issue when running with memory validation)
#rb none
#tests verified invalid access exception no longer occurs with nullrhi
#!review-3293149 @Matt.Khulenschmidt
Change 3293103 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Fix build
#jira OR-34918
#rb none
#tests none
Change 3292921 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Force local player to maintain x fov axis.
#jira OR-34918
#rb david.ratti
#tests Render/PIE a level sequence and test that the camera isn't zoomed in.
Change 3292869 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Yet more logging for OR-35448
#rb #tests none
Change 3292821 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: rob.cannaday
PS4 libwebsockets build fix
Update build cs files to point to PS4 file location
Copy libwebsocket include directory from Fortnite to Orion
#rb paul.moore
#tests compile/link Win64 Development Editor, PS4 Debug, Linux Development Server
#!ROBOMERGE-SOURCE: CL 3292820 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292277 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DMM @ CL 3292219
#RB:none
#Tests:none
[CODEREVIEW] paul.moore, benjamin.crocker
#QAReview
#!ROBOMERGE-SOURCE: CL 3292276 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292211 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Pulling new ags library from Release-4.15 and reverting hack that disabled feature for AMD users
#rb Marcus.Wassmer
#tests compiled
Change 3292167 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Additional logging for OR-35448
#rb none
#tests pie
Change 3289462 on 2017/02/06 by Ben.Salem@ben.salem_OrionMain
Adding priority filters to Automation tests, also commands to filter on priority levels.
#rb adric worley
#tests Compiled, ran a few commands to verify it works.
Change 3288801 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 (38.3) @ CL 3288681
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3288800 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3288750 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed issue when cooking client and server platforms in single cook some packages would be marked incorrectly because they would be stripped when from client / server.
#rb Andrew.Grant
#test Cook paragon
Change 3288624 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Unlocked network version
#rb #tests na
OR-35603
Change 3288612 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Added more ini settings to the iterative ini blacklist.
#rb Trivial
#test Iterative Cook Paragon
Change 3288184 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Downgraded warning to display
#!review-3288185 @David.Ratti
#rb none
#tests none
Change 3287634 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ 3287498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3287619 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3286668 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix a crash when importing a LOD containing different material with less sections
#rb none
#test none
Change 3286112 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
#rb matt.kuhlenschmidt
#test see the jira
Change 3285859 on 2017/02/03 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed merge error from last checkin with the DDC commandlet
#!codereview Matthew.Griffin
#test DDC commandlet paragon
#rb None
Change 3285637 on 2017/02/03 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Pass in the DemoNetDriver pointer to the ConcurrentWithSlateTickTask instead of accessing it from the world in the task itself.
#rb john.pollard
#tests golden path
Change 3285479 on 2017/02/03 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Made bot communicate ults when they're up, not when they're using it #Orion
CL also contains a bit of code shuffling around, preparing ground for HTN plug in
#rb none
#test golden path
Change 3285125 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3285078
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3285124 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3283996 on 2017/02/02 by Michael.Trepka@Michael.Trepka_PC_Orion-Dev-General
Added UGameUserSettings::GetRecommandedResolutionScale() to replace UOrionGameUserSettings::GetDefaultResolutionScale(). This makes things less confusing (UGameUserSettings::GetRecommandedResolutionScale() returns scale recommended based on results of the benchmark and UGameUserSettings::GetDefaultResolutionScale() returns scale based on user settings) and fixes a regression introduced in 3257936 (OR-35544)
#rb Cody.Haskell
#tests Tested on PC
Change 3283951 on 2017/02/02 by Daniel.Lamb@daniel.lamb_T3905_6612
Ensure DDC commandlet calls begincacheforcookedplatformdata correctly.
#rb None
#!codereview Matthew.Griffin
#test DDC commandlet paragon.
Change 3283874 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
fix for invalid resource issue
#rb: none
#code review: Daniel.Wright
#tests: compile and editor with wolf
Change 3283621 on 2017/02/02 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Femme WIP whip aiming for Q ability.
#rb none
#tests Femme
Change 3283216 on 2017/02/02 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 37.2 @ CL 3282900
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3283199 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3282954 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
It becomes invalid on the resource, so checking null, but still wip on verifying this with Daniel Wright. He's sick out.
#rb:none
#tests: compile
#code review:Daniel.Wright
#Jira: OR-35418
Change 3281993 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Removed default unattended flag.
#rb Trivial
#test PS4 cook run paragon.
Change 3281990 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Potential fix for deterministic cooking issue with UMovieSceneSignedObjects.
#rb Andrew.Grant
#!codereview Max.Preussner
#test Cook and run paragon ps4.
Change 3281610 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
AimOffsetLookAt is now thread safe.
#rb lina.halper
#tests femme
Change 3281609 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Fixed 'Convert to AimOffset LookAt' option being broken in Persona.
#rb lina.halper
#tests works for Femme now.
Change 3281019 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3280498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3281018 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3280813 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: matthew.griffin
Prevent inclusion of NotForLicensees files when staging CrashReportClient config files
#rb none
#tests none
#!ROBOMERGE-SOURCE: CL 3280812 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3279921 on 2017/01/31 by Yanni.Tripolitis@yanni.tripolitis_Dev_General_Cary
Fixed an error in the Round MF, that was somehow "leaked" into Paragon from Odin.
#lockdown Billy.Rivers, Adam.Bellefeuil
#!codereview Tim.Elek
Change 3279178 on 2017/01/31 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed up diff files commandlet stack information
#rb Joe.Conley
#test Diff cooked packages
Change 3279084 on 2017/01/31 by Andrew.Grant@andrew.grant.T6730.orion.floating
Merging //UE4/Main at 3276432 through Orion-Staging
#rb #tests na
Change 3279078 on 2017/01/31 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3279032
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3279077 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277908 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_37 - Fix for "-game" crash with missing meta data
#RB:none
#Tests:none
[CodeReviewed]: andrew.grant, jamie.dale, mieszko.zielinski
#!ROBOMERGE-SOURCE: CL 3277901 in //Orion/Release-37/... via CL 3277902 via CL 3277904 via CL 3277905
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277520 on 2017/01/30 by Andrew.Grant@andrew.grant.T6730.orion.floating
Workaround for OR-35418
#!ROBOMERGE: Main
#rb none
#tests verified ShortSoloGame test completes without a crash
Change 3277357 on 2017/01/30 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed the rebuild lighting commandlet.
#rb Trivial
#test Rebuild lighting dev general
Change 3277322 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3277275
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3277296 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277210 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping test changes:
Fixed issue where with -stdout messages would be duplicated due to FeedbackContextAnsi echoing to stdout by default
Changed stdout output to postfix instead of trail newlines
Firstpass of finding and displaying crash callstacks in Orion Test Framework.
#rb none
#tests ran test framework with tests that purposefully crashed/checked
#!ROBOMERGE-SOURCE: CL 3276889 in //Orion/Release-37/... via CL 3277207 via CL 3277208 via CL 3277209
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3276774 on 2017/01/29 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for non-unity issue.
#tests compiled
#rb none
#!ROBOMERGE: Main, DUI
Change 3276594 on 2017/01/28 by Lina.Halper@Lina.Halper_Orion
Checked in potential fix for nonunity build issue
#rb:none
#tests:compile
Change 3275806 on 2017/01/27 by Ben.Salem@ben.salem_OrionMain
Adding in a checkpointing system for automated test passes where, if a client crashes while running a pass, on reboot and reissue of the automation command the test pass will start off where it left off, skipping the crashing test.
#rb clayton.langford
#tests Ran several dozen test passses. Seriously.
#!codereview steve.white, bob.ferreira, clayton.langford, adric.worley
Change 3275803 on 2017/01/27 by Shaun.Kime@shaun.kime_RDU-WD-9788_oriondevgen
Paragon has retainer widgets with no World set. When encountered, they can cause the scene list to be desynchronized with the rendering thread.
This logic resolves the issue by registering a null scene in this case, properly setting the slate scene index for subsequent slate draw calls.
#rb nick.darnell
#jira OR-34919
#TESTS na
Change 3275533 on 2017/01/27 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-40796
#rb andrew.rodham
#tests none
Change 3275093 on 2017/01/27 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3273298
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3273417 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3274700 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
#Anim curve crash on cooking
- fixed crash during cooking while accessing default value of material
- this code doesn't have to run during cooking with inactive world, so I'm checking that
#code review: Daniel.Wright, Chris.Bunner, Jurre.DeBaare
#rb: none
#tests: cooking
Change 3274129 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed safer to get featurelevel
#rb: Daniel.Wright
#tests: compile/wolf
Change 3274012 on 2017/01/26 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed crash in navigation grids
#jira OR-35356
#rb none
#tests PIE
Change 3273803 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed issue with animation curve getting reset to 0.f
- the issue is that skeleton contains material flag types, so now it just keeps setting the value
- even after I fix validation check, it still cleared it due to the material curve not found anymore, so added to support default value setting
#jira: OR-34563
#rb: Martin.Wilson, Chris.Bunner, Benn.Gallagher
#code review: Martin.Wilson, Daniel.Wright
#tests: wolf, coil
Change 3273257 on 2017/01/26 by Alexis.Matte@amatte-orion-dev-general
Isolate by material slot instead of section index. Add UI to isolate and highlight material in the material panel
#rb matt.kuhlenschmidt
#jira UE-41131
#tests none
Change 3272527 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: chris.bunner
Ensure FSceneRenderTargets snapshot copies default clear colors.
#tests Golden path on lowest and high settings
#rb None
#lockdown Jason.Bestimt
#jira OR-34905
#!ROBOMERGE-SOURCE: CL 3272507 in //Orion/Release-37.1/... via CL 3272521 via CL 3272525
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3272244 on 2017/01/25 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
Show more info when a material instance failed to compile
#jira OR-34626
#tests Forced crash in the debugger
#rb Daniel.Wright
Change 3272109 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: philip.buuck
Fix bad merge from Main
#rb Dan.Hertzka
#tests PIE
[CodeReviewed] Andrew.Grant
#lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3272106 in //Orion/Release-37.1/... via CL 3272107 via CL 3272108
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3271721 on 2017/01/25 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
jungle minions will spawn navigation obstacles when they are stuck in static geometry, fixed issues with falling off cliffs
#jira OR-35054
#rb Mieszko.Zielinski
#tests PIE
Change 3271432 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3271043
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3271429 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
[CL 3322856 by Andrew Grant in Main branch]
2017-02-25 19:37:22 -05:00
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SourceGrids[NewGridIdx].LastAccessTime = GameTime;
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const int32 UsedId = SourceGrids[NewGridIdx].GetGridId();
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
|
|
|
NextGridId++;
|
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3316439)
#lockdown Nick.Penwarden
Change 3315047 on 2017/02/21 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
HTN code first check in #UE4
#rb none
#test currently unused
Change 3314042 on 2017/02/21 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - DAILY Main @ CL 3313484
#RB:none
#Tests:none
Change 3313355 on 2017/02/20 by Uriel.Doyon@uriel.doyon_PC2_Orion
Changed the preliminary GPU benchmark workloads to take into account the target workload.
This is to prevent running the last test with poor performance, risking a driver reset.
#jira OR-29915
#rb marcus.wassmer
#test Run the game triggering benchmarks
Change 3312553 on 2017/02/20 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Implemented a simple AITask for running EQS queries #UE4
#rb Lukasz.Furman
#test golden path
Change 3311661 on 2017/02/20 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3311631
#RB:none
#Tests:none
Change 3310392 on 2017/02/17 by Daniel.Lamb@daniel.lamb_T3905_6612
Unreal pak now outputs to named log files instead of timestamps.
#rb Trivial
#test Cook deploy paragon
#jira OR-36057
Change 3310196 on 2017/02/17 by Clayton.Langford@RDU-WD-8359_3635_Paragon_DevGen
Created an event to be fired whenever a GameplayCue is routed that passes all relevant info about that GC. Added a listener in OrionPhasedFunctionalTest that parses that event into a string and stores it in an array to be accessed from a test phase later.
#test PIE
#rb Ben.Salem, Adric.Worley
Change 3308437 on 2017/02/16 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3308413
(Prep for Merge up)
#RB:none
#Tests:none
Change 3306497 on 2017/02/16 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for compilation issue with USE_MALLOC_STOMP
#rb none
#tests compiled with malloc_stomp
Change 3306468 on 2017/02/16 by Cody.Haskell@OrionStream
#Orion
- Text popup work for Shield. If you click on an OrionEditableTextBox while running the game with -gfn, a special popup is called. Should do nothing normally.
#rb none
#tests PIE, golden path.
Change 3305945 on 2017/02/16 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Remove unused/deprecated UGameplayEffectExtension class
#rb #tests none
Change 3304630 on 2017/02/15 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge Mieszko stuff from MAIN to DG
#RB:none
#TestS:none
#!codereview: mieszko.zielinski
Change 3303785 on 2017/02/15 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 38.3 @ CL 3303224
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3303718 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
#!ROBOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand.
//Orion/Dev-General/OrionGame/Content/UI/DeckBuilder/DeckBuilderRoot.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/UI/Master_Layouts/FrontEnd.uasset - can't integrate exclusive file already opened
#!codereview: jason.bestimt
Change 3302382 on 2017/02/14 by Alexis.Matte@amatte-orion-dev-general
Fix import of morph target when there is no animation
#jira UE-41383
#jira OR-35859
#rb none
#test none
Change 3301538 on 2017/02/14 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3301392
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3301481 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3299985 on 2017/02/13 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
added time limit to "get out of overlap" move for minons to avoid getting stuck in moving to inaccessbile spots
#jira OR-35834
#rb Mieszko.Zielinski
#tests PIE
Change 3299732 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Tweaked the way EQS tests of negative score get normalized #UE4
#rb none
#test golden path + math
#!codereview Lukasz.Furman, John.Abercrombie
Change 3299724 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Generic AI interface extensions #UE4
Mostly getters
#rb none
#test golden path
Change 3299717 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
A little tweak to VisLog's point labels drawing - if there's only one point in a set it will no longer append '_0' to the label #UE4
#rb none
#test PIE
Change 3299527 on 2017/02/13 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Update libWebSockets binaries to fix Linux server web socket connections.
#tests matchmaking, mms
#rb none
Change 3299278 on 2017/02/13 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Ability Task Pass: tasks should not broadcast out (back into ability graph) if the owning ability has completed EndAbility.
#rb none
#tests pie, golden path
Change 3297884 on 2017/02/10 by Paul.Moore@OrionWorkspace_Dev-General
#mms
- Enable SSL module for PS4 (needed by OpenSSL when using WebSockets).
- Turn on verbose logging for WebSockets module for initial MMS debugging.
#tests PS4
#rb none
Change 3296911 on 2017/02/10 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Encode user search string so we support special characters
#rb RyanG
#tests Replays
Change 3296746 on 2017/02/10 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3296659
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3296735 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3296705 on 2017/02/10 by Daniel.Lamb@daniel.lamb_T3905_6612
Added support to the cooker for iterating shared builds.
#rb Not used yet
#test Fast cook paragon
Change 3295747 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrated WS upgrade header functionality with latest Fortnite libws changes.
- Added "ws" and "wss" protocols to web socket manager context.
#rb rob.cannaday
#!codereview rob.cannaday, james.hopkin
#tests win64, ps4
Change 3295579 on 2017/02/09 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Fix for replay backward compatibility from John.Pollard
#tests #rb na
Merging using OrionScratchReleaseMapping
Change 3295506 on 2017/02/09 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
O - Added option for force recompute tangents using skin cache
#rb none
#jira UE-41541
#tests Editor run, toggle, restart
Change 3295461 on 2017/02/09 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed huge interpolation times for linear network smoothing on stationary characters,
fixed mismatch in movement Base between NavWalking server and Walking client, causing some stationary characters to float in midair
copy of CL# 3295439
#jira OR-35664, OR-35572
#rb none
#tests game
Change 3294954 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrating Fortnite WebSocket changes into Orion that fixes some win10 issues.
#!codereview rob.cannaday, james.hopkin
#tests compile ps4, linux, win64
#rb none
Change 3294947 on 2017/02/09 by Daniel.Lamb@daniel.lamb_T3905_6612
The generate stub return result is considered as success when saving cooked packages.
Fixes bug with cooking blueprint nativized packages.
#rb Trivial
#test Cook paragon
Change 3293307 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for issue in last checkin - need to clear activecontext regardless
#rb none
#tests solo smoke with nullrhi
Change 3293284 on 2017/02/08 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Allow setting the per-frame time limit for processing queued bunches separately for instant replays, since they may have more strict timing/framerate requirements.
#rb john.pollard
#tests golden path
Change 3293148 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fixed invalid memory access* with nullrhi and suppressed IME warning if no valid window handle exists
(*Likely only an issue when running with memory validation)
#rb none
#tests verified invalid access exception no longer occurs with nullrhi
#!review-3293149 @Matt.Khulenschmidt
Change 3293103 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Fix build
#jira OR-34918
#rb none
#tests none
Change 3292921 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Force local player to maintain x fov axis.
#jira OR-34918
#rb david.ratti
#tests Render/PIE a level sequence and test that the camera isn't zoomed in.
Change 3292869 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Yet more logging for OR-35448
#rb #tests none
Change 3292821 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: rob.cannaday
PS4 libwebsockets build fix
Update build cs files to point to PS4 file location
Copy libwebsocket include directory from Fortnite to Orion
#rb paul.moore
#tests compile/link Win64 Development Editor, PS4 Debug, Linux Development Server
#!ROBOMERGE-SOURCE: CL 3292820 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292277 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DMM @ CL 3292219
#RB:none
#Tests:none
[CODEREVIEW] paul.moore, benjamin.crocker
#QAReview
#!ROBOMERGE-SOURCE: CL 3292276 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292211 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Pulling new ags library from Release-4.15 and reverting hack that disabled feature for AMD users
#rb Marcus.Wassmer
#tests compiled
Change 3292167 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Additional logging for OR-35448
#rb none
#tests pie
Change 3289462 on 2017/02/06 by Ben.Salem@ben.salem_OrionMain
Adding priority filters to Automation tests, also commands to filter on priority levels.
#rb adric worley
#tests Compiled, ran a few commands to verify it works.
Change 3288801 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 (38.3) @ CL 3288681
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3288800 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3288750 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed issue when cooking client and server platforms in single cook some packages would be marked incorrectly because they would be stripped when from client / server.
#rb Andrew.Grant
#test Cook paragon
Change 3288624 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Unlocked network version
#rb #tests na
OR-35603
Change 3288612 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Added more ini settings to the iterative ini blacklist.
#rb Trivial
#test Iterative Cook Paragon
Change 3288184 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Downgraded warning to display
#!review-3288185 @David.Ratti
#rb none
#tests none
Change 3287634 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ 3287498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3287619 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3286668 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix a crash when importing a LOD containing different material with less sections
#rb none
#test none
Change 3286112 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
#rb matt.kuhlenschmidt
#test see the jira
Change 3285859 on 2017/02/03 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed merge error from last checkin with the DDC commandlet
#!codereview Matthew.Griffin
#test DDC commandlet paragon
#rb None
Change 3285637 on 2017/02/03 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Pass in the DemoNetDriver pointer to the ConcurrentWithSlateTickTask instead of accessing it from the world in the task itself.
#rb john.pollard
#tests golden path
Change 3285479 on 2017/02/03 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Made bot communicate ults when they're up, not when they're using it #Orion
CL also contains a bit of code shuffling around, preparing ground for HTN plug in
#rb none
#test golden path
Change 3285125 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3285078
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3285124 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3283996 on 2017/02/02 by Michael.Trepka@Michael.Trepka_PC_Orion-Dev-General
Added UGameUserSettings::GetRecommandedResolutionScale() to replace UOrionGameUserSettings::GetDefaultResolutionScale(). This makes things less confusing (UGameUserSettings::GetRecommandedResolutionScale() returns scale recommended based on results of the benchmark and UGameUserSettings::GetDefaultResolutionScale() returns scale based on user settings) and fixes a regression introduced in 3257936 (OR-35544)
#rb Cody.Haskell
#tests Tested on PC
Change 3283951 on 2017/02/02 by Daniel.Lamb@daniel.lamb_T3905_6612
Ensure DDC commandlet calls begincacheforcookedplatformdata correctly.
#rb None
#!codereview Matthew.Griffin
#test DDC commandlet paragon.
Change 3283874 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
fix for invalid resource issue
#rb: none
#code review: Daniel.Wright
#tests: compile and editor with wolf
Change 3283621 on 2017/02/02 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Femme WIP whip aiming for Q ability.
#rb none
#tests Femme
Change 3283216 on 2017/02/02 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 37.2 @ CL 3282900
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3283199 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3282954 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
It becomes invalid on the resource, so checking null, but still wip on verifying this with Daniel Wright. He's sick out.
#rb:none
#tests: compile
#code review:Daniel.Wright
#Jira: OR-35418
Change 3281993 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Removed default unattended flag.
#rb Trivial
#test PS4 cook run paragon.
Change 3281990 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Potential fix for deterministic cooking issue with UMovieSceneSignedObjects.
#rb Andrew.Grant
#!codereview Max.Preussner
#test Cook and run paragon ps4.
Change 3281610 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
AimOffsetLookAt is now thread safe.
#rb lina.halper
#tests femme
Change 3281609 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Fixed 'Convert to AimOffset LookAt' option being broken in Persona.
#rb lina.halper
#tests works for Femme now.
Change 3281019 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3280498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3281018 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3280813 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: matthew.griffin
Prevent inclusion of NotForLicensees files when staging CrashReportClient config files
#rb none
#tests none
#!ROBOMERGE-SOURCE: CL 3280812 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3279921 on 2017/01/31 by Yanni.Tripolitis@yanni.tripolitis_Dev_General_Cary
Fixed an error in the Round MF, that was somehow "leaked" into Paragon from Odin.
#lockdown Billy.Rivers, Adam.Bellefeuil
#!codereview Tim.Elek
Change 3279178 on 2017/01/31 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed up diff files commandlet stack information
#rb Joe.Conley
#test Diff cooked packages
Change 3279084 on 2017/01/31 by Andrew.Grant@andrew.grant.T6730.orion.floating
Merging //UE4/Main at 3276432 through Orion-Staging
#rb #tests na
Change 3279078 on 2017/01/31 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3279032
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3279077 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277908 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_37 - Fix for "-game" crash with missing meta data
#RB:none
#Tests:none
[CodeReviewed]: andrew.grant, jamie.dale, mieszko.zielinski
#!ROBOMERGE-SOURCE: CL 3277901 in //Orion/Release-37/... via CL 3277902 via CL 3277904 via CL 3277905
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277520 on 2017/01/30 by Andrew.Grant@andrew.grant.T6730.orion.floating
Workaround for OR-35418
#!ROBOMERGE: Main
#rb none
#tests verified ShortSoloGame test completes without a crash
Change 3277357 on 2017/01/30 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed the rebuild lighting commandlet.
#rb Trivial
#test Rebuild lighting dev general
Change 3277322 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3277275
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3277296 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277210 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping test changes:
Fixed issue where with -stdout messages would be duplicated due to FeedbackContextAnsi echoing to stdout by default
Changed stdout output to postfix instead of trail newlines
Firstpass of finding and displaying crash callstacks in Orion Test Framework.
#rb none
#tests ran test framework with tests that purposefully crashed/checked
#!ROBOMERGE-SOURCE: CL 3276889 in //Orion/Release-37/... via CL 3277207 via CL 3277208 via CL 3277209
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3276774 on 2017/01/29 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for non-unity issue.
#tests compiled
#rb none
#!ROBOMERGE: Main, DUI
Change 3276594 on 2017/01/28 by Lina.Halper@Lina.Halper_Orion
Checked in potential fix for nonunity build issue
#rb:none
#tests:compile
Change 3275806 on 2017/01/27 by Ben.Salem@ben.salem_OrionMain
Adding in a checkpointing system for automated test passes where, if a client crashes while running a pass, on reboot and reissue of the automation command the test pass will start off where it left off, skipping the crashing test.
#rb clayton.langford
#tests Ran several dozen test passses. Seriously.
#!codereview steve.white, bob.ferreira, clayton.langford, adric.worley
Change 3275803 on 2017/01/27 by Shaun.Kime@shaun.kime_RDU-WD-9788_oriondevgen
Paragon has retainer widgets with no World set. When encountered, they can cause the scene list to be desynchronized with the rendering thread.
This logic resolves the issue by registering a null scene in this case, properly setting the slate scene index for subsequent slate draw calls.
#rb nick.darnell
#jira OR-34919
#TESTS na
Change 3275533 on 2017/01/27 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-40796
#rb andrew.rodham
#tests none
Change 3275093 on 2017/01/27 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3273298
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3273417 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3274700 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
#Anim curve crash on cooking
- fixed crash during cooking while accessing default value of material
- this code doesn't have to run during cooking with inactive world, so I'm checking that
#code review: Daniel.Wright, Chris.Bunner, Jurre.DeBaare
#rb: none
#tests: cooking
Change 3274129 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed safer to get featurelevel
#rb: Daniel.Wright
#tests: compile/wolf
Change 3274012 on 2017/01/26 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed crash in navigation grids
#jira OR-35356
#rb none
#tests PIE
Change 3273803 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed issue with animation curve getting reset to 0.f
- the issue is that skeleton contains material flag types, so now it just keeps setting the value
- even after I fix validation check, it still cleared it due to the material curve not found anymore, so added to support default value setting
#jira: OR-34563
#rb: Martin.Wilson, Chris.Bunner, Benn.Gallagher
#code review: Martin.Wilson, Daniel.Wright
#tests: wolf, coil
Change 3273257 on 2017/01/26 by Alexis.Matte@amatte-orion-dev-general
Isolate by material slot instead of section index. Add UI to isolate and highlight material in the material panel
#rb matt.kuhlenschmidt
#jira UE-41131
#tests none
Change 3272527 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: chris.bunner
Ensure FSceneRenderTargets snapshot copies default clear colors.
#tests Golden path on lowest and high settings
#rb None
#lockdown Jason.Bestimt
#jira OR-34905
#!ROBOMERGE-SOURCE: CL 3272507 in //Orion/Release-37.1/... via CL 3272521 via CL 3272525
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3272244 on 2017/01/25 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
Show more info when a material instance failed to compile
#jira OR-34626
#tests Forced crash in the debugger
#rb Daniel.Wright
Change 3272109 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: philip.buuck
Fix bad merge from Main
#rb Dan.Hertzka
#tests PIE
[CodeReviewed] Andrew.Grant
#lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3272106 in //Orion/Release-37.1/... via CL 3272107 via CL 3272108
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3271721 on 2017/01/25 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
jungle minions will spawn navigation obstacles when they are stuck in static geometry, fixed issues with falling off cliffs
#jira OR-35054
#rb Mieszko.Zielinski
#tests PIE
Change 3271432 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3271043
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3271429 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
[CL 3322856 by Andrew Grant in Main branch]
2017-02-25 19:37:22 -05:00
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UpdateSourceGrids();
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
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bNeedsRebuilds = true;
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if (bUpdate)
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{
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RebuildGrids();
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}
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3316439)
#lockdown Nick.Penwarden
Change 3315047 on 2017/02/21 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
HTN code first check in #UE4
#rb none
#test currently unused
Change 3314042 on 2017/02/21 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - DAILY Main @ CL 3313484
#RB:none
#Tests:none
Change 3313355 on 2017/02/20 by Uriel.Doyon@uriel.doyon_PC2_Orion
Changed the preliminary GPU benchmark workloads to take into account the target workload.
This is to prevent running the last test with poor performance, risking a driver reset.
#jira OR-29915
#rb marcus.wassmer
#test Run the game triggering benchmarks
Change 3312553 on 2017/02/20 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Implemented a simple AITask for running EQS queries #UE4
#rb Lukasz.Furman
#test golden path
Change 3311661 on 2017/02/20 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3311631
#RB:none
#Tests:none
Change 3310392 on 2017/02/17 by Daniel.Lamb@daniel.lamb_T3905_6612
Unreal pak now outputs to named log files instead of timestamps.
#rb Trivial
#test Cook deploy paragon
#jira OR-36057
Change 3310196 on 2017/02/17 by Clayton.Langford@RDU-WD-8359_3635_Paragon_DevGen
Created an event to be fired whenever a GameplayCue is routed that passes all relevant info about that GC. Added a listener in OrionPhasedFunctionalTest that parses that event into a string and stores it in an array to be accessed from a test phase later.
#test PIE
#rb Ben.Salem, Adric.Worley
Change 3308437 on 2017/02/16 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3308413
(Prep for Merge up)
#RB:none
#Tests:none
Change 3306497 on 2017/02/16 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for compilation issue with USE_MALLOC_STOMP
#rb none
#tests compiled with malloc_stomp
Change 3306468 on 2017/02/16 by Cody.Haskell@OrionStream
#Orion
- Text popup work for Shield. If you click on an OrionEditableTextBox while running the game with -gfn, a special popup is called. Should do nothing normally.
#rb none
#tests PIE, golden path.
Change 3305945 on 2017/02/16 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Remove unused/deprecated UGameplayEffectExtension class
#rb #tests none
Change 3304630 on 2017/02/15 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge Mieszko stuff from MAIN to DG
#RB:none
#TestS:none
#!codereview: mieszko.zielinski
Change 3303785 on 2017/02/15 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 38.3 @ CL 3303224
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3303718 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
#!ROBOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand.
//Orion/Dev-General/OrionGame/Content/UI/DeckBuilder/DeckBuilderRoot.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/UI/Master_Layouts/FrontEnd.uasset - can't integrate exclusive file already opened
#!codereview: jason.bestimt
Change 3302382 on 2017/02/14 by Alexis.Matte@amatte-orion-dev-general
Fix import of morph target when there is no animation
#jira UE-41383
#jira OR-35859
#rb none
#test none
Change 3301538 on 2017/02/14 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3301392
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3301481 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3299985 on 2017/02/13 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
added time limit to "get out of overlap" move for minons to avoid getting stuck in moving to inaccessbile spots
#jira OR-35834
#rb Mieszko.Zielinski
#tests PIE
Change 3299732 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Tweaked the way EQS tests of negative score get normalized #UE4
#rb none
#test golden path + math
#!codereview Lukasz.Furman, John.Abercrombie
Change 3299724 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Generic AI interface extensions #UE4
Mostly getters
#rb none
#test golden path
Change 3299717 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
A little tweak to VisLog's point labels drawing - if there's only one point in a set it will no longer append '_0' to the label #UE4
#rb none
#test PIE
Change 3299527 on 2017/02/13 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Update libWebSockets binaries to fix Linux server web socket connections.
#tests matchmaking, mms
#rb none
Change 3299278 on 2017/02/13 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Ability Task Pass: tasks should not broadcast out (back into ability graph) if the owning ability has completed EndAbility.
#rb none
#tests pie, golden path
Change 3297884 on 2017/02/10 by Paul.Moore@OrionWorkspace_Dev-General
#mms
- Enable SSL module for PS4 (needed by OpenSSL when using WebSockets).
- Turn on verbose logging for WebSockets module for initial MMS debugging.
#tests PS4
#rb none
Change 3296911 on 2017/02/10 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Encode user search string so we support special characters
#rb RyanG
#tests Replays
Change 3296746 on 2017/02/10 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3296659
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3296735 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3296705 on 2017/02/10 by Daniel.Lamb@daniel.lamb_T3905_6612
Added support to the cooker for iterating shared builds.
#rb Not used yet
#test Fast cook paragon
Change 3295747 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrated WS upgrade header functionality with latest Fortnite libws changes.
- Added "ws" and "wss" protocols to web socket manager context.
#rb rob.cannaday
#!codereview rob.cannaday, james.hopkin
#tests win64, ps4
Change 3295579 on 2017/02/09 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Fix for replay backward compatibility from John.Pollard
#tests #rb na
Merging using OrionScratchReleaseMapping
Change 3295506 on 2017/02/09 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
O - Added option for force recompute tangents using skin cache
#rb none
#jira UE-41541
#tests Editor run, toggle, restart
Change 3295461 on 2017/02/09 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed huge interpolation times for linear network smoothing on stationary characters,
fixed mismatch in movement Base between NavWalking server and Walking client, causing some stationary characters to float in midair
copy of CL# 3295439
#jira OR-35664, OR-35572
#rb none
#tests game
Change 3294954 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrating Fortnite WebSocket changes into Orion that fixes some win10 issues.
#!codereview rob.cannaday, james.hopkin
#tests compile ps4, linux, win64
#rb none
Change 3294947 on 2017/02/09 by Daniel.Lamb@daniel.lamb_T3905_6612
The generate stub return result is considered as success when saving cooked packages.
Fixes bug with cooking blueprint nativized packages.
#rb Trivial
#test Cook paragon
Change 3293307 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for issue in last checkin - need to clear activecontext regardless
#rb none
#tests solo smoke with nullrhi
Change 3293284 on 2017/02/08 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Allow setting the per-frame time limit for processing queued bunches separately for instant replays, since they may have more strict timing/framerate requirements.
#rb john.pollard
#tests golden path
Change 3293148 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fixed invalid memory access* with nullrhi and suppressed IME warning if no valid window handle exists
(*Likely only an issue when running with memory validation)
#rb none
#tests verified invalid access exception no longer occurs with nullrhi
#!review-3293149 @Matt.Khulenschmidt
Change 3293103 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Fix build
#jira OR-34918
#rb none
#tests none
Change 3292921 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Force local player to maintain x fov axis.
#jira OR-34918
#rb david.ratti
#tests Render/PIE a level sequence and test that the camera isn't zoomed in.
Change 3292869 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Yet more logging for OR-35448
#rb #tests none
Change 3292821 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: rob.cannaday
PS4 libwebsockets build fix
Update build cs files to point to PS4 file location
Copy libwebsocket include directory from Fortnite to Orion
#rb paul.moore
#tests compile/link Win64 Development Editor, PS4 Debug, Linux Development Server
#!ROBOMERGE-SOURCE: CL 3292820 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292277 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DMM @ CL 3292219
#RB:none
#Tests:none
[CODEREVIEW] paul.moore, benjamin.crocker
#QAReview
#!ROBOMERGE-SOURCE: CL 3292276 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292211 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Pulling new ags library from Release-4.15 and reverting hack that disabled feature for AMD users
#rb Marcus.Wassmer
#tests compiled
Change 3292167 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Additional logging for OR-35448
#rb none
#tests pie
Change 3289462 on 2017/02/06 by Ben.Salem@ben.salem_OrionMain
Adding priority filters to Automation tests, also commands to filter on priority levels.
#rb adric worley
#tests Compiled, ran a few commands to verify it works.
Change 3288801 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 (38.3) @ CL 3288681
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3288800 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3288750 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed issue when cooking client and server platforms in single cook some packages would be marked incorrectly because they would be stripped when from client / server.
#rb Andrew.Grant
#test Cook paragon
Change 3288624 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Unlocked network version
#rb #tests na
OR-35603
Change 3288612 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Added more ini settings to the iterative ini blacklist.
#rb Trivial
#test Iterative Cook Paragon
Change 3288184 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Downgraded warning to display
#!review-3288185 @David.Ratti
#rb none
#tests none
Change 3287634 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ 3287498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3287619 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3286668 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix a crash when importing a LOD containing different material with less sections
#rb none
#test none
Change 3286112 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
#rb matt.kuhlenschmidt
#test see the jira
Change 3285859 on 2017/02/03 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed merge error from last checkin with the DDC commandlet
#!codereview Matthew.Griffin
#test DDC commandlet paragon
#rb None
Change 3285637 on 2017/02/03 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Pass in the DemoNetDriver pointer to the ConcurrentWithSlateTickTask instead of accessing it from the world in the task itself.
#rb john.pollard
#tests golden path
Change 3285479 on 2017/02/03 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Made bot communicate ults when they're up, not when they're using it #Orion
CL also contains a bit of code shuffling around, preparing ground for HTN plug in
#rb none
#test golden path
Change 3285125 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3285078
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3285124 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3283996 on 2017/02/02 by Michael.Trepka@Michael.Trepka_PC_Orion-Dev-General
Added UGameUserSettings::GetRecommandedResolutionScale() to replace UOrionGameUserSettings::GetDefaultResolutionScale(). This makes things less confusing (UGameUserSettings::GetRecommandedResolutionScale() returns scale recommended based on results of the benchmark and UGameUserSettings::GetDefaultResolutionScale() returns scale based on user settings) and fixes a regression introduced in 3257936 (OR-35544)
#rb Cody.Haskell
#tests Tested on PC
Change 3283951 on 2017/02/02 by Daniel.Lamb@daniel.lamb_T3905_6612
Ensure DDC commandlet calls begincacheforcookedplatformdata correctly.
#rb None
#!codereview Matthew.Griffin
#test DDC commandlet paragon.
Change 3283874 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
fix for invalid resource issue
#rb: none
#code review: Daniel.Wright
#tests: compile and editor with wolf
Change 3283621 on 2017/02/02 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Femme WIP whip aiming for Q ability.
#rb none
#tests Femme
Change 3283216 on 2017/02/02 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 37.2 @ CL 3282900
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3283199 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3282954 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
It becomes invalid on the resource, so checking null, but still wip on verifying this with Daniel Wright. He's sick out.
#rb:none
#tests: compile
#code review:Daniel.Wright
#Jira: OR-35418
Change 3281993 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Removed default unattended flag.
#rb Trivial
#test PS4 cook run paragon.
Change 3281990 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Potential fix for deterministic cooking issue with UMovieSceneSignedObjects.
#rb Andrew.Grant
#!codereview Max.Preussner
#test Cook and run paragon ps4.
Change 3281610 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
AimOffsetLookAt is now thread safe.
#rb lina.halper
#tests femme
Change 3281609 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Fixed 'Convert to AimOffset LookAt' option being broken in Persona.
#rb lina.halper
#tests works for Femme now.
Change 3281019 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3280498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3281018 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3280813 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: matthew.griffin
Prevent inclusion of NotForLicensees files when staging CrashReportClient config files
#rb none
#tests none
#!ROBOMERGE-SOURCE: CL 3280812 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3279921 on 2017/01/31 by Yanni.Tripolitis@yanni.tripolitis_Dev_General_Cary
Fixed an error in the Round MF, that was somehow "leaked" into Paragon from Odin.
#lockdown Billy.Rivers, Adam.Bellefeuil
#!codereview Tim.Elek
Change 3279178 on 2017/01/31 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed up diff files commandlet stack information
#rb Joe.Conley
#test Diff cooked packages
Change 3279084 on 2017/01/31 by Andrew.Grant@andrew.grant.T6730.orion.floating
Merging //UE4/Main at 3276432 through Orion-Staging
#rb #tests na
Change 3279078 on 2017/01/31 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3279032
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3279077 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277908 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_37 - Fix for "-game" crash with missing meta data
#RB:none
#Tests:none
[CodeReviewed]: andrew.grant, jamie.dale, mieszko.zielinski
#!ROBOMERGE-SOURCE: CL 3277901 in //Orion/Release-37/... via CL 3277902 via CL 3277904 via CL 3277905
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277520 on 2017/01/30 by Andrew.Grant@andrew.grant.T6730.orion.floating
Workaround for OR-35418
#!ROBOMERGE: Main
#rb none
#tests verified ShortSoloGame test completes without a crash
Change 3277357 on 2017/01/30 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed the rebuild lighting commandlet.
#rb Trivial
#test Rebuild lighting dev general
Change 3277322 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3277275
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3277296 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277210 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping test changes:
Fixed issue where with -stdout messages would be duplicated due to FeedbackContextAnsi echoing to stdout by default
Changed stdout output to postfix instead of trail newlines
Firstpass of finding and displaying crash callstacks in Orion Test Framework.
#rb none
#tests ran test framework with tests that purposefully crashed/checked
#!ROBOMERGE-SOURCE: CL 3276889 in //Orion/Release-37/... via CL 3277207 via CL 3277208 via CL 3277209
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3276774 on 2017/01/29 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for non-unity issue.
#tests compiled
#rb none
#!ROBOMERGE: Main, DUI
Change 3276594 on 2017/01/28 by Lina.Halper@Lina.Halper_Orion
Checked in potential fix for nonunity build issue
#rb:none
#tests:compile
Change 3275806 on 2017/01/27 by Ben.Salem@ben.salem_OrionMain
Adding in a checkpointing system for automated test passes where, if a client crashes while running a pass, on reboot and reissue of the automation command the test pass will start off where it left off, skipping the crashing test.
#rb clayton.langford
#tests Ran several dozen test passses. Seriously.
#!codereview steve.white, bob.ferreira, clayton.langford, adric.worley
Change 3275803 on 2017/01/27 by Shaun.Kime@shaun.kime_RDU-WD-9788_oriondevgen
Paragon has retainer widgets with no World set. When encountered, they can cause the scene list to be desynchronized with the rendering thread.
This logic resolves the issue by registering a null scene in this case, properly setting the slate scene index for subsequent slate draw calls.
#rb nick.darnell
#jira OR-34919
#TESTS na
Change 3275533 on 2017/01/27 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-40796
#rb andrew.rodham
#tests none
Change 3275093 on 2017/01/27 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3273298
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3273417 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3274700 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
#Anim curve crash on cooking
- fixed crash during cooking while accessing default value of material
- this code doesn't have to run during cooking with inactive world, so I'm checking that
#code review: Daniel.Wright, Chris.Bunner, Jurre.DeBaare
#rb: none
#tests: cooking
Change 3274129 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed safer to get featurelevel
#rb: Daniel.Wright
#tests: compile/wolf
Change 3274012 on 2017/01/26 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed crash in navigation grids
#jira OR-35356
#rb none
#tests PIE
Change 3273803 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed issue with animation curve getting reset to 0.f
- the issue is that skeleton contains material flag types, so now it just keeps setting the value
- even after I fix validation check, it still cleared it due to the material curve not found anymore, so added to support default value setting
#jira: OR-34563
#rb: Martin.Wilson, Chris.Bunner, Benn.Gallagher
#code review: Martin.Wilson, Daniel.Wright
#tests: wolf, coil
Change 3273257 on 2017/01/26 by Alexis.Matte@amatte-orion-dev-general
Isolate by material slot instead of section index. Add UI to isolate and highlight material in the material panel
#rb matt.kuhlenschmidt
#jira UE-41131
#tests none
Change 3272527 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: chris.bunner
Ensure FSceneRenderTargets snapshot copies default clear colors.
#tests Golden path on lowest and high settings
#rb None
#lockdown Jason.Bestimt
#jira OR-34905
#!ROBOMERGE-SOURCE: CL 3272507 in //Orion/Release-37.1/... via CL 3272521 via CL 3272525
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3272244 on 2017/01/25 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
Show more info when a material instance failed to compile
#jira OR-34626
#tests Forced crash in the debugger
#rb Daniel.Wright
Change 3272109 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: philip.buuck
Fix bad merge from Main
#rb Dan.Hertzka
#tests PIE
[CodeReviewed] Andrew.Grant
#lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3272106 in //Orion/Release-37.1/... via CL 3272107 via CL 3272108
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3271721 on 2017/01/25 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
jungle minions will spawn navigation obstacles when they are stuck in static geometry, fixed issues with falling off cliffs
#jira OR-35054
#rb Mieszko.Zielinski
#tests PIE
Change 3271432 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3271043
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3271429 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
[CL 3322856 by Andrew Grant in Main branch]
2017-02-25 19:37:22 -05:00
|
|
|
return UsedId;
|
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
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}
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void UNavLocalGridManager::RemoveGridData(int32 GridId, bool bUpdate)
|
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{
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for (int32 Idx = 0; Idx < SourceGrids.Num(); Idx++)
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{
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if (SourceGrids[Idx].GetGridId() == GridId)
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{
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SourceGrids.RemoveAt(Idx, 1, false);
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bNeedsRebuilds = true;
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if (bUpdate)
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{
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RebuildGrids();
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}
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break;
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}
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}
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}
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bool UNavLocalGridManager::SetCellSize(float CellSize)
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{
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if (SourceGrids.Num() == 0)
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{
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UNavLocalGridManager::GridCellSize = CellSize;
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return true;
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}
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return false;
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}
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void UNavLocalGridManager::RebuildGrids()
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{
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DECLARE_SCOPE_CYCLE_COUNTER(TEXT("NavGrid: Rebuild"), STAT_GridRebuild, STATGROUP_AI);
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if (!bNeedsRebuilds)
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{
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return;
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}
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TArray<FCombinedNavGridData> PrevCombinedGrids = CombinedGrids;
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CombinedGrids.Reset();
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bNeedsRebuilds = false;
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if (SourceGrids.Num() == 0)
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{
|
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3271386)
#lockdown Nick.Penwarden
Change 3270776 on 2017/01/24 by Laurent.Delayen
Fixed missing call to CacheBones in AnimNode_SubInstance. Fixes Mudang crash.
#c0der3view benn.ghallager, lina.halper
#tests does not crash
#rb none
Change 3270483 on 2017/01/24 by Shaun.Kime
Removing the ensure and making it behave safely whenever the scene count is out of sync. Since Paragon isn't using the primary driving feature of MaterialParameterCollections in the UI that required this feature, Nick Darnell and I deemed this okay.
#jira OR-34919
#rb nick.darnell
#tests PIE and golden path
Change 3270067 on 2017/01/24 by Laurent.Delayen
Fixed crash when recompiling Mudang's AnimBP. (SubInstances array holding null references)
#rb benn.ghallager
#tests doesn not crash
Change 3269760 on 2017/01/24 by Daniel.Lamb
Added more files to inisettings blacklist.
#rb Trivial
#test cook paragon.
Change 3269578 on 2017/01/24 by jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3269468
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3269570 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
#R0BOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand.
//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Grux/Abilities/Stampede/GA_Grux_Stampede.uasset
//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Ice/Icons/Minimap_char_portrait_Ice.uasset
//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Ice/Icons/PORT_Ice.uasset
#c0der3view: jason.bestimt
Change 3269141 on 2017/01/23 by Mieszko.Zielinski
TSimpleCellGrid::InvalidCell refactor to avoid it being a static member variable #UE4
#rb Lukasz.Furman
#test golden path
Change 3268953 on 2017/01/23 by Jason.Bestimt
#ORION_DG - R0BOMERGE resolution from MAIN to DG of compile fix and banner stuff
#RB:none
#Tests:none
#c0der3view: matt.schembari, andrew.grant
Change 3268576 on 2017/01/23 by John.Pollard
Add DemoNetDriver to the level collection earlier to remove small window where World->DemoNetDriver could be null as a result of FScopedLevelCollectionContextSwitch
#rb RyanG
#tests Live game play + replays + instant replay
Change 3268119 on 2017/01/23 by Daniel.Lamb
Added support for splitting up chunks into maximum sizes.
#rb Andrew.Grant
#test Cook paragon ps4 windows windowserver
Change 3268020 on 2017/01/23 by Dan.Hertzka
Moving TreeFilterHandler.h out into Slate/Public via branch & delete
#c0der3view Nick.Darnell
#rb none
#tests compile
Change 3267820 on 2017/01/23 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3267733
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3267817 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3266798 on 2017/01/20 by Daniel.Lamb
Make the diff files commandlet more helpful.
#rb Trivial
#test Diff files commandlet.
Change 3266795 on 2017/01/20 by Daniel.Lamb
Fixed issue with Cooked packages trying to load dependencies from a dependency offset which is incorrect.
#rb Gil.Gribb
#c0der3view Gil.Gribb
#test Load cooked packages using the editor.
Change 3266310 on 2017/01/20 by Daniel.Lamb
Fixed issue with cook ont he fly not resolving string asset reference redirectors on load.
Added fastcook to the iterative cook detection.
#rb Jamie.Dale
#test Cook Paragon
Change 3265879 on 2017/01/20 by Jon.Lietz
fixing PS4 compile error
#rb none
#tests compiles
#c0der3view andrew.grant
Change 3265756 on 2017/01/20 by Jon.Lietz
quest evaluator
- added in an ability type that will evaluate in game events and increments player stats for quests, these abilities can be granted by quests or the hero data
- added support to the ability system to have ability specs not replicated to the client, this will allow for passive only abillities for quest evaluation to only live and exicute on the dedicated server
- now support loading in data for quest info asynchronously
- orion quests can now grant evaluator abilities to the players that own the quests
- AOrionPlayerState_Game::GiveAbilityData() now grabs all the abilities from active quests
- at the end of the match unload any data loaded by the quests
#RB david.ratti
#test granting abilities
Change 3265658 on 2017/01/20 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37 @ CL 3265610
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3265627 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3265530 on 2017/01/20 by Robert.Manuszewski
Making sure all package dependencies are loaded before post loading its objects
#jira OR-34891
#tests Golden path x 12
#rb none
Change 3265126 on 2017/01/19 by Frank.Gigliotti
Notifies for abilities waiting on input confirmation;
* Ability tasks waiting for input confirmation will now notify the ability when it begins and ends waiting.
#RB Dave.Ratti
#Tests PIE
Change 3264489 on 2017/01/19 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Merged fix from 36.2.
#rb #tests na
#R0BOMERGE-SOURCE: CL 3264488 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3263948 on 2017/01/19 by Andrew.Grant
Non-unity fixes.
#tests compiled WIn64 editor
#rb na
#R0BOMERGE: Main, 37
Change 3263755 on 2017/01/19 by Laurent.Delayen
OR-34970 FRootMotionSource_ConstantForce now has DisablePartialEndTick set, so we end up with a consistent velocity when the root motion ends.
Added VelocityOnFinishMode to UAbilityTask_ApplyRootMotionConstantForce so we can optionally override or clamp velocity.
CVarDebugRootMotionSources now displays Velocity and LastPreAdditiveVelocity on HUD to help debugging RootMotionSources.
#rb frank.gigliotti
#tests Ice Q
Change 3263616 on 2017/01/19 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37 @ CL 3263608
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3263613 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3262543 on 2017/01/18 by Eric.Newman
Added GetAttributeSetValues feature to Ability System. Allows for pulling attribute rows without needing an Actor or AbilitySystemComponent
#rb david.ratti
#c0der3view david.ratti
#tests used to export paragon hero attributes
#jira TON-25429
Change 3262414 on 2017/01/18 by Laurent.Delayen
Fixed crash opening up Ice's AnimBP.
#rb lina.halper
#c0der3view thomas.sarkanen
#tests opening up AnimBP doesn't crash anymore.
Change 3262291 on 2017/01/18 by Ryan.Gerleve
Cache the network role of AbilitySystemComponents in PreNetReceive, to make sure the role is correct during serialization if properties are received before BeginPlay.
Factor out the caching into its own function to reduce code duplication.
#rb david.ratti
#tests golden path, bug repro
#jira OR-31424
Change 3262062 on 2017/01/18 by Max.Chen
Sequencer: Fixed crash caused by lingering persistent evaluation data
Copy from Release-4.15
#jira UE-40775
#rb andrew.rodham
#tests none
Change 3262061 on 2017/01/18 by Max.Chen
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
Copy from Release-4.15
#jira UE-40775
#rb andrew.rodham
#tests none
Change 3261946 on 2017/01/18 by Jason.Bestimt
#ORION_DG - Fix for event tracks in sequencer
#RB:none
#Tests:none
#R0BOMERGE: MAIN
#c0der3view: Max.Chen, andrew.rodham, scott.james
Change 3261812 on 2017/01/18 by Mieszko.Zielinski
Made bos' perception component vlog information #Orion
#rb Lukasz.Furman
#test golden path
Change 3261731 on 2017/01/18 by Benn.Gallagher
Readded fix to clothing index buffer overflow (lost in merge a while back)
#tests Editor, assigned clothing to skel mesh
#rb Tom.Sarkanen
Change 3261730 on 2017/01/18 by Robert.Manuszewski
Build script sdk upgrade
#rb none
#tests Ran the script that was upgraded
Change 3261392 on 2017/01/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
non-unity fix
#rb none
#tests compiled
#R0BOMERGE-SOURCE: CL 3261391 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3261096 on 2017/01/17 by Laurent.Delayen
OR-33666 Removed 'bImpartsVelocityOnRemoval' for additive root motion sources, as that can create a 'bouncing' effect when Velocity is modified externally.
#rb frank.gigliotti
#tests Preflight QA test https://jira.it.epicgames.net/browse/PQATC-8713
Change 3261030 on 2017/01/17 by Laurent.Delayen
Fix crash in Persona.
#rb none
#tests doesn't crash
Change 3260561 on 2017/01/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Merging Fix from UE 4.15
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#rb Ori.Cohen
#jira UE-39994
#tests na
#R0BOMERGE-SOURCE: CL 3260557 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3260553 on 2017/01/17 by Ryan.Gerleve
Change cvar in UDemoNetDriver::ShouldSaveCheckpoint to use GetValueOnAnyThread. Fixes OR-34759.
#rb john.pollard
#tests bug repro, golden path
Change 3260202 on 2017/01/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37/36.2 @ CL 3260077
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3260201 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3259560 on 2017/01/16 by Marcus.Wassmer
Fix reflections
#rb none
#c0der3view Brian.Karis
#tests added some reflections
Change 3259348 on 2017/01/16 by Daniel.Lamb
Moved automation maps from alwayscookmaps to AllAutomationMaps.
#rb Andrew.Grant
#test Cook Paragon + Fast Cook Paragon + Preflight Cook Paragon
Change 3259113 on 2017/01/16 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
#ORION_MAIN - Merge 36.2 @ CL 3258788
#RB:none
#Tests:compiled Win64 editor
#R0BOMERGE-SOURCE: CL 3258986 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3259090 on 2017/01/16 by Chris.Bunner
Duplicating CL 3246830: Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#rb None
#tests Editor, -game, epic and min settings
Change 3258910 on 2017/01/16 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - DAILY DG @ CL 3258854
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3258871 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3258807 on 2017/01/16 by Rolando.Caloca
O - Fix for outlines
#rb Chris.Bunner
#tests Ran sovereign2 game
#c0der3view Andrew.Grant
Change 3258637 on 2017/01/16 by Charles.Anderson
Removing wrongly added files (agrant)
Change 3258601 on 2017/01/16 by Andrew.Grant
Temp fix for rendering crash by disabling custom depth rendering
#rb na
#tests PIE'd
Change 3258590 on 2017/01/16 by Tom.Wright
One of these files are not syncing properly in my UnrealGameSync so I'm adding them manually (the .exe).
Change 3258523 on 2017/01/16 by Andrew.Grant
Removing intermediate build file that was checked in
#rb #tests na
Change 3258464 on 2017/01/16 by Andrew.Grant
Fixes for non-unity
#R0BOMERGE: Main
#tests compiled Win64
#rb na
Change 3258208 on 2017/01/15 by Mieszko.Zielinski
FMetaNavMeshPath's Waypoints have been expanded to store user flags. #UE4
#rb none
#test golden path
Change 3258042 on 2017/01/14 by andrew.grant
Merging test framework changes from //Orion/Release-36.2 to Main (//Orion/Main)
#rb #tests preflighted
#R0BOMERGE-SOURCE: CL 3258036 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
#R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//R0BOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml
#c0der3view: andrew.grant, jason.bestimt
Change 3258035 on 2017/01/14 by Andrew.Grant
Disable MfMedia plugin by default
Change 3257936 on 2017/01/14 by Andrew.Grant
Merging from //UE4/Main @ 3253977 through Orion-Staging
#rb na
#tests QA smoke in staging, built locally, preflighted
Change 3257583 on 2017/01/13 by Daniel.Lamb
Removed nomcp from the commandline when running on PC
#rb Trivial
#test Buildcookrun paragon windows
Change 3257320 on 2017/01/13 by Cody.Haskell
#Orion
- Ansel Integration into Replay Mode
- Updated Ansel SDK
- Bug Fix for Ansel plugin
- Made it not look terrible when you pause the game in regular replay mode
#rb Andrew
#r3view-3256093 @andrew.grant
#tests Golden Path, compiles on PS4
#lockdown Andrew.Grant
Change 3257239 on 2017/01/13 by Frank.Gigliotti
ApplyRootMotionJumpForce end velocity options;
* "ApplyRootMotionJumpForce" task now supports setting the end velocity.
* Moved root motion end velocity options from the individual tasks into the base class.
* Fixed a property on UAbilityTask_ApplyRootMotionConstantForce not replicating properly.
#RB None
#Tests PIE
Change 3256173 on 2017/01/12 by Laurent.Delayen
Added additional debug message to ShowResaveMessage.
#rb lina.halper
#test loaded broken Femme assets.
Change 3256082 on 2017/01/12 by Andrew.Grant
Temp fix for BuildHealth warning. Following up with BP team
#rb none
#tests verifierd compile warnings are gone
Change 3255991 on 2017/01/12 by Ben.Woodhouse
Cherry pick NV gpu hang fix from //ue4/release-4.14 @3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira OR-22580
#rb none (r3viewed for 4.14 by Marcus Wassmer)
#tests run locally on PC (change is windows-specific)
Change 3255185 on 2017/01/12 by John.Nielson
Made it so that PS4 compiles without warning from misordered initialization.
#RB: r3view
#r3view-3255186: Andrew.Grant
#Test: None
Change 3254885 on 2017/01/11 by Michael.Trepka
CIS fix
#rb none
#tests none
Change 3254568 on 2017/01/11 by Andrew.Grant
Merging relay fix from //Orion/Release-36.2 to Dev-General (//Orion/Dev-General)
#rb #tests na
Change 3254544 on 2017/01/11 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Robomerging previous fix to Dev-Gen
#rb #tests na
#R0BOMERGE-SOURCE: CL 3254532 in //Orion/Release-36.1/... via CL 3254537 via CL 3254540
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3254204 on 2017/01/11 by Michael.Trepka
Added title bar area to the game layer manager, so that games can easily setup custom title bar content when using borderless windows. Disabled/hidden by default
#rb none
#tests Tested in editor build on PC
Change 3254074 on 2017/01/11 by Ryan.Gerleve
Fix for gameplay tags not being recorded in client replays.
#rb david.ratti
#tests golden path, replays
Change 3254035 on 2017/01/11 by Laurent.Delayen
OR-28756 Added WaitForMovementInput Ability Task to use with Emote ability.
#rb dave.ratti, frank.gigliotti
#tests Kallari's emotes
Change 3253736 on 2017/01/11 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3253668
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3253715 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3252981 on 2017/01/10 by Daniel.Lamb
Added async load package delegate.
#rb Trivial
#test BuildCookRun Paragon with local server
Change 3252975 on 2017/01/10 by Daniel.Lamb
Added EditorPerProjectUserSettings to the ignore config field for iterative cooking
#rb None
#test cook paragon.
Change 3252784 on 2017/01/10 by Daniel.Lamb
Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear.
#rb Daniel.Lamb
#test Rebuild lighting Paragon
Change 3252460 on 2017/01/10 by Aaron.Eady
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
#rb robert.manuszewski
Copied from CL #3252418
Written by Ben.Zeigler
#c0der3view Ben.Zeigler, David.Ratti, Andrew.Grant
#tests PIE
Change 3252222 on 2017/01/10 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3252019
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3252221 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3251379 on 2017/01/09 by Ori.Cohen
Fix build
#rb none
#tests none
Change 3251242 on 2017/01/09 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3251240 on 2017/01/09 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Win32 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3251224 on 2017/01/09 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Linux_x86_64-unknown-linux-gnu libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3251220 on 2017/01/09 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX PS4 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3251206 on 2017/01/09 by Ori.Cohen
Add logging to possible physx infinite loop.
#JIRA OR-32515
#rb Dave.Ratti
#tests none
Change 3250847 on 2017/01/09 by Daniel.Lamb
Added excution time stat to unrealpak.
#rb Trivial
#test BuildCookRun Paragon with timing info.
Change 3250761 on 2017/01/09 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3250717
#RB: none
#Tests:none
#R0BOMERGE-SOURCE: CL 3250759 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3249410 on 2017/01/06 by Chris.Bunner
Duplicating CL 3249213: Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#rb None
#tests -game windowed/fullscreen behavior
Change 3249285 on 2017/01/06 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3249117
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3249278 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3247989 on 2017/01/05 by Dan.Hertzka
Re-adding the null checks from CL 3247771 in Release-36 (the R0BOMERGEd submit didn't include these for some reason)
#c0der3view Andrew.Grant
#rb none
#tests Compiled and didn't crash on editor startup
#R0BOMERGE: Main
Change 3247790 on 2017/01/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Robomerging!
#tests #rb na
#R0BOMERGE-SOURCE: CL 3247786 in //Orion/Release-36/... via CL 3247787 via CL 3247788 via CL 3247789
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3247717 on 2017/01/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3247673
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3247716 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3247575 on 2017/01/05 by David.Ratti
-Fix crash if GE has a null linked target GE
-Change FGameplayEFfectContext::Ability to be AbilityCDO via TWeakObjectPtr rather than a TSubclass. TSubclass is not weak, so if a class was GC'd while still in a GEEC somewhere, it could crash.
#rb none
#tests pie
Change 3247032 on 2017/01/04 by Ori.Cohen
Touch engine file to re-link physx libs
#JIRA OR-32839
#rb none
#tests none
Change 3247006 on 2017/01/04 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX PS4 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3246987 on 2017/01/04 by Ori.Cohen
Add newline for ps4
#rb none
#tests none
Change 3246986 on 2017/01/04 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3246981 on 2017/01/04 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Linux_x86_64-unknown-linux-gnu libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3246969 on 2017/01/04 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Win32 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3246921 on 2017/01/04 by Ori.Cohen
Fix automation to include #tests none
#rb none
#tests none
Change 3246900 on 2017/01/04 by Ori.Cohen
Fix newline issues for ps4.
#rb none
#tests none
Change 3246666 on 2017/01/04 by Chad.Garyet
Updating physx build to include switch and linux-arm64
integrate/resolve from dev-physics-upgrade
#c0der3view ori.cohen
Change 3246450 on 2017/01/04 by Arciel.Rekman
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#rb Ori.Cohen
#c0der3view Ori.Cohen
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
Change 3246229 on 2017/01/04 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3246134
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3246204 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3245068 on 2017/01/03 by Lukasz.Furman
improving obstacle grid avoidance: adjusting start location when inside obstacle, fixes for string pulling
#jira OR-33318
#rb none
#c0der3view Mieszko.Zielinski
#tests PIE
Change 3244698 on 2017/01/03 by Lukasz.Furman
compilation fix: removed optimization pragmas from AISense_Sight.cpp
#rb none
#tests none
Change 3244679 on 2017/01/03 by David.Ratti
Unify linked gameplay effect spec creation:
-Linked GEs
-Conditional Execution GEs
-Overflow GEs
-Expiration GEs (premature/routine)
These now create the dependant GE Spec the same way, by duplicating the original context and copying spec tags, MINUS the original GE's asset tags. Actor tags are still recaptured at the moment the spec is created.
#rb Lietz
#tests golden path
#c0der3view Billy.Bramer, Fred.Kimberley
Change 3244499 on 2017/01/02 by Mieszko.Zielinski
Major AI tactics upgrade #Orion
Introduction of new objective dealing algorithm (CSP inspired)
Bots can now place wards
Bots can now destroy wards and other appopriately marked up OrionDamagableActors (content change in following CL, allows bots to see these actors)
Switched OrionAIBot.CurrentEnemy to AActor type
Removed code related to Jungle Rig objectives
#rb none
#test golden path
Change 3242918 on 2016/12/22 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3242890
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3242917 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3241817 on 2016/12/21 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3241745
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3241811 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3240916 on 2016/12/20 by Ben.Marsh
Add metadata properties to jobs that create promotable artifacts and execute promotions, for consumption by the pipeline tool. Properties are added to /job[XXX]/Pipeline/Promotable-<Platform>-<Type> or /Promotion-<Platform>-<Type>.
#rb none
#c0der3view David.Vossel, Trevor.Pounds
#tests Ran through preflight
Change 3240857 on 2016/12/20 by Lina.Halper
Added ensure to track marker sync crash
#rb: Laurent.Delayen
#code r3view: Martin.Wilson
#tests: PIE with mudangs
Change 3240856 on 2016/12/20 by Laurent.Delayen
Potential fix for sync marker crash.
#rb lina.halper
#c0der3view martin.wilson, lina.halper
#tests Mudang
Change 3240813 on 2016/12/20 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3240768
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3240812 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3239624 on 2016/12/19 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3239590
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3239623 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3238573 on 2016/12/16 by Andrew.Grant
Moved console vars to source file to avoid multiple definitions (OR-33470)
#rb none
#tests compiled
Change 3238077 on 2016/12/16 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36 @ CL 3238017
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3238059 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3237176 on 2016/12/15 by Laurent.Delayen
Moved FloatRK4SpringInterpolator and VectorRK4Interpolator from Orion to Engine.
#rb ori.cohen
#c0der3view lina.halper, james.golding
#tests Twinblast and Ice
Change 3236911 on 2016/12/15 by Lukasz.Furman
changed navgrid projection to use 2D poly search for more accurate results
#orion
#rb none
#tests PIE
Change 3236660 on 2016/12/15 by Jamie.Dale
Updating Orion text block to upper-case its text in a localized way
This also prevents it clobbering the text property value with the transformed text, resulting in key stability issues.
#jira OR-32716
#rb Dan.Hertzka
#tests Ran Orion and verified that the "all caps" text was correct, and responded to live-culture changes
#R0BOMERGE: Main, Release-36
Change 3236658 on 2016/12/15 by Jamie.Dale
Adding FText::ToLower and FText::ToUpper
These also track history and rebuild when the text they were generated from is changed.
#jira OR-32716
#rb Dan.Hertzka
#tests Ran Orion and verified that the "all caps" text was correct, and responded to live-culture changes
#R0BOMERGE: Main, Release-36
Change 3236501 on 2016/12/15 by Lukasz.Furman
enabled navigation grid avoidance for jungle minions
#jira OR-33318
#rb Mieszko.Zielinski
#tests PIE
Change 3236479 on 2016/12/15 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36 @ CL 3236423
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3236474 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3236399 on 2016/12/15 by Andrew.Grant
Fixed pkg warning "Patch created by newer SDK must contain sce_module files" by not excluding "libSceNpToolkit.prx"
#rb none
#tests none
#R0BOMERGE: Main,36
Change 3236280 on 2016/12/15 by Benn.Gallagher
Fixed crash when clothing cooked data is updated on a client that is not powerful enough to run multithreaded physics (2 or fewer cores)
#rb Ori.Cohen
#jira OR-33248
#tests - Editor + PIE, running through multiple character viewer screens in menu (as per repro), forced single threaded physics and re-ran tests
Change 3235666 on 2016/12/14 by Matt.Schembari
Merging 3200968 from Dev-Editor for OR-32947.
#c0der3view Andrew.Grant,Arthur.Flew
#tests compile
-------
Fixed localization gather including texts that were instanced or otherwise unchanged
- It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default.
- UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances.
#rb Nick.Darnell
---------
Change 3235315 on 2016/12/14 by Adric.Worley
Fix FText parse warning spam when dragging in world outliner
#jira UE-29099
#tests editor
#rb Matt.Kuhlenschmidt
Change 3235177 on 2016/12/14 by Sam.Zamani
Chat toxicity info added to every out-going party/team chat message
Added optional "chat-info" XML element to XMPP chat stanzas being sent to a MUC room
The chat info is added to the room's configuration via ChatInterface OSS
Currently capturing playlist id, team size, and party size with each chat message
OGS-479 Add extra attributes to XMPP chat messages for toxicity processing
#rb: josh.markiewicz, rob.cannaday
#coderview: ian.fox
#tests: none
Change 3235093 on 2016/12/14 by Arciel.Rekman
Linux: switched PhysX/APEX debug info to DWARF3 and rebuilt the libs
- Also fixed an unrelated compile error (by suppressing the warning - do not merge back to main).
#rb Ori.Cohen, Andrew.Grant
#c0der3view Ori.Cohen, Andrew.Grant
#tests Compiled the server
Change 3234913 on 2016/12/14 by Andrew.Grant
Duplicated 3200382 from Dev-Core as suspected fix for OR-33328
#rb #tests na
Change 3234910 on 2016/12/14 by Laurent.Delayen
Added AnimNotifyState_DisableRootMotion to turn off root motion during a RootMotion Montage, and give control back to the player.
#rb martin.wilson
#tests Ice RootMotion Ult networked.
Change 3234823 on 2016/12/14 by Lukasz.Furman
added capsule support for local navigation grids
#orion
#rb none
#tests PIE
Change 3234768 on 2016/12/14 by Lukasz.Furman
fixed crash in registering debug scene proxies of gameplay debugger tool
#orion
#rb none
#tests PIE
Change 3234682 on 2016/12/14 by Chad.Garyet
Adding physx build to dev-general
Change 3234643 on 2016/12/14 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2/36 @ CL 3234401
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3234640 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3234597 on 2016/12/14 by Wes.Hunt
Merging RealMoneyPurchaseComplete delegate from CatalogHelper into Orion
* Hooked it up so CatalogHelper doesn't take a persistent reference to the analytics provider.
Extensive refactor of Orion's AnalyticsProvider lifetime and management.
* More tightly controlled provider lifetime, eliminated need to recreate the providers unnecessarily.
* Made provider access functions simpler and clarified creation vs. access (no more lazy getters).
* Improved handling of GameSessionIDs and UserIDs outside of match to improve data clarity for the analytics backend.
Details:
AnalyticsProviderET
* Added Get/SetAppID APIs to allow the AppID to change without recreating the provider (needed for CompQA support, which isn't always known when the provider is created).
* SetAppID and SetSessionID now flush their cached events before changing them.
* SetUserID still does not Flush because we inadvertently rely on this so the UserID can be set several frames later and all events will be sent with a valid UserID.
OrionAnalytics
* Simplified contract for correctly creating a new provider: CreateAnalyticsProvider now takes an AccountID and GameSessionID so the provider can be fully initialized with a single call.
* Exposed CreateAppID function so the places where the AppID needed to dynamically change (CompQA purposes) could use shared Orion naming conventions.
* Exposed SetDefaultAttributes function so game code could share the logic for setting default attributes.
* Add assert to CreateAnalyticsProvider because we never expect it to fail, and outside code doesn't have to do it.
DemoNetDriver
* Exposed UDemoNetDriver::GetDemoSessionID to allow analytics to set a consistent GameSessionID during replay that is NOT the game session ID of the original match, which was throwing heartbeat events for replays into the same session on the backend, if the replay was watched fast enough.
OrionGameInstance
* Server's analytics provider moved to GameInstance as it's lifetime is more appropriate than the GameMode.
* SetUserID now works in PIE, and sets it to PIE_INSTANCE so we don't pollute our account data with random GUIDs
GameInstanceCommon
* When playing back a replay, use the DemoNetDriver's SessionID instead of the Game Session ID of the game being replayed.
OrionGameMode_MOBA
* Moved Login functionality to GameMode_Base so it will work properly in all Orion GameModes (ie, DraftLobby).
OrionGameMode_Base
* Removed SetAnalyticsProvider. This was confusing the interface and making it seem like providers could change dynamically (they couldn't).
* GetAnalyticsProvider changed to just get it from the GameInstance where it is really stored now.
OrionPlayerController_Base
* Removed SetAnalyticsProvider. No external code should be changing the provider.
* Exposed an explicit CreateAnalyticsProvider so GetAnalyticsProvider() no longer has to lazily create the provider.
* Added some asserts on preconditions to CreateAnalyticsProvider to ensure we are not creating them at the wrong times.
OrionGameSession
* The Server Analytics provider now sets a UserID that is a combination of the machine name, PID, and a GUID unqiue to that run. This makes server analytics easier to trace back to servers.
OrionGameState_Base
* CreateGameSessionID renamed to StoreGameSessionID to better reflect that it isn't creating anything.
* Remove the code that sets a random GUID for non game modes, which was just confusing the session handling code on the analytics backend.
* Ensure that demo playback sets the demo session ID and not the replayed game's session ID.
OrionGameStateMain
* GameSessionID is always set to the empty string for non game modes.
McpContext
* InitAnalytics no longer needs to create the analytics provider or restart any session, etc. It just sets the new AppID (if we now know we are CompQA) and the UserID (since we just logged in).
#c0der3view:john.pollard,ryan.gerleve,josh.markiewicz
#rb josh.markiewicz
#tests extensive runs of the game, dedicated server, menu, and match traveral, and replay watching. Also editor, PIE standalone, PIE w/ dedicated server, and nomcp configurations to ensure no crashes and the providers are created as expected, not recreated, and get the proper Session and GameSessionIDs at the expected times.
#R0BOMERGE-AUTHOR: david.nikdel
#CatalogHelper #Analytics:
- Added a RealMoneyPurchaseComplete multicast delegate to CatalogHelper mostly intended for apps to be able to listen for this event (not as a completion delegate) and do their own analytics events.
- Rolled up a bunch of the params into a struct for forward compatibility
- Moved the ECom.ClientInAppPurchase code into a helper on the struct (would like to get this out of catalog helper now that the delegate is there)
[c0der3viewed]: Ian.Fox, Wes.Hunt
#R0BOMERGE-SOURCE: CL 3209122 in //WEX/Release-05/... via CL 3209123
#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209125 by Jason.Bestimt on 2016/11/23 12:33:06.
#R0BOMERGE-AUTHOR: david.nikdel
Why does the compiler think a parameter can "hide" a non-static member from an outer class. That is most definitely not in scope...
#R0BOMERGE-SOURCE: CL 3209212 in //WEX/Release-05/... via CL 3209213
#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209214 by Jason.Bestimt on 2016/11/23 14:00:12.
#R0BOMERGE-AUTHOR: david.nikdel
#CatalogHelper: Change to AnalyticsProvider to shared reference
[c0der3viewed]: Ian.Fox
#R0BOMERGE-SOURCE: CL 3209222 in //WEX/Release-05/... via CL 3209223
#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209225 by Jason.Bestimt on 2016/11/23 14:07:47.
#R0BOMERGE-AUTHOR: wes.hunt
Ensure that Heartbeat events will not clog the retry queue if the data router cannot be reached.
* Renamed to Usage.Heartbeat and Context to match the more "non-gamey" naming we want to move to (also can't have WorldExplorers prefix).
* Removed the Analytics provider from McpCatalogHelper and use the callback delegate instead. This removes analytics assumptions from the McpCatalog code and allows the analytics provider references to not leak outside of WExpAnalytics. This allows us to put ensures in the shutdown code to make sure it doesn't leak and sessions are closed when we expect. Also cleaned up some code that tried to work around the fact that outside code held onto a reference when trying to end the session.
[c0der3viewed]:david.nikdel
#jira wex-4038
#R0BOMERGE-SOURCE: CL 3209575 in //WEX/Main/WEX/Plugins/...
#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209653 by Jason.Bestimt on 2016/11/24 01:43:48.
Change 3233911 on 2016/12/13 by Andrew.Grant
Duplicating 3203865 from //UE4/Dev-Sequencer/...
#tests #rb na
Change 3233789 on 2016/12/13 by Olaf.Piesche
Replicating 3233289 from Dev-Rendering - light component distance fade properties not initialized
#c0der3view marcus.wassmer
#rb marcus.wassmer
#tests build
Change 3233016 on 2016/12/13 by Ryan.Gerleve
Fix for conditional properties being evaluated incorrectly when recording replay checkpoints. Fixes heroes appearing as grey boxes in deathcam and replays.
#jira OR-32926
#tests golden path, deathcam, replays
#rb john.pollard
Change 3232909 on 2016/12/13 by Laurent.Delayen
Renamed USkeletalMeshComponent::IsPlayingRootMotion() to ::IsPlayingNetworkedRootMotionMontage() to better match what the function does, and match definitions in ACharacter. (Also checks for RootMotionMode to be FromMontageOnly).
Added proper IsPlayingRootMotion() to match ACharacter.
Also constified these functions.
#rb Martin.Wilson
#tests Ice Root Motion ult
Change 3232336 on 2016/12/13 by David.Ratti
Spot merge async loading fix
#rb Gil
#tests cooked build front end store
Change 3231733 on 2016/12/12 by Andrew.Grant
Added code to dump out deferred engine commands when frametime is above desired
#rb Michael.Noland
#tests compiled, ran server
#R0BOMERGE: Main
Change 3231406 on 2016/12/12 by Laurent.Delayen
CharacterMovementComponent: allow physics rotation to be performed during AnimRootMotion.
#rb none
#tests Ice
Change 3230272 on 2016/12/10 by Andrew.Grant
Fix for automation code being dead-stripped
#rb none
#tests verified automation works
Change 3229976 on 2016/12/09 by Ryan.Gerleve
Fix multiple UI/HUD issues during deathcam playback:
No longer switch the local player's PlayerController during deathcam playback. The game player controller will now set it viewtarget to the hero in the deathcam replay.
Add an option for the recording DemoNetDriver to not spawn a spectator controller at all.
Clean up some hacks that were needed when the player controller did switch to make the card shop close properly.
Remove other code that was related to the player controller switch.
Add a deathcam camera component to hero characters and activate it during deathcam playback.
Factor out the code common to the spectator chase camera and the deathcam camera into a helper struct that both camera components use.
Client notifies the server when it starts and stops deathcam, so the server knows not to update the client's viewtarget for the duration.
#jira OR-32433, OR-32568, OR-31299, OR-31197
#rb john.pollard, jon.lietz
#tests golden path, deathcam, replays
Change 3229790 on 2016/12/09 by Lina.Halper
#DUPEFIX of CL 3219688
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
Expected fix for cooking issue of animation
#rb: Martin.Wilson
#code r3view: Martin.Wilson, Laurent.Delayen
#tests: none
Change 3228731 on 2016/12/09 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3228573
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3228715 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3228602 on 2016/12/09 by Benn.Gallagher
Added temporary CVar to fix broken clothing imports due to errant transposition of bone bind matrices on apx file import.
This should not be integrated to main - hoping on a fix soon from Nvidia for this issue to be fully solved, this just gets our content creators back up and running while Nvidia investigates
#tests Win64 Editor, importing clothing files for Twinblast and Fallen Angel
#rb Lina.Halper
Change 3227456 on 2016/12/08 by Andrew.Grant
Stopped _BUiltData from being dirtied by autosave (copied from 3223169 in Dev-Editor)
#rb #tests na
Change 3227417 on 2016/12/08 by David.Ratti
Fix category on gameplay tag settings
#rb none
#tests none
Change 3227401 on 2016/12/08 by David.Ratti
GameplayTag category restrictions remapping support. This allows engine properties to specify categories that can be specified/expanded by projects.
Added categories for gameplayeffect tags
#rb BenZ
#tests editor, golden path
#c0der3view Billy.Bramer, Fred.Kimberly
Change 3227368 on 2016/12/08 by Uriel.Doyon
Simple forward shading now disables self shadowed translucency (because it samples an invalid volumetric light buffer).
#jira OR-32645
#tests Loaded editor, tested in game at different quality settings
#rb daniel.wright
Change 3227243 on 2016/12/08 by David.Ratti
Spot integrate CL 3225990 to fix tag sorting
#rb none
#tests compile
Change 3227029 on 2016/12/08 by Laurent.Delayen
Fixed crash when creating a new Montage from scratch.
#rb Lina.Halper
#tests no more crashing when creating a montage from scratch
Change 3226877 on 2016/12/08 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3226846
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3226876 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3226157 on 2016/12/07 by Aaron.McLeran
Implementing UE-39421 fix into Orion-DevGeneral2
#rb none
#tests Be able to view sound class graphs without destroying links.
Change 3225422 on 2016/12/07 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - PhysX libs null merge from 35.2
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3225413 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3224772 on 2016/12/07 by David.Ratti
Fix for Rentry in gameplaycue GetWorld functions
#rb none
#tests golden path
Change 3224771 on 2016/12/07 by David.Ratti
Reset RemoetInstanceHasended in UGameplayAbility::PreActivate
#rb none
#tests pie
Change 3224752 on 2016/12/07 by Ben.Marsh
Merge CL 3224750 from //UE4/Main: Removing -forcelogflush parameter from UAT invocations of the editor to improve cook times.
#rb none
#tests preflight
Change 3224691 on 2016/12/07 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3224223
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3224690 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3224166 on 2016/12/06 by Daniel.Lamb
Reenabled iterative cooking inisettings saving.
#rb Trivial
#test Cook paragon
Change 3223965 on 2016/12/06 by Uriel.Doyon
Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
Added more options to allow the user to cancel this build also.
#rb daniel.wright
#tests modified different shaders in the material editor and also in the material instance editor
Change 3223953 on 2016/12/06 by Frank.Gigliotti
Root motion time stamp reset;
* The character movement time stamp is now decremented by MinTimeBetweenTimeStampResets instead of being reset to 0.
* The character movement time stamp reset is now applied to the start times on root motions. This fixes root motions being stuck on since the time stamp could potentially never reach the start time.
* Changed how root motion detects invalid start times since a negative start time is now valid.
#RB zak.middleton, laurent.delayen
#c0der3view zak.middleton, laurent.delayen
#Tests PIE
Change 3223463 on 2016/12/06 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3223380
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3223458 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3223219 on 2016/12/06 by Daniel.Lamb
Added more stats to saving asset registry code.
#rb None
#test cook
Change 3222459 on 2016/12/05 by Uriel.Doyon
"Texture Streaming Build" now updates the map check after execution.
Removed texture streaming data for primitives hidden in game.
Fixed an issue where build all would not rebuild texture streaming data.
#rb none
#jira OR-32771
#tests rebuilt texture streaming data in different maps
Change 3222246 on 2016/12/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Suppress warning when converting from int when the dest is floating point and the converted values are the same
#rb none
#tests verified converting -1 to -1.000 no longer results in a warning
#R0BOMERGE-SOURCE: CL 3222245 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3221951 on 2016/12/05 by Daniel.Lamb
More stats into saving asset registry.
#rb None
#test cook paragon
Change 3221518 on 2016/12/05 by Daniel.Lamb
Added some more ini settings parsing stats.
Removed SaveCurrentIniSettings when not using iterative builds as it is slow will reenable when it's fast again.
#rb None
#test Cook paragon
Change 3221475 on 2016/12/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Fix for atrac9 logging issue on PS4
#rb none
#tests compiled PS4 client in unity
#R0BOMERGE-SOURCE: CL 3221474 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3221403 on 2016/12/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3221235
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3221399 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3221247 on 2016/12/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Third-try at fixing non-unity compile issue
#rb none
#tests compiled PS4 client
#R0BOMERGE-SOURCE: CL 3221242 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3219738 on 2016/12/02 by Daniel.Lamb
Integrate Dev-Platform -> Dev-General
Added support to rebuild lightmaps commandlet for building lightmaps in seperate files.
#rb Daniel.Wright
#test rebuild lighting Custom QAGame maps.
#jira OR-31907
Change 3219133 on 2016/12/02 by Jason.Bestimt
#R0BOMERGE-AUTHOR: guillaume.abadie
Cherry picks Dev-Rendering's 3209305: Fix contact shadow's assemption on objects thickness
#rb None
#R0BOMERGE-SOURCE: CL 3219131 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3219081 on 2016/12/02 by Andrew.Grant
Merging material fixes in 3208490 from
//UE4/Dev-Rendering/... to //Orion/Dev-General/...
#rb none
#tests compiled WIn64 editor
Change 3218980 on 2016/12/02 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3218942
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3218979 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3218970 on 2016/12/02 by Andrew.Grant
Second attempt at unity / non-unity fix
#rb none
#tests compiled PS4 Client
Change 3218807 on 2016/12/02 by Andrew.Grant
Fix for non-unity issue
#rb none
#tests compiled Win64 editor
Change 3218472 on 2016/12/01 by Andrew.Grant
Temp fix to allow checked-out blueprint to compile
#rb none
#tests none
Change 3218417 on 2016/12/01 by Andrew.Grant
Merging //UE4/Main @ 3205566 through //UE4/Orion-Stating
#rb #tests na
Change 3218140 on 2016/12/01 by Arciel.Rekman
Linux: report server hangs by crashing the hung thread (UE-39164).
#rb Michael.Trepka
#c0der3view Bart.Hawthorne, Andrew.Grant.
#tests none in this branch
(Merging 3218133 from Dev-Platform to to //Orion/Dev-General)
Change 3216959 on 2016/12/01 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3216930
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3216954 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3216341 on 2016/11/30 by Michael.Noland
Engine: Reduced the length of the hitch when turning off ToggleDebugCamera while showdebug was active by removing expired strings from the back of the array instead of the front
(the underlying issue of strings accumulating while not being displayed / processed is covered by UE-39226)
#rb marc.audy
#tests showdebug significancemanager + toggledebugcamera + wait 30 s + toggledebugcamera
Change 3216233 on 2016/11/30 by Andrew.Grant
Generate symbols for PS4 as a post-build UBT step
At runtime do a better job of searching paths for symbols
#rb Marcus.Wassmer
#tests verified symbols are generated and valid
Change 3215522 on 2016/11/30 by David.Ratti
Fixes from Simon for particle significance overriding explicit call to SetEmitterEnabled by game code.
#rb none
#tests pie
#c0der3view Simon.Tovey
Change 3215444 on 2016/11/30 by Aaron.McLeran
OR-19392 (and now) OR-32017 Reintroducing CL 2943174 after it was lost due to integration issues!
#rb none
#tests none
Change 3215110 on 2016/11/30 by jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3215050
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3215097 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
#R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Rampage/Skins/Rampage_v001_IceBlue/M_RampageV001_MASTER.uasset
#c0der3view: jason.bestimt
Change 3213268 on 2016/11/29 by jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3213062
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3213118 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
#R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//R0BOMERGE_ORION_Dev_General/OrionGame/Source/BlueprintContext/Private/BannerContext.cpp
#c0der3view: jason.bestimt
Change 3212226 on 2016/11/28 by Aaron.McLeran
OR-32363 Client ensure with USoundWave::GetResourceSize() v35 DevGen
Ensure is not valid since it's possible for the sound wave to have its resource size queried before its finished decoded in the case of precache on load.
Rather than report ResourceSize (the compressed asset size), we're going to just report the fully decompressed data size (RawPCMDataSize) since that's what it will be when it finishes decoding.
#tests none
#rb zak.middleton
Change 3208273 on 2016/11/22 by Tim.Elek
Fix for Tonemapping sharpen black border for HDR
#rb marc.olano
#c0der3view marcus.wassmer, jordan.walker, andrew.grant
Change 3207881 on 2016/11/22 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
If a requested package can't be found and async loading is not an option, load the object instead of hoping that FlushAsyncLoading() will make things right...
This flaw was spotted while investigating OR-31699 which was due to a different issue, but should have been handled by this codepath.
#rb none
#tests Faked a condition where a package wasn't loaded on the client but became referenced by a object from the server
[c0der3viewed] Ben.Ziegler
#R0BOMERGE-SOURCE: CL 3207880 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3207807 on 2016/11/22 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Fix for OR-31699
While preloading packages check that a package has actually been loaded. Previously this could result in a package failing to load because FindObjectFast would return it to itself (!)
#rb none
[c0der3viewed] Michael.Noland
#tests verified can load into Monolith and get the shadow buff
#R0BOMERGE-SOURCE: CL 3207806 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3207756 on 2016/11/22 by David.Ratti
rollback networking changes since they seem to be causing side effects and v35 isnt the version to take chances on
#rb none
#tests compile
Change 3206348 on 2016/11/21 by Dan.Hertzka
Re-added lost type checking changes to the widget BP compiler when evaluating whether to bind a widget
Also added the type check when renaming a widget - if the property name is taken by a BindWidget property, but the widget isn't of a valid type, the rename now fails
#c0der3view Nick.Darnell
#rb Nick.Darnell
#tests Widget BP binding
Change 3205882 on 2016/11/21 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3205612
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3205880 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3205802 on 2016/11/21 by Daniel.Lamb
Fixed commandlet used for diffing cooked packages and generating serialization callstacks.
#rb None
#test Diff cooked package commandlet
Change 3204959 on 2016/11/18 by Ryan.Gerleve
World time is no longer adjusted when scrubbing in replays. Fixes several issues related to deathcam. Originally done to to fix ability cooldowns in replays, but shouldn't be necessary.
#rb john.pollard
#jira OR-30918, OR-31268, OR-31302
#tests golden path, deathcam, replays
Change 3204805 on 2016/11/18 by Frank.Gigliotti
Don't clamp root motion finish velocity if it doesn't need it.
#RB None
#Tests PIE
Change 3204327 on 2016/11/18 by Mieszko.Zielinski
Extended UBTDecorator_IsAtLocation with an option of using regular geometric distances rather than pathfollowing-based test #UE4
#rb Lukasz.Furman
#test golden path
Change 3204078 on 2016/11/18 by Ryan.Gerleve
Flip incorrect sort when there are multiple viewpoints in the significance manager (duplicate of CL 3203997 from Dev-Framework).
Fixes objects having incorrect significance in deathcam playback.
#rb marc.audy
#tests golden path, deathcam
Change 3204041 on 2016/11/18 by John.Pollard
Fix issue where old player controller from draft lobby was hanging around, causing replication warnings
#rb BartH
#tests Replays
Change 3203971 on 2016/11/18 by John.Pollard
Fix assert that can occur in player controller iterator when last element cast's to nullptr
#rb BartH
#tests Live + replays
Change 3203843 on 2016/11/18 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3203682
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3203842 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3202948 on 2016/11/17 by Daniel.Lamb
Disabled warning about invalidating cook due to unparsable ini setting.
This occurs when you don't have any previously cooked content (like on build machine).
#jira OR-31916
#rb trivial
#test cook paragon
Change 3202798 on 2016/11/17 by David.Ratti
Fix logic error around bSuppressGameplayCues
#rb none
#tests compile
Change 3202761 on 2016/11/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: david.ratti
Use FObjectKey instead of UClass* for function acceleration map. Speculative fix for rare client crash.
#rb none
#test pie
#R0BOMERGE-SOURCE: CL 3202552 in //Orion/Release-34.3/... via CL 3202760
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3202688 on 2016/11/17 by Michael.Noland
Engine: Adding stats to performance assassians GetAllActorsWithInterface and GetAllActorsWithTag to make them clearer in dumphitches reports (also in GetAllActorsOfClass, which is usually fine unless used with something really broad like AActor or AStaticMeshActor)
#rb none
#tests Compiled and ran on PS4
Change 3202687 on 2016/11/17 by Michael.Noland
Engine: Changed console variables and commands to allow using ? immediately following the command (without a space) to bring up the help text, in addition to the existing behavior of using ? as the first parameter
#tests Tested with/without spaces on both a console variable and a console command
#rb nick.darnell
Change 3202686 on 2016/11/17 by Michael.Noland
Engine: Made help console command open the generated HTML file via LaunchURL on windows
#tests Tested help command on Windows (LaunchURL with file:// use is only enabled for Windows now, but will be tested on Mac and possibly enabled later)
#rb nick.darnell
Change 3202622 on 2016/11/17 by Ryan.Gerleve
Support duplication of UReflectionCaptureComponents that were loaded from cooked data. Needed to support deathcam in Monolith.
#rb daniel.wright
#tests golden path on monolith with deathcam enabled on PS4
Change 3202575 on 2016/11/17 by Dan.Hertzka
Blur widget updates
- Renamed to SBackgroundBlur/UBackgroundBlur
- Split SBackgroundBlur out into its own file
- Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha
- Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set
- Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version)
- Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image
#c0der3view Matt.Kuhlenschmidt
#rb none
#tests PIE & widget designer
Change 3202533 on 2016/11/17 by Mieszko.Zielinski
Fixed new toggleable nav links not working in client-server environment #Orion
#rb none
#test golden path
Change 3202456 on 2016/11/17 by Mieszko.Zielinski
Introduced a new constant to Recast soruces to be used as initial value of tile salt variables #UE4
#rb none
#test golden path
Change 3202414 on 2016/11/17 by Chris.Bunner
Clamp eye adapation working area to match scene viewrect.
#rb Marcus.Wassmer
#tests Editor
#jira OR-31821
Change 3202205 on 2016/11/17 by David.Ratti
Networking fix:
-Fix ensure about Delayed Prediction Key being flushed while invalid
-Fix issue where predicted GE would be removed due to prediction key catch up, but would be added to the removed predicted GE list, causing the later replicated GE to be ignored incorrrectly. This can cause cooldowns to not appear on client, making abilities appear to not function.
#rb none
#tests golden path, latency
#c0der3view Frank.Gigliotti
Change 3202063 on 2016/11/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: nicholas.davies
#jira OR-31641 Chat logs overlap text box when pressing enter
Jamie Dale fix for adjusting text spacing when lines are removed from TextLayouts
[c0der3viewed] Jamie.Dale
#RB Jamie.Dale
#TESTS Chat should no longer overlap when more than 40 messages have been added
#R0BOMERGE-SOURCE: CL 3202062 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3201964 on 2016/11/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3201880
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3201956 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3201426 on 2016/11/16 by Mieszko.Zielinski
Implemented a generic way to set up simple point navigation links that could be disabled at runtime on static navmesh #Orion
#rb none
#test golden path
Change 3201174 on 2016/11/16 by John.Pollard
Increase number of retries when refreshing viewer fails + refactor so that a refresh doesn't starve other REST calls
#rb BartH
#tests Replays
Change 3200669 on 2016/11/16 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Merging test framework changes from Release-34 to resolve some known conflicts
#rb #tests na
#R0BOMERGE-SOURCE: CL 3200668 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3199192 on 2016/11/15 by Lina.Halper
Extra ensure for the crash with OR-31795
#jira: OR-31795
#rb: Laurent.Delayen
#tests: cooked, and test AI_Test with 9 bots
Change 3199187 on 2016/11/15 by Aaron.McLeran
UE-35533 Implementing from CL 3112097 Dev-Framework for joey
#tests Perform tests described in JIRA
#rb Jeff.Campeau
Change 3199094 on 2016/11/15 by Eric.Newman
Only ping Slate last interaction time for analog input outside the deadzone
Orion now only reports handled for analog movements outside the deadzone
#c0der3view matt.kulhenschmidt,chris.gagnon
#rb cody.haskell
#tests golden path w/ ps4 controller on PC
Change 3199085 on 2016/11/15 by Laurent.Delayen
Potential fix for https://jira.it.epicgames.net/browse/OR-31795
#rb lina.halper
#tests twinblast ult multiPIE
Change 3198934 on 2016/11/15 by Frank.Gigliotti
Fixed out of sync root motion ability tasks;
* Root motion ability tasks were out of sync and ending before the root motion was finished. The tasks now wait for the root motion to say it is done.
#RB Laurent.Delayen
#Tests PIE
Change 3198486 on 2016/11/15 by David.Ratti
Iniitalize EffectContext to default ASC EffectContext when no context is specified in AddGameplayCue_Internal. Fixes some GC translation issues.
#rb none
#tests pie
Change 3198424 on 2016/11/15 by Rob.Cannaday
Fix JSON_SERIALIZE_OBJECT_SERIALIZABLE macro in write mode not beginning a JSON object
#rb ian.fox
#tests class using JSON macros that writes a named subobject (BEGIN_JSON_SERIALIZER/JSON_SERIALIZE_OBJECT_SERIALIZABLE("name", obj)/END_JSON_SERIALIZER)
Change 3198418 on 2016/11/15 by Rob.Cannaday
More profiling for hitch when receiving friend request
#jira OR-30503
#rb ian.fox
#tests front end add/remove friend
#lockdown nicholas.davies
Change 3198214 on 2016/11/15 by David.Ratti
Ability System: Added support for some advanced client prediction with the intention of removing latency from the effective duration of predictive gameplay effects.
1. Predicted GameplayEffect reconciliation.
Predicted GEs are now reconciled with their replicated counter parts. Previously the predicted GE would be removed when the replicated one came in. Now we reconcile the predicted GE with the replicated GE, and throw out the replicated GE as if it was never added. To the outside, the predicted GE becomes the replicated GE seamlessly.
2. Server retry client activation fails.
When a client ability activation fails on the server, the server can retry the activation for a few frames before officially failing it. This is to combat minor discrepencies caused by different server frame rate or jitter in networking conditions. The common example is that we handle RPCs at the top of the frame, before we update timer manager and removed expired GEs or end animations.
Both features can be disabled with -DisableAdvancedClientPrediction. They can be toggled individually via config file.
#QAr3view:
1. Verify ping time no longer affects attack speed OR-30123. We still expect packet loss to have some effect on rate of fire.
2. Be on the look out for "ability stuck" type of issues
3. If there are resources, I would like to get 2 people to give qualitative feedback on this. Have them lane 1v1 for ~7 minutes with 200 ms of ping (no packet loss). Do this twice, once normally and again with -DisableAdvancedClientPrediction on both client AND server. Do it blind: don't tell them which run has which setting, just see if they notice differences. The hope is that your LMB attacks feel consistent with respect to timing and match what the UI shows in terms of cooldown. I would recommend testing with Murdock and maybe a melee like Crunch
#rb frank
#c0der3view Frank.Gigliotti, Billy.Bramer, Fred.Kimberley
#tests pie, golden path
Change 3197309 on 2016/11/14 by Laurent.Delayen
Additional debugging info for https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests riftmage + venus VS riftmage multiPIE
Change 3196654 on 2016/11/14 by Laurent.Delayen
Additional debug info to track down https://jira.it.epicgames.net/browse/OR-31677
#rb none
#tests compiles
[CL 3276432 by Andrew Grant in Main branch]
2017-01-27 23:32:44 -05:00
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VersionNum++;
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
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return;
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}
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// maps source grids to index in MergedBounds
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TArray<int32> MergedId;
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// unique, non overlapping regions
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TArray<FBox> MergedBounds;
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// initialize
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const int32 NumGrids = SourceGrids.Num();
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MergedId.SetNum(NumGrids);
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MergedBounds.SetNum(NumGrids);
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for (int32 Idx = 0; Idx < NumGrids; Idx++)
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{
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MergedId[Idx] = Idx;
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MergedBounds[Idx] = SourceGrids[Idx].WorldBounds;
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}
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// merge regions
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const int32 MaxIters = FMath::Square(NumGrids);
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for (int32 IterIdx = 0; IterIdx < MaxIters; IterIdx++)
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{
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int32 NumMerges = 0;
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for (int32 IdxOuter = 0; IdxOuter < NumGrids; IdxOuter++)
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{
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if (MergedId[IdxOuter] != IdxOuter)
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{
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// child region, skip
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continue;
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}
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for (int32 IdxInner = 0; IdxInner < NumGrids; IdxInner++)
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{
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// merge to outer region if possible:
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// is not child region, is not outer region, overlaps with outer region
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if (MergedId[IdxInner] == IdxInner &&
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IdxInner != IdxOuter &&
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MergedBounds[IdxOuter].Intersect(MergedBounds[IdxInner]))
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{
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MergedId[IdxInner] = IdxOuter;
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MergedBounds[IdxOuter] += MergedBounds[IdxInner];
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NumMerges++;
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}
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}
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}
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if (NumMerges == 0)
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{
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break;
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}
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}
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// build combined grids
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TArray<FNavLocalGridData> GridsToCombine;
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TArray<int32> SourceIds;
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TArray<int32> ChangedIndices;
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for (int32 IdxOuter = 0; IdxOuter < NumGrids; IdxOuter++)
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{
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GridsToCombine.Reset();
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SourceIds.Reset();
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for (int32 IdxInner = 0; IdxInner < NumGrids; IdxInner++)
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{
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int32 ParentId = MergedId[IdxInner];
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while (ParentId != MergedId[ParentId])
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{
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ParentId = MergedId[ParentId];
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}
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if (ParentId != IdxOuter)
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{
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continue;
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}
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GridsToCombine.Add(SourceGrids[IdxInner]);
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SourceIds.Add(SourceGrids[IdxInner].GetGridId());
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}
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if (GridsToCombine.Num())
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{
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// check if already built
|
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bool bFound = false;
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for (int32 IdxOld = 0; IdxOld < PrevCombinedGrids.Num(); IdxOld++)
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{
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if (PrevCombinedGrids[IdxOld].SourceIds == SourceIds)
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{
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CombinedGrids.Add(PrevCombinedGrids[IdxOld]);
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bFound = true;
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break;
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}
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}
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if (!bFound)
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{
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FCombinedNavGridData NewData(GridsToCombine);
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NewData.SetGridId(NextGridId);
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NewData.SourceIds = SourceIds;
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NextGridId++;
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ChangedIndices.Add(CombinedGrids.Num());
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CombinedGrids.Add(NewData);
|
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|
}
|
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}
|
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}
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if (ChangedIndices.Num())
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{
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ProjectGrids(ChangedIndices);
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VersionNum++;
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}
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}
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void UNavLocalGridManager::ProjectGrids(const TArray<int32>& GridIndices)
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{
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DECLARE_SCOPE_CYCLE_COUNTER(TEXT("NavGrid: Project"), STAT_GridProject, STATGROUP_AI);
|
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|
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3804281 by Fred.Kimberley
Improve contrast on watches in blueprints.
Change 3804322 by Fred.Kimberley
First pass at adding a watch window for blueprint debugging.
Change 3804737 by mason.seay
Added some Descriptions to tests that didn't have any, and fixed some typos
Change 3806103 by mason.seay
Moved and Renamed Timers test map and content appropriately
Change 3806164 by Fred.Kimberley
Add missing property types to GetDebugInfoInternal.
#jira UE-53355
Change 3806617 by Dan.Oconnor
Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator
#jira UE-31754, UE-42431, UE-53315, UE-53172
Change 3808541 by Fred.Kimberley
Add support for redirecting user defined enums.
This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html
Change 3808565 by mason.seay
Added a few more struct tests
Change 3809840 by mason.seay
Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change.
Change 3809847 by mason.seay
Added Object Timer tests. Fixed up existing timer test to remove delay dependency
Change 3811704 by Ben.Zeigler
Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical
Change 3811946 by Ben.Zeigler
#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations
Change 3812061 by Dan.Oconnor
Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'
#jira UE-52854
Change 3812259 by Dan.Oconnor
Fix asset broken by removal of an unkown enum
#jira UE-51419
Change 3812904 by Ben.Zeigler
Make ResolveRedirects on StreamableManager public as it can be used to validate things
Change 3812958 by Ben.Zeigler
#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts
Change 3812975 by Mieszko.Zielinski
Added contraptions to catch a rare eidtor-time EQS crash #UE4
#jira UE-53468
Change 3818530 by Phillip.Kavan
Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.
Change summary:
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.
#jira UE-52167
Change 3819733 by Mieszko.Zielinski
Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4
#jira UE-15089
Change 3821776 by Marc.Audy
Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class
Change 3823851 by mason.seay
Moved and renamed blueprints used for Object Reference testing
Change 3824165 by Phillip.Kavan
Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.
Change summary:
- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.
#jira UE-53111
Change 3830309 by mason.seay
Created Literal Gameplay Tag Container test
Change 3830562 by Phillip.Kavan
Blueprint nativization bug fixes (reviewed/taken from PR).
Change summary:
- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.
#4202
#jira UE-52188
Change 3830579 by Fred.Kimberley
Add support for turning off multiple watches at once in the watch window.
#jira UE-53852
Change 3836047 by Zak.Middleton
#ue4 - Dev test maps for overlaps perf tests.
Change 3836768 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
Change summary:
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.
#jira UE-53908
Change 3838085 by mason.seay
Functional tests around basic blueprint functions
Change 3840489 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Change 3840648 by mason.seay
Updated Descriptions on tests
Change 3842914 by Ben.Zeigler
Improve comments around stremable handle cancel/release
Change 3850413 by Ben.Zeigler
Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
Copy of CL #3849610
Change 3850426 by Ben.Zeigler
Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
Copy of CL #3850389
Change 3853449 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
Change summary:
- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
- Fixed a few typos.
#jira UE-53960
Change 3853465 by Phillip.Kavan
Fix plugin module C++ source template to conform to recent public include path changes.
Change 3857599 by Marc.Audy
PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
#jira UE-54281
#jira UE-54399
Change 3863259 by Zak.Middleton
#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.
#jira UE-46293
Change 3863491 by Zak.Middleton
#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.
Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.
#jira UE-21264
Change 3865325 by Zak.Middleton
#ue4 - Fix static analysis warning about possible null PC pointer.
#jira none
Change 3869828 by Ben.Zeigler
#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry
Change 3869969 by mason.seay
Character Movement Functional Tests
Change 3870099 by Mason.Seay
Submitted asset deletes
Change 3870105 by mason.seay
Removed link to anim blueprint to fix errors
Change 3870238 by mason.seay
Test map for Async Loading in a Loop
Change 3870479 by Ben.Zeigler
Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames
Change 3875224 by mason.seay
Functional tests for Event BeginPlay execution order
Change 3875409 by mason.seay
Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)
Change 3878947 by Mieszko.Zielinski
CIS fixes #UE4
Change 3879000 by Mieszko.Zielinski
More CIS fixes #UE4
Change 3879139 by Mieszko.Zielinski
Even moar CIS fixes #UE4
Change 3879742 by mason.seay
Added animation to Nativization Widget asset
Change 3880198 by Zak.Middleton
#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.
#jira UE-54875
github #4479
Change 3880266 by Zak.Middleton
#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).
#jira UE-54875
Change 3881546 by Mieszko.Zielinski
*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4
Change 3881547 by Mieszko.Zielinski
Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4
Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).
Change 3881742 by mason.seay
Additional crouch test to cover UE-54875
Change 3881794 by Mieszko.Zielinski
Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4
Change 3884503 by Mieszko.Zielinski
Fixed TopDown code template to make it compile after navsys refactor #UE4
#jira UE-55039
Change 3884507 by Mieszko.Zielinski
Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4
It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.
#jira UE-55033
Change 3884594 by Mieszko.Zielinski
Added a const FNavigationSystem::GetCurrent version #UE4
lack of it was causing KiteDemo to not compile.
Change 3884602 by Mieszko.Zielinski
Mac editor compilation fix #UE4
Change 3884615 by Mieszko.Zielinski
Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4
Change 3885254 by Mieszko.Zielinski
Guessfix for UE-55030 #UE4
The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro
#jira 55030
Change 3885286 by Mieszko.Zielinski
Changed how NavigationSystem module includes DerivedDataCache module #UE4
#jira UE-55035
Change 3885492 by mason.seay
Minor tweaks to animation
Change 3885773 by mason.seay
Resaving assets to clear out warning
Change 3886433 by Mieszko.Zielinski
Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4
#jira UE-55108
Change 3886783 by Mieszko.Zielinski
Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4
Change 3887019 by Mieszko.Zielinski
Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4
Change 3891031 by Mieszko.Zielinski
Fixed missing includes in NavigationSystem.cpp #UE4
Change 3891037 by Mieszko.Zielinski
ContentEample's navigation fix #UE4
#jira UE-55109
Change 3891044 by Mieszko.Zielinski
PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)
#UE4
Change 3891598 by mason.seay
Resaving assets to clear out "empty engine version" spam
Change 3891612 by mason.seay
Fixed deprecated Set Text warnings
Change 3893334 by Mieszko.Zielinski
Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4
#jira UE-55041
Change 3893394 by Mieszko.Zielinski
Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4
Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).
Change 3893395 by Mieszko.Zielinski
Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4
The message is printed as an error-level log line and it says what should the offending section be renamed to.
Change 3895563 by Dan.Oconnor
Mirror 3895535
Append history from previous branches in source control history view
#jira none
Change 3896930 by Mieszko.Zielinski
Added an option to tick navigation system while the game is paused #UE4
Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.
#jira UE-39275
Change 3897554 by Mieszko.Zielinski
Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4
Change 3897556 by Mieszko.Zielinski
Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4
#jira UE-45261
Change 3898064 by Mieszko.Zielinski
Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4
#jira UE-50436
Change 3899004 by Mieszko.Zielinski
Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4
Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.
Change 3901733 by Mieszko.Zielinski
Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4
Change 3901925 by Ben.Zeigler
#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks
Change 3902166 by Marc.Audy
Make ULevel::GetWorld final
Change 3902749 by Ben.Zeigler
Fix it so pressing refresh button in asset audit window actually refreshes the asset management database
Change 3902763 by Ben.Zeigler
#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only
Change 3905578 by Phillip.Kavan
The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.
#4392
#jira UE-53779
Change 3905848 by Phillip.Kavan
First pass of the experimental Blueprint graph bookmarks feature.
#jira UE-10052
Change 3906025 by Phillip.Kavan
CIS fix.
Change 3906195 by Phillip.Kavan
Add missing icon file.
Change 3906356 by Phillip.Kavan
Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.
Change 3910628 by Ben.Zeigler
Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child
Change 3912470 by Ben.Zeigler
#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged
Change 3913045 by Marc.Audy
Fix issues where recursion in to child actors wasn't being handled correctly
Change 3913398 by Fred.Kimberley
Fixes a misspelled name for one of the classes in the ability system.
PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
#github
#jira UE-54327
Change 3918016 by Fred.Kimberley
Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.
#jira UE-52668
PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
#github
Change 3924653 by Mieszko.Zielinski
Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4
#jira UE-55378
Change 3925614 by Phillip.Kavan
Fix ForEachEnum node to skip over hidden enum values in new placements by default.
Change summary:
- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).
#jira UE-34563
Change 3925649 by Marc.Audy
Fix up issue post merge from Main with navigation system refactor
Change 3926293 by Phillip.Kavan
Temp fix to unblock CIS.
#jira UE-34563
Change 3926523 by Marc.Audy
Ensure that a renamed Actor is in the correct Actors array
#jira UE-46718
Change 3928732 by Fred.Kimberley
Unshelved from pending changelist '3793298':
#jira UE-53136
PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
#github
Change 3928780 by Marc.Audy
PR #4309: The display names of the functions. (Contributed by SertacOgan)
#jira UE-53334
Change 3929730 by Joseph.Wysosky
Submitting test assets for the new Blueprint Structure test cases
Change 3931919 by Joseph.Wysosky
Deleting BasicStructure asset to rest MemberVariables back to default settings
Change 3931922 by Joseph.Wysosky
Adding BasicStructure test asset back with default members
Change 3932083 by Phillip.Kavan
Fix Compositing plugin source files to conform to updated relative include path specifications.
- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.
Change 3932196 by Dan.Oconnor
Resetting a property to default now uses the same codepath as assigning the value from the slate control
#jira UE-55909
Change 3932408 by Lukasz.Furman
fixed behavior tree services attached to task nodes being sometimes recognized as root level
#jira nope
Change 3932808 by Marc.Audy
PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
#jira UE-50871
Change 3934101 by Phillip.Kavan
Revise ForEachEnum node expansion logic to exclude hidden values at compile time.
Change summary:
- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.
#jira UE-34563
Change 3934106 by Phillip.Kavan
Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.
Change summary:
- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.
Change 3934116 by Phillip.Kavan
UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.
Change summary:
- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.
Change 3934382 by Phillip.Kavan
Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.
Change 3936387 by Mieszko.Zielinski
Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4
Change 3936905 by Ben.Marsh
Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.
Change 3940537 by Marc.Audy
Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
#jira UE-55938
Change 3940901 by Marc.Audy
Properly name CVar global to reflect what it is for
Change 3943043 by Marc.Audy
Fix world context functions not being able to be used in CheatManager derived blueprints
#jira UE-55787
Change 3943075 by Mieszko.Zielinski
Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4
Change 3943089 by Mieszko.Zielinski
Fixed how WorldSettings.NavigationSystemConfig gets created #UE4
Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.
Change 3943225 by Marc.Audy
Fix spelling of Implements
Change 3950813 by Marc.Audy
Include owner in attachment mismatch ensure
#jira UE-56148
Change 3950996 by Marc.Audy
Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays
#jira UE-55482
Change 3952086 by Marc.Audy
PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
#jira UE-54974
Change 3952720 by Marc.Audy
PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
#jira UE-56248
Change 3952804 by Richard.Hinckley
Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.
Change 3952962 by Marc.Audy
UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
#jira UE-49610
Change 3952977 by Phillip.Kavan
Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.
Change summary:
- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
- Fixed a few typos in existing API names.
#jira UE-48233
Change 3953658 by Marc.Audy
(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
#jira UE-56270
Change 3954727 by Marc.Audy
Add friendly name to custom version mismatch message
Change 3954906 by Marc.Audy
(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
#jira UE-56313
Change 3954997 by Marc.Audy
Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type
Change 3955091 by Marc.Audy
Do not register subcomponents that are not auto register
#jira UE-52878
Change 3955943 by Marc.Audy
Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed
Change 3956185 by Zak.Middleton
#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.
This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().
#jira none
Change 3958102 by Marc.Audy
Clean out dead code path from k2node_select
Select node now resets pins to wildcard if none of the pins are in use
Change 3958113 by Lukasz.Furman
added OnSearchStart call to root level behavior tree services
#jira UE-56257
Change 3958361 by Marc.Audy
Fix literal input pins on select being set to wildcard during compilation
Change 3961148 by Dan.Oconnor
Mirror 3961139 from Release 4.19
Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
#jira UE-55742
Change 3961640 by Marc.Audy
Select node now displays Add Pin button
Undo of changing select node index type now works correctly.
Connections to option pins now maintained across change of index pin type
#jira UE-20742
Change 3962262 by Marc.Audy
Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"
Change 3962795 by Phillip.Kavan
Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.
- Mirrored from //UE4/Release-4.19 (3962782)
#jira UE-56316
Change 3962991 by Marc.Audy
Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
#jira UE-54807
Change 3963114 by Marc.Audy
Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.
Change 3963427 by Marc.Audy
Fix initialization order
Initialize bUseBackwardsCompatForEmptyAutogeneratedValue
Change 3963781 by Marc.Audy
Fix without editor compiles
Change 3964576 by Marc.Audy
PR #4599: : Working category for timelines (Contributed by projectgheist)
#jira UE-56460
#jira UE-26053
Change 3964782 by Dan.Oconnor
Mirror 3964772 from Release 4.19
Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing
#jira UE-56447
Change 3965156 by Mieszko.Zielinski
PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)
#jira UE-56435
Change 3965173 by Marc.Audy
(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
#jira UE-56431
Change 3966117 by Marc.Audy
Fix select nodes inside macros using wildcard array inputs having issues resolving type.
#jira UE-56484
Change 3878901 by Mieszko.Zielinski
NavigationSystem's code refactored out of the engine and into a new separate module #UE4
The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.
Change 3879409 by Mieszko.Zielinski
Further fallout fixes after ripping out NavigationSystem out of the engine #UE4
- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)
Change 3897655 by Ben.Zeigler
#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references
Change 3962780 by Marc.Audy
When preventing a split pin from being orphaned, all sub pins must also be prevented.
#jira UE-56328
Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)
[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
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const UNavigationSystemV1* NavSys = FNavigationSystem::GetCurrent<UNavigationSystemV1>(GetWorld());
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const ANavigationData* NavData = NavSys ? NavSys->GetDefaultNavDataInstance() : nullptr;
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
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for (int32 Idx = 0; Idx < GridIndices.Num(); Idx++)
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CombinedGrids[GridIndices[Idx]].ProjectCells(*NavData);
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3316439)
#lockdown Nick.Penwarden
Change 3315047 on 2017/02/21 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
HTN code first check in #UE4
#rb none
#test currently unused
Change 3314042 on 2017/02/21 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - DAILY Main @ CL 3313484
#RB:none
#Tests:none
Change 3313355 on 2017/02/20 by Uriel.Doyon@uriel.doyon_PC2_Orion
Changed the preliminary GPU benchmark workloads to take into account the target workload.
This is to prevent running the last test with poor performance, risking a driver reset.
#jira OR-29915
#rb marcus.wassmer
#test Run the game triggering benchmarks
Change 3312553 on 2017/02/20 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Implemented a simple AITask for running EQS queries #UE4
#rb Lukasz.Furman
#test golden path
Change 3311661 on 2017/02/20 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3311631
#RB:none
#Tests:none
Change 3310392 on 2017/02/17 by Daniel.Lamb@daniel.lamb_T3905_6612
Unreal pak now outputs to named log files instead of timestamps.
#rb Trivial
#test Cook deploy paragon
#jira OR-36057
Change 3310196 on 2017/02/17 by Clayton.Langford@RDU-WD-8359_3635_Paragon_DevGen
Created an event to be fired whenever a GameplayCue is routed that passes all relevant info about that GC. Added a listener in OrionPhasedFunctionalTest that parses that event into a string and stores it in an array to be accessed from a test phase later.
#test PIE
#rb Ben.Salem, Adric.Worley
Change 3308437 on 2017/02/16 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3308413
(Prep for Merge up)
#RB:none
#Tests:none
Change 3306497 on 2017/02/16 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for compilation issue with USE_MALLOC_STOMP
#rb none
#tests compiled with malloc_stomp
Change 3306468 on 2017/02/16 by Cody.Haskell@OrionStream
#Orion
- Text popup work for Shield. If you click on an OrionEditableTextBox while running the game with -gfn, a special popup is called. Should do nothing normally.
#rb none
#tests PIE, golden path.
Change 3305945 on 2017/02/16 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Remove unused/deprecated UGameplayEffectExtension class
#rb #tests none
Change 3304630 on 2017/02/15 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge Mieszko stuff from MAIN to DG
#RB:none
#TestS:none
#!codereview: mieszko.zielinski
Change 3303785 on 2017/02/15 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 38.3 @ CL 3303224
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3303718 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
#!ROBOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand.
//Orion/Dev-General/OrionGame/Content/UI/DeckBuilder/DeckBuilderRoot.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/UI/Master_Layouts/FrontEnd.uasset - can't integrate exclusive file already opened
#!codereview: jason.bestimt
Change 3302382 on 2017/02/14 by Alexis.Matte@amatte-orion-dev-general
Fix import of morph target when there is no animation
#jira UE-41383
#jira OR-35859
#rb none
#test none
Change 3301538 on 2017/02/14 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3301392
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3301481 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3299985 on 2017/02/13 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
added time limit to "get out of overlap" move for minons to avoid getting stuck in moving to inaccessbile spots
#jira OR-35834
#rb Mieszko.Zielinski
#tests PIE
Change 3299732 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Tweaked the way EQS tests of negative score get normalized #UE4
#rb none
#test golden path + math
#!codereview Lukasz.Furman, John.Abercrombie
Change 3299724 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Generic AI interface extensions #UE4
Mostly getters
#rb none
#test golden path
Change 3299717 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
A little tweak to VisLog's point labels drawing - if there's only one point in a set it will no longer append '_0' to the label #UE4
#rb none
#test PIE
Change 3299527 on 2017/02/13 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Update libWebSockets binaries to fix Linux server web socket connections.
#tests matchmaking, mms
#rb none
Change 3299278 on 2017/02/13 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Ability Task Pass: tasks should not broadcast out (back into ability graph) if the owning ability has completed EndAbility.
#rb none
#tests pie, golden path
Change 3297884 on 2017/02/10 by Paul.Moore@OrionWorkspace_Dev-General
#mms
- Enable SSL module for PS4 (needed by OpenSSL when using WebSockets).
- Turn on verbose logging for WebSockets module for initial MMS debugging.
#tests PS4
#rb none
Change 3296911 on 2017/02/10 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Encode user search string so we support special characters
#rb RyanG
#tests Replays
Change 3296746 on 2017/02/10 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3296659
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3296735 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3296705 on 2017/02/10 by Daniel.Lamb@daniel.lamb_T3905_6612
Added support to the cooker for iterating shared builds.
#rb Not used yet
#test Fast cook paragon
Change 3295747 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrated WS upgrade header functionality with latest Fortnite libws changes.
- Added "ws" and "wss" protocols to web socket manager context.
#rb rob.cannaday
#!codereview rob.cannaday, james.hopkin
#tests win64, ps4
Change 3295579 on 2017/02/09 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Fix for replay backward compatibility from John.Pollard
#tests #rb na
Merging using OrionScratchReleaseMapping
Change 3295506 on 2017/02/09 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
O - Added option for force recompute tangents using skin cache
#rb none
#jira UE-41541
#tests Editor run, toggle, restart
Change 3295461 on 2017/02/09 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed huge interpolation times for linear network smoothing on stationary characters,
fixed mismatch in movement Base between NavWalking server and Walking client, causing some stationary characters to float in midair
copy of CL# 3295439
#jira OR-35664, OR-35572
#rb none
#tests game
Change 3294954 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrating Fortnite WebSocket changes into Orion that fixes some win10 issues.
#!codereview rob.cannaday, james.hopkin
#tests compile ps4, linux, win64
#rb none
Change 3294947 on 2017/02/09 by Daniel.Lamb@daniel.lamb_T3905_6612
The generate stub return result is considered as success when saving cooked packages.
Fixes bug with cooking blueprint nativized packages.
#rb Trivial
#test Cook paragon
Change 3293307 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for issue in last checkin - need to clear activecontext regardless
#rb none
#tests solo smoke with nullrhi
Change 3293284 on 2017/02/08 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Allow setting the per-frame time limit for processing queued bunches separately for instant replays, since they may have more strict timing/framerate requirements.
#rb john.pollard
#tests golden path
Change 3293148 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fixed invalid memory access* with nullrhi and suppressed IME warning if no valid window handle exists
(*Likely only an issue when running with memory validation)
#rb none
#tests verified invalid access exception no longer occurs with nullrhi
#!review-3293149 @Matt.Khulenschmidt
Change 3293103 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Fix build
#jira OR-34918
#rb none
#tests none
Change 3292921 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Force local player to maintain x fov axis.
#jira OR-34918
#rb david.ratti
#tests Render/PIE a level sequence and test that the camera isn't zoomed in.
Change 3292869 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Yet more logging for OR-35448
#rb #tests none
Change 3292821 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: rob.cannaday
PS4 libwebsockets build fix
Update build cs files to point to PS4 file location
Copy libwebsocket include directory from Fortnite to Orion
#rb paul.moore
#tests compile/link Win64 Development Editor, PS4 Debug, Linux Development Server
#!ROBOMERGE-SOURCE: CL 3292820 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292277 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DMM @ CL 3292219
#RB:none
#Tests:none
[CODEREVIEW] paul.moore, benjamin.crocker
#QAReview
#!ROBOMERGE-SOURCE: CL 3292276 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292211 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Pulling new ags library from Release-4.15 and reverting hack that disabled feature for AMD users
#rb Marcus.Wassmer
#tests compiled
Change 3292167 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Additional logging for OR-35448
#rb none
#tests pie
Change 3289462 on 2017/02/06 by Ben.Salem@ben.salem_OrionMain
Adding priority filters to Automation tests, also commands to filter on priority levels.
#rb adric worley
#tests Compiled, ran a few commands to verify it works.
Change 3288801 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 (38.3) @ CL 3288681
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3288800 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3288750 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed issue when cooking client and server platforms in single cook some packages would be marked incorrectly because they would be stripped when from client / server.
#rb Andrew.Grant
#test Cook paragon
Change 3288624 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Unlocked network version
#rb #tests na
OR-35603
Change 3288612 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Added more ini settings to the iterative ini blacklist.
#rb Trivial
#test Iterative Cook Paragon
Change 3288184 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Downgraded warning to display
#!review-3288185 @David.Ratti
#rb none
#tests none
Change 3287634 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ 3287498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3287619 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3286668 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix a crash when importing a LOD containing different material with less sections
#rb none
#test none
Change 3286112 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
#rb matt.kuhlenschmidt
#test see the jira
Change 3285859 on 2017/02/03 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed merge error from last checkin with the DDC commandlet
#!codereview Matthew.Griffin
#test DDC commandlet paragon
#rb None
Change 3285637 on 2017/02/03 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Pass in the DemoNetDriver pointer to the ConcurrentWithSlateTickTask instead of accessing it from the world in the task itself.
#rb john.pollard
#tests golden path
Change 3285479 on 2017/02/03 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Made bot communicate ults when they're up, not when they're using it #Orion
CL also contains a bit of code shuffling around, preparing ground for HTN plug in
#rb none
#test golden path
Change 3285125 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3285078
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3285124 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3283996 on 2017/02/02 by Michael.Trepka@Michael.Trepka_PC_Orion-Dev-General
Added UGameUserSettings::GetRecommandedResolutionScale() to replace UOrionGameUserSettings::GetDefaultResolutionScale(). This makes things less confusing (UGameUserSettings::GetRecommandedResolutionScale() returns scale recommended based on results of the benchmark and UGameUserSettings::GetDefaultResolutionScale() returns scale based on user settings) and fixes a regression introduced in 3257936 (OR-35544)
#rb Cody.Haskell
#tests Tested on PC
Change 3283951 on 2017/02/02 by Daniel.Lamb@daniel.lamb_T3905_6612
Ensure DDC commandlet calls begincacheforcookedplatformdata correctly.
#rb None
#!codereview Matthew.Griffin
#test DDC commandlet paragon.
Change 3283874 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
fix for invalid resource issue
#rb: none
#code review: Daniel.Wright
#tests: compile and editor with wolf
Change 3283621 on 2017/02/02 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Femme WIP whip aiming for Q ability.
#rb none
#tests Femme
Change 3283216 on 2017/02/02 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 37.2 @ CL 3282900
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3283199 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3282954 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
It becomes invalid on the resource, so checking null, but still wip on verifying this with Daniel Wright. He's sick out.
#rb:none
#tests: compile
#code review:Daniel.Wright
#Jira: OR-35418
Change 3281993 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Removed default unattended flag.
#rb Trivial
#test PS4 cook run paragon.
Change 3281990 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Potential fix for deterministic cooking issue with UMovieSceneSignedObjects.
#rb Andrew.Grant
#!codereview Max.Preussner
#test Cook and run paragon ps4.
Change 3281610 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
AimOffsetLookAt is now thread safe.
#rb lina.halper
#tests femme
Change 3281609 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Fixed 'Convert to AimOffset LookAt' option being broken in Persona.
#rb lina.halper
#tests works for Femme now.
Change 3281019 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3280498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3281018 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3280813 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: matthew.griffin
Prevent inclusion of NotForLicensees files when staging CrashReportClient config files
#rb none
#tests none
#!ROBOMERGE-SOURCE: CL 3280812 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3279921 on 2017/01/31 by Yanni.Tripolitis@yanni.tripolitis_Dev_General_Cary
Fixed an error in the Round MF, that was somehow "leaked" into Paragon from Odin.
#lockdown Billy.Rivers, Adam.Bellefeuil
#!codereview Tim.Elek
Change 3279178 on 2017/01/31 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed up diff files commandlet stack information
#rb Joe.Conley
#test Diff cooked packages
Change 3279084 on 2017/01/31 by Andrew.Grant@andrew.grant.T6730.orion.floating
Merging //UE4/Main at 3276432 through Orion-Staging
#rb #tests na
Change 3279078 on 2017/01/31 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3279032
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3279077 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277908 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_37 - Fix for "-game" crash with missing meta data
#RB:none
#Tests:none
[CodeReviewed]: andrew.grant, jamie.dale, mieszko.zielinski
#!ROBOMERGE-SOURCE: CL 3277901 in //Orion/Release-37/... via CL 3277902 via CL 3277904 via CL 3277905
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277520 on 2017/01/30 by Andrew.Grant@andrew.grant.T6730.orion.floating
Workaround for OR-35418
#!ROBOMERGE: Main
#rb none
#tests verified ShortSoloGame test completes without a crash
Change 3277357 on 2017/01/30 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed the rebuild lighting commandlet.
#rb Trivial
#test Rebuild lighting dev general
Change 3277322 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3277275
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3277296 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277210 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping test changes:
Fixed issue where with -stdout messages would be duplicated due to FeedbackContextAnsi echoing to stdout by default
Changed stdout output to postfix instead of trail newlines
Firstpass of finding and displaying crash callstacks in Orion Test Framework.
#rb none
#tests ran test framework with tests that purposefully crashed/checked
#!ROBOMERGE-SOURCE: CL 3276889 in //Orion/Release-37/... via CL 3277207 via CL 3277208 via CL 3277209
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3276774 on 2017/01/29 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for non-unity issue.
#tests compiled
#rb none
#!ROBOMERGE: Main, DUI
Change 3276594 on 2017/01/28 by Lina.Halper@Lina.Halper_Orion
Checked in potential fix for nonunity build issue
#rb:none
#tests:compile
Change 3275806 on 2017/01/27 by Ben.Salem@ben.salem_OrionMain
Adding in a checkpointing system for automated test passes where, if a client crashes while running a pass, on reboot and reissue of the automation command the test pass will start off where it left off, skipping the crashing test.
#rb clayton.langford
#tests Ran several dozen test passses. Seriously.
#!codereview steve.white, bob.ferreira, clayton.langford, adric.worley
Change 3275803 on 2017/01/27 by Shaun.Kime@shaun.kime_RDU-WD-9788_oriondevgen
Paragon has retainer widgets with no World set. When encountered, they can cause the scene list to be desynchronized with the rendering thread.
This logic resolves the issue by registering a null scene in this case, properly setting the slate scene index for subsequent slate draw calls.
#rb nick.darnell
#jira OR-34919
#TESTS na
Change 3275533 on 2017/01/27 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-40796
#rb andrew.rodham
#tests none
Change 3275093 on 2017/01/27 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3273298
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3273417 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3274700 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
#Anim curve crash on cooking
- fixed crash during cooking while accessing default value of material
- this code doesn't have to run during cooking with inactive world, so I'm checking that
#code review: Daniel.Wright, Chris.Bunner, Jurre.DeBaare
#rb: none
#tests: cooking
Change 3274129 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed safer to get featurelevel
#rb: Daniel.Wright
#tests: compile/wolf
Change 3274012 on 2017/01/26 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed crash in navigation grids
#jira OR-35356
#rb none
#tests PIE
Change 3273803 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed issue with animation curve getting reset to 0.f
- the issue is that skeleton contains material flag types, so now it just keeps setting the value
- even after I fix validation check, it still cleared it due to the material curve not found anymore, so added to support default value setting
#jira: OR-34563
#rb: Martin.Wilson, Chris.Bunner, Benn.Gallagher
#code review: Martin.Wilson, Daniel.Wright
#tests: wolf, coil
Change 3273257 on 2017/01/26 by Alexis.Matte@amatte-orion-dev-general
Isolate by material slot instead of section index. Add UI to isolate and highlight material in the material panel
#rb matt.kuhlenschmidt
#jira UE-41131
#tests none
Change 3272527 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: chris.bunner
Ensure FSceneRenderTargets snapshot copies default clear colors.
#tests Golden path on lowest and high settings
#rb None
#lockdown Jason.Bestimt
#jira OR-34905
#!ROBOMERGE-SOURCE: CL 3272507 in //Orion/Release-37.1/... via CL 3272521 via CL 3272525
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3272244 on 2017/01/25 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
Show more info when a material instance failed to compile
#jira OR-34626
#tests Forced crash in the debugger
#rb Daniel.Wright
Change 3272109 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: philip.buuck
Fix bad merge from Main
#rb Dan.Hertzka
#tests PIE
[CodeReviewed] Andrew.Grant
#lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3272106 in //Orion/Release-37.1/... via CL 3272107 via CL 3272108
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3271721 on 2017/01/25 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
jungle minions will spawn navigation obstacles when they are stuck in static geometry, fixed issues with falling off cliffs
#jira OR-35054
#rb Mieszko.Zielinski
#tests PIE
Change 3271432 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3271043
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3271429 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
[CL 3322856 by Andrew Grant in Main branch]
2017-02-25 19:37:22 -05:00
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void UNavLocalGridManager::UpdateAccessTime(int32 CombinedGridIdx)
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{
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if (CombinedGrids.IsValidIndex(CombinedGridIdx))
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{
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const float GameTime = GetWorld()->GetTimeSeconds();
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for (int32 Idx = 0; Idx < CombinedGrids[CombinedGridIdx].SourceIds.Num(); Idx++)
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{
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const int32 SourceGridIdx = CombinedGrids[CombinedGridIdx].SourceIds[Idx];
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if (SourceGrids.IsValidIndex(SourceGridIdx))
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{
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SourceGrids[SourceGridIdx].LastAccessTime = GameTime;
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}
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}
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}
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}
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void UNavLocalGridManager::SetMaxActiveSources(int32 NumActiveSources)
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{
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MaxActiveSourceGrids = NumActiveSources;
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const bool bUpdated = UpdateSourceGrids();
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if (bUpdated)
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{
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RebuildGrids();
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}
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}
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bool UNavLocalGridManager::UpdateSourceGrids()
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{
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if (SourceGrids.Num() < MaxActiveSourceGrids || !HasSourceGridLimit())
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{
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return false;
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}
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while (SourceGrids.Num() > MaxActiveSourceGrids)
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{
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float BestScore = FLT_MAX;
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int32 BestIdx = 0;
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for (int32 Idx = 0; Idx < SourceGrids.Num(); Idx++)
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{
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const FNavLocalGridData& GridData = SourceGrids[Idx];
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if (BestScore > GridData.LastAccessTime)
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{
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BestScore = GridData.LastAccessTime;
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BestIdx = Idx;
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}
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}
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SourceGrids.RemoveAt(BestIdx, 1, false);
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}
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return true;
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}
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
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int32 UNavLocalGridManager::GetGridIndex(const FVector& WorldLocation) const
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{
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DECLARE_SCOPE_CYCLE_COUNTER(TEXT("NavGrid: GetIndex"), STAT_GridFind, STATGROUP_AI);
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for (int32 Idx = 0; Idx < CombinedGrids.Num(); Idx++)
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{
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if (CombinedGrids[Idx].WorldBounds.IsInside(WorldLocation))
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{
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return Idx;
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}
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}
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return INDEX_NONE;
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}
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3316439)
#lockdown Nick.Penwarden
Change 3315047 on 2017/02/21 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
HTN code first check in #UE4
#rb none
#test currently unused
Change 3314042 on 2017/02/21 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - DAILY Main @ CL 3313484
#RB:none
#Tests:none
Change 3313355 on 2017/02/20 by Uriel.Doyon@uriel.doyon_PC2_Orion
Changed the preliminary GPU benchmark workloads to take into account the target workload.
This is to prevent running the last test with poor performance, risking a driver reset.
#jira OR-29915
#rb marcus.wassmer
#test Run the game triggering benchmarks
Change 3312553 on 2017/02/20 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Implemented a simple AITask for running EQS queries #UE4
#rb Lukasz.Furman
#test golden path
Change 3311661 on 2017/02/20 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3311631
#RB:none
#Tests:none
Change 3310392 on 2017/02/17 by Daniel.Lamb@daniel.lamb_T3905_6612
Unreal pak now outputs to named log files instead of timestamps.
#rb Trivial
#test Cook deploy paragon
#jira OR-36057
Change 3310196 on 2017/02/17 by Clayton.Langford@RDU-WD-8359_3635_Paragon_DevGen
Created an event to be fired whenever a GameplayCue is routed that passes all relevant info about that GC. Added a listener in OrionPhasedFunctionalTest that parses that event into a string and stores it in an array to be accessed from a test phase later.
#test PIE
#rb Ben.Salem, Adric.Worley
Change 3308437 on 2017/02/16 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3308413
(Prep for Merge up)
#RB:none
#Tests:none
Change 3306497 on 2017/02/16 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for compilation issue with USE_MALLOC_STOMP
#rb none
#tests compiled with malloc_stomp
Change 3306468 on 2017/02/16 by Cody.Haskell@OrionStream
#Orion
- Text popup work for Shield. If you click on an OrionEditableTextBox while running the game with -gfn, a special popup is called. Should do nothing normally.
#rb none
#tests PIE, golden path.
Change 3305945 on 2017/02/16 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Remove unused/deprecated UGameplayEffectExtension class
#rb #tests none
Change 3304630 on 2017/02/15 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge Mieszko stuff from MAIN to DG
#RB:none
#TestS:none
#!codereview: mieszko.zielinski
Change 3303785 on 2017/02/15 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 38.3 @ CL 3303224
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3303718 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
#!ROBOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand.
//Orion/Dev-General/OrionGame/Content/UI/DeckBuilder/DeckBuilderRoot.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/UI/Master_Layouts/FrontEnd.uasset - can't integrate exclusive file already opened
#!codereview: jason.bestimt
Change 3302382 on 2017/02/14 by Alexis.Matte@amatte-orion-dev-general
Fix import of morph target when there is no animation
#jira UE-41383
#jira OR-35859
#rb none
#test none
Change 3301538 on 2017/02/14 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3301392
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3301481 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3299985 on 2017/02/13 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
added time limit to "get out of overlap" move for minons to avoid getting stuck in moving to inaccessbile spots
#jira OR-35834
#rb Mieszko.Zielinski
#tests PIE
Change 3299732 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Tweaked the way EQS tests of negative score get normalized #UE4
#rb none
#test golden path + math
#!codereview Lukasz.Furman, John.Abercrombie
Change 3299724 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Generic AI interface extensions #UE4
Mostly getters
#rb none
#test golden path
Change 3299717 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
A little tweak to VisLog's point labels drawing - if there's only one point in a set it will no longer append '_0' to the label #UE4
#rb none
#test PIE
Change 3299527 on 2017/02/13 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Update libWebSockets binaries to fix Linux server web socket connections.
#tests matchmaking, mms
#rb none
Change 3299278 on 2017/02/13 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Ability Task Pass: tasks should not broadcast out (back into ability graph) if the owning ability has completed EndAbility.
#rb none
#tests pie, golden path
Change 3297884 on 2017/02/10 by Paul.Moore@OrionWorkspace_Dev-General
#mms
- Enable SSL module for PS4 (needed by OpenSSL when using WebSockets).
- Turn on verbose logging for WebSockets module for initial MMS debugging.
#tests PS4
#rb none
Change 3296911 on 2017/02/10 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Encode user search string so we support special characters
#rb RyanG
#tests Replays
Change 3296746 on 2017/02/10 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3296659
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3296735 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3296705 on 2017/02/10 by Daniel.Lamb@daniel.lamb_T3905_6612
Added support to the cooker for iterating shared builds.
#rb Not used yet
#test Fast cook paragon
Change 3295747 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrated WS upgrade header functionality with latest Fortnite libws changes.
- Added "ws" and "wss" protocols to web socket manager context.
#rb rob.cannaday
#!codereview rob.cannaday, james.hopkin
#tests win64, ps4
Change 3295579 on 2017/02/09 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Fix for replay backward compatibility from John.Pollard
#tests #rb na
Merging using OrionScratchReleaseMapping
Change 3295506 on 2017/02/09 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
O - Added option for force recompute tangents using skin cache
#rb none
#jira UE-41541
#tests Editor run, toggle, restart
Change 3295461 on 2017/02/09 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed huge interpolation times for linear network smoothing on stationary characters,
fixed mismatch in movement Base between NavWalking server and Walking client, causing some stationary characters to float in midair
copy of CL# 3295439
#jira OR-35664, OR-35572
#rb none
#tests game
Change 3294954 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrating Fortnite WebSocket changes into Orion that fixes some win10 issues.
#!codereview rob.cannaday, james.hopkin
#tests compile ps4, linux, win64
#rb none
Change 3294947 on 2017/02/09 by Daniel.Lamb@daniel.lamb_T3905_6612
The generate stub return result is considered as success when saving cooked packages.
Fixes bug with cooking blueprint nativized packages.
#rb Trivial
#test Cook paragon
Change 3293307 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for issue in last checkin - need to clear activecontext regardless
#rb none
#tests solo smoke with nullrhi
Change 3293284 on 2017/02/08 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Allow setting the per-frame time limit for processing queued bunches separately for instant replays, since they may have more strict timing/framerate requirements.
#rb john.pollard
#tests golden path
Change 3293148 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fixed invalid memory access* with nullrhi and suppressed IME warning if no valid window handle exists
(*Likely only an issue when running with memory validation)
#rb none
#tests verified invalid access exception no longer occurs with nullrhi
#!review-3293149 @Matt.Khulenschmidt
Change 3293103 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Fix build
#jira OR-34918
#rb none
#tests none
Change 3292921 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Force local player to maintain x fov axis.
#jira OR-34918
#rb david.ratti
#tests Render/PIE a level sequence and test that the camera isn't zoomed in.
Change 3292869 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Yet more logging for OR-35448
#rb #tests none
Change 3292821 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: rob.cannaday
PS4 libwebsockets build fix
Update build cs files to point to PS4 file location
Copy libwebsocket include directory from Fortnite to Orion
#rb paul.moore
#tests compile/link Win64 Development Editor, PS4 Debug, Linux Development Server
#!ROBOMERGE-SOURCE: CL 3292820 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292277 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DMM @ CL 3292219
#RB:none
#Tests:none
[CODEREVIEW] paul.moore, benjamin.crocker
#QAReview
#!ROBOMERGE-SOURCE: CL 3292276 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292211 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Pulling new ags library from Release-4.15 and reverting hack that disabled feature for AMD users
#rb Marcus.Wassmer
#tests compiled
Change 3292167 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Additional logging for OR-35448
#rb none
#tests pie
Change 3289462 on 2017/02/06 by Ben.Salem@ben.salem_OrionMain
Adding priority filters to Automation tests, also commands to filter on priority levels.
#rb adric worley
#tests Compiled, ran a few commands to verify it works.
Change 3288801 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 (38.3) @ CL 3288681
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3288800 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3288750 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed issue when cooking client and server platforms in single cook some packages would be marked incorrectly because they would be stripped when from client / server.
#rb Andrew.Grant
#test Cook paragon
Change 3288624 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Unlocked network version
#rb #tests na
OR-35603
Change 3288612 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Added more ini settings to the iterative ini blacklist.
#rb Trivial
#test Iterative Cook Paragon
Change 3288184 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Downgraded warning to display
#!review-3288185 @David.Ratti
#rb none
#tests none
Change 3287634 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ 3287498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3287619 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3286668 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix a crash when importing a LOD containing different material with less sections
#rb none
#test none
Change 3286112 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
#rb matt.kuhlenschmidt
#test see the jira
Change 3285859 on 2017/02/03 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed merge error from last checkin with the DDC commandlet
#!codereview Matthew.Griffin
#test DDC commandlet paragon
#rb None
Change 3285637 on 2017/02/03 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Pass in the DemoNetDriver pointer to the ConcurrentWithSlateTickTask instead of accessing it from the world in the task itself.
#rb john.pollard
#tests golden path
Change 3285479 on 2017/02/03 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Made bot communicate ults when they're up, not when they're using it #Orion
CL also contains a bit of code shuffling around, preparing ground for HTN plug in
#rb none
#test golden path
Change 3285125 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3285078
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3285124 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3283996 on 2017/02/02 by Michael.Trepka@Michael.Trepka_PC_Orion-Dev-General
Added UGameUserSettings::GetRecommandedResolutionScale() to replace UOrionGameUserSettings::GetDefaultResolutionScale(). This makes things less confusing (UGameUserSettings::GetRecommandedResolutionScale() returns scale recommended based on results of the benchmark and UGameUserSettings::GetDefaultResolutionScale() returns scale based on user settings) and fixes a regression introduced in 3257936 (OR-35544)
#rb Cody.Haskell
#tests Tested on PC
Change 3283951 on 2017/02/02 by Daniel.Lamb@daniel.lamb_T3905_6612
Ensure DDC commandlet calls begincacheforcookedplatformdata correctly.
#rb None
#!codereview Matthew.Griffin
#test DDC commandlet paragon.
Change 3283874 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
fix for invalid resource issue
#rb: none
#code review: Daniel.Wright
#tests: compile and editor with wolf
Change 3283621 on 2017/02/02 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Femme WIP whip aiming for Q ability.
#rb none
#tests Femme
Change 3283216 on 2017/02/02 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 37.2 @ CL 3282900
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3283199 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3282954 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
It becomes invalid on the resource, so checking null, but still wip on verifying this with Daniel Wright. He's sick out.
#rb:none
#tests: compile
#code review:Daniel.Wright
#Jira: OR-35418
Change 3281993 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Removed default unattended flag.
#rb Trivial
#test PS4 cook run paragon.
Change 3281990 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Potential fix for deterministic cooking issue with UMovieSceneSignedObjects.
#rb Andrew.Grant
#!codereview Max.Preussner
#test Cook and run paragon ps4.
Change 3281610 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
AimOffsetLookAt is now thread safe.
#rb lina.halper
#tests femme
Change 3281609 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Fixed 'Convert to AimOffset LookAt' option being broken in Persona.
#rb lina.halper
#tests works for Femme now.
Change 3281019 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3280498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3281018 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3280813 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: matthew.griffin
Prevent inclusion of NotForLicensees files when staging CrashReportClient config files
#rb none
#tests none
#!ROBOMERGE-SOURCE: CL 3280812 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3279921 on 2017/01/31 by Yanni.Tripolitis@yanni.tripolitis_Dev_General_Cary
Fixed an error in the Round MF, that was somehow "leaked" into Paragon from Odin.
#lockdown Billy.Rivers, Adam.Bellefeuil
#!codereview Tim.Elek
Change 3279178 on 2017/01/31 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed up diff files commandlet stack information
#rb Joe.Conley
#test Diff cooked packages
Change 3279084 on 2017/01/31 by Andrew.Grant@andrew.grant.T6730.orion.floating
Merging //UE4/Main at 3276432 through Orion-Staging
#rb #tests na
Change 3279078 on 2017/01/31 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3279032
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3279077 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277908 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_37 - Fix for "-game" crash with missing meta data
#RB:none
#Tests:none
[CodeReviewed]: andrew.grant, jamie.dale, mieszko.zielinski
#!ROBOMERGE-SOURCE: CL 3277901 in //Orion/Release-37/... via CL 3277902 via CL 3277904 via CL 3277905
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277520 on 2017/01/30 by Andrew.Grant@andrew.grant.T6730.orion.floating
Workaround for OR-35418
#!ROBOMERGE: Main
#rb none
#tests verified ShortSoloGame test completes without a crash
Change 3277357 on 2017/01/30 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed the rebuild lighting commandlet.
#rb Trivial
#test Rebuild lighting dev general
Change 3277322 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3277275
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3277296 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277210 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping test changes:
Fixed issue where with -stdout messages would be duplicated due to FeedbackContextAnsi echoing to stdout by default
Changed stdout output to postfix instead of trail newlines
Firstpass of finding and displaying crash callstacks in Orion Test Framework.
#rb none
#tests ran test framework with tests that purposefully crashed/checked
#!ROBOMERGE-SOURCE: CL 3276889 in //Orion/Release-37/... via CL 3277207 via CL 3277208 via CL 3277209
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3276774 on 2017/01/29 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for non-unity issue.
#tests compiled
#rb none
#!ROBOMERGE: Main, DUI
Change 3276594 on 2017/01/28 by Lina.Halper@Lina.Halper_Orion
Checked in potential fix for nonunity build issue
#rb:none
#tests:compile
Change 3275806 on 2017/01/27 by Ben.Salem@ben.salem_OrionMain
Adding in a checkpointing system for automated test passes where, if a client crashes while running a pass, on reboot and reissue of the automation command the test pass will start off where it left off, skipping the crashing test.
#rb clayton.langford
#tests Ran several dozen test passses. Seriously.
#!codereview steve.white, bob.ferreira, clayton.langford, adric.worley
Change 3275803 on 2017/01/27 by Shaun.Kime@shaun.kime_RDU-WD-9788_oriondevgen
Paragon has retainer widgets with no World set. When encountered, they can cause the scene list to be desynchronized with the rendering thread.
This logic resolves the issue by registering a null scene in this case, properly setting the slate scene index for subsequent slate draw calls.
#rb nick.darnell
#jira OR-34919
#TESTS na
Change 3275533 on 2017/01/27 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-40796
#rb andrew.rodham
#tests none
Change 3275093 on 2017/01/27 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3273298
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3273417 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3274700 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
#Anim curve crash on cooking
- fixed crash during cooking while accessing default value of material
- this code doesn't have to run during cooking with inactive world, so I'm checking that
#code review: Daniel.Wright, Chris.Bunner, Jurre.DeBaare
#rb: none
#tests: cooking
Change 3274129 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed safer to get featurelevel
#rb: Daniel.Wright
#tests: compile/wolf
Change 3274012 on 2017/01/26 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed crash in navigation grids
#jira OR-35356
#rb none
#tests PIE
Change 3273803 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed issue with animation curve getting reset to 0.f
- the issue is that skeleton contains material flag types, so now it just keeps setting the value
- even after I fix validation check, it still cleared it due to the material curve not found anymore, so added to support default value setting
#jira: OR-34563
#rb: Martin.Wilson, Chris.Bunner, Benn.Gallagher
#code review: Martin.Wilson, Daniel.Wright
#tests: wolf, coil
Change 3273257 on 2017/01/26 by Alexis.Matte@amatte-orion-dev-general
Isolate by material slot instead of section index. Add UI to isolate and highlight material in the material panel
#rb matt.kuhlenschmidt
#jira UE-41131
#tests none
Change 3272527 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: chris.bunner
Ensure FSceneRenderTargets snapshot copies default clear colors.
#tests Golden path on lowest and high settings
#rb None
#lockdown Jason.Bestimt
#jira OR-34905
#!ROBOMERGE-SOURCE: CL 3272507 in //Orion/Release-37.1/... via CL 3272521 via CL 3272525
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3272244 on 2017/01/25 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
Show more info when a material instance failed to compile
#jira OR-34626
#tests Forced crash in the debugger
#rb Daniel.Wright
Change 3272109 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: philip.buuck
Fix bad merge from Main
#rb Dan.Hertzka
#tests PIE
[CodeReviewed] Andrew.Grant
#lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3272106 in //Orion/Release-37.1/... via CL 3272107 via CL 3272108
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3271721 on 2017/01/25 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
jungle minions will spawn navigation obstacles when they are stuck in static geometry, fixed issues with falling off cliffs
#jira OR-35054
#rb Mieszko.Zielinski
#tests PIE
Change 3271432 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3271043
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3271429 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
[CL 3322856 by Andrew Grant in Main branch]
2017-02-25 19:37:22 -05:00
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uint8 UNavLocalGridManager::GetGridValueAt(const FVector& WorldLocation) const
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{
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const int32 GridIndex = GetGridIndex(WorldLocation);
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return (GridIndex != INDEX_NONE) ? CombinedGrids[GridIndex].GetCellAtWorldLocation(WorldLocation) : 0;
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}
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
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bool UNavLocalGridManager::FindPath(const FVector& Start, const FVector& End, TArray<FVector>& PathPoints) const
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{
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const int32 StartGridIdx = GetGridIndex(Start);
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const int32 EndGridIdx = GetGridIndex(End);
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if (StartGridIdx == EndGridIdx && StartGridIdx != INDEX_NONE)
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{
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const FNavLocalGridData& GridData = CombinedGrids[StartGridIdx];
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const FIntVector StartCoords = GridData.GetCellCoords(Start);
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const FIntVector EndCoords = GridData.GetCellCoords(End);
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TArray<FIntVector> PathCoords;
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const bool bHasPath = CombinedGrids[StartGridIdx].FindPath(StartCoords, EndCoords, PathCoords);
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if (bHasPath)
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{
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PathPoints.SetNum(PathCoords.Num());
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for (int32 Idx = 0; Idx < PathCoords.Num(); Idx++)
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{
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PathPoints[Idx] = GridData.GetProjectedCellCenter(PathCoords[Idx].X, PathCoords[Idx].Y);
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}
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return true;
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}
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}
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return false;
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}
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
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int32 UNavLocalGridManager::AddLocalNavigationGridForPoint(UObject* WorldContextObject, const FVector& Location, const int32 Radius2D, const float Height, bool bRebuildGrids)
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
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{
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int32 GridId = 0;
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
|
|
|
UNavLocalGridManager* GridManager = UNavLocalGridManager::GetCurrent(WorldContextObject);
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
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if (GridManager)
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{
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FNavLocalGridData GridData(Location, UNavLocalGridManager::GridCellSize * Radius2D);
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GridData.SetHeight(Height);
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GridData.MarkPointObstacle(Location);
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GridId = GridManager->AddGridData(GridData, bRebuildGrids);
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}
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return GridId;
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}
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
|
|
|
int32 UNavLocalGridManager::AddLocalNavigationGridForPoints(UObject* WorldContextObject, const TArray<FVector>& Locations, const int32 Radius2D, const float Height, bool bRebuildGrids)
|
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3316439)
#lockdown Nick.Penwarden
Change 3315047 on 2017/02/21 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
HTN code first check in #UE4
#rb none
#test currently unused
Change 3314042 on 2017/02/21 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - DAILY Main @ CL 3313484
#RB:none
#Tests:none
Change 3313355 on 2017/02/20 by Uriel.Doyon@uriel.doyon_PC2_Orion
Changed the preliminary GPU benchmark workloads to take into account the target workload.
This is to prevent running the last test with poor performance, risking a driver reset.
#jira OR-29915
#rb marcus.wassmer
#test Run the game triggering benchmarks
Change 3312553 on 2017/02/20 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Implemented a simple AITask for running EQS queries #UE4
#rb Lukasz.Furman
#test golden path
Change 3311661 on 2017/02/20 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3311631
#RB:none
#Tests:none
Change 3310392 on 2017/02/17 by Daniel.Lamb@daniel.lamb_T3905_6612
Unreal pak now outputs to named log files instead of timestamps.
#rb Trivial
#test Cook deploy paragon
#jira OR-36057
Change 3310196 on 2017/02/17 by Clayton.Langford@RDU-WD-8359_3635_Paragon_DevGen
Created an event to be fired whenever a GameplayCue is routed that passes all relevant info about that GC. Added a listener in OrionPhasedFunctionalTest that parses that event into a string and stores it in an array to be accessed from a test phase later.
#test PIE
#rb Ben.Salem, Adric.Worley
Change 3308437 on 2017/02/16 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3308413
(Prep for Merge up)
#RB:none
#Tests:none
Change 3306497 on 2017/02/16 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for compilation issue with USE_MALLOC_STOMP
#rb none
#tests compiled with malloc_stomp
Change 3306468 on 2017/02/16 by Cody.Haskell@OrionStream
#Orion
- Text popup work for Shield. If you click on an OrionEditableTextBox while running the game with -gfn, a special popup is called. Should do nothing normally.
#rb none
#tests PIE, golden path.
Change 3305945 on 2017/02/16 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Remove unused/deprecated UGameplayEffectExtension class
#rb #tests none
Change 3304630 on 2017/02/15 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge Mieszko stuff from MAIN to DG
#RB:none
#TestS:none
#!codereview: mieszko.zielinski
Change 3303785 on 2017/02/15 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 38.3 @ CL 3303224
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3303718 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
#!ROBOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand.
//Orion/Dev-General/OrionGame/Content/UI/DeckBuilder/DeckBuilderRoot.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/UI/Master_Layouts/FrontEnd.uasset - can't integrate exclusive file already opened
#!codereview: jason.bestimt
Change 3302382 on 2017/02/14 by Alexis.Matte@amatte-orion-dev-general
Fix import of morph target when there is no animation
#jira UE-41383
#jira OR-35859
#rb none
#test none
Change 3301538 on 2017/02/14 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3301392
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3301481 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3299985 on 2017/02/13 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
added time limit to "get out of overlap" move for minons to avoid getting stuck in moving to inaccessbile spots
#jira OR-35834
#rb Mieszko.Zielinski
#tests PIE
Change 3299732 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Tweaked the way EQS tests of negative score get normalized #UE4
#rb none
#test golden path + math
#!codereview Lukasz.Furman, John.Abercrombie
Change 3299724 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Generic AI interface extensions #UE4
Mostly getters
#rb none
#test golden path
Change 3299717 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
A little tweak to VisLog's point labels drawing - if there's only one point in a set it will no longer append '_0' to the label #UE4
#rb none
#test PIE
Change 3299527 on 2017/02/13 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Update libWebSockets binaries to fix Linux server web socket connections.
#tests matchmaking, mms
#rb none
Change 3299278 on 2017/02/13 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Ability Task Pass: tasks should not broadcast out (back into ability graph) if the owning ability has completed EndAbility.
#rb none
#tests pie, golden path
Change 3297884 on 2017/02/10 by Paul.Moore@OrionWorkspace_Dev-General
#mms
- Enable SSL module for PS4 (needed by OpenSSL when using WebSockets).
- Turn on verbose logging for WebSockets module for initial MMS debugging.
#tests PS4
#rb none
Change 3296911 on 2017/02/10 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Encode user search string so we support special characters
#rb RyanG
#tests Replays
Change 3296746 on 2017/02/10 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3296659
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3296735 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3296705 on 2017/02/10 by Daniel.Lamb@daniel.lamb_T3905_6612
Added support to the cooker for iterating shared builds.
#rb Not used yet
#test Fast cook paragon
Change 3295747 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrated WS upgrade header functionality with latest Fortnite libws changes.
- Added "ws" and "wss" protocols to web socket manager context.
#rb rob.cannaday
#!codereview rob.cannaday, james.hopkin
#tests win64, ps4
Change 3295579 on 2017/02/09 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Fix for replay backward compatibility from John.Pollard
#tests #rb na
Merging using OrionScratchReleaseMapping
Change 3295506 on 2017/02/09 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
O - Added option for force recompute tangents using skin cache
#rb none
#jira UE-41541
#tests Editor run, toggle, restart
Change 3295461 on 2017/02/09 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed huge interpolation times for linear network smoothing on stationary characters,
fixed mismatch in movement Base between NavWalking server and Walking client, causing some stationary characters to float in midair
copy of CL# 3295439
#jira OR-35664, OR-35572
#rb none
#tests game
Change 3294954 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrating Fortnite WebSocket changes into Orion that fixes some win10 issues.
#!codereview rob.cannaday, james.hopkin
#tests compile ps4, linux, win64
#rb none
Change 3294947 on 2017/02/09 by Daniel.Lamb@daniel.lamb_T3905_6612
The generate stub return result is considered as success when saving cooked packages.
Fixes bug with cooking blueprint nativized packages.
#rb Trivial
#test Cook paragon
Change 3293307 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for issue in last checkin - need to clear activecontext regardless
#rb none
#tests solo smoke with nullrhi
Change 3293284 on 2017/02/08 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Allow setting the per-frame time limit for processing queued bunches separately for instant replays, since they may have more strict timing/framerate requirements.
#rb john.pollard
#tests golden path
Change 3293148 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fixed invalid memory access* with nullrhi and suppressed IME warning if no valid window handle exists
(*Likely only an issue when running with memory validation)
#rb none
#tests verified invalid access exception no longer occurs with nullrhi
#!review-3293149 @Matt.Khulenschmidt
Change 3293103 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Fix build
#jira OR-34918
#rb none
#tests none
Change 3292921 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Force local player to maintain x fov axis.
#jira OR-34918
#rb david.ratti
#tests Render/PIE a level sequence and test that the camera isn't zoomed in.
Change 3292869 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Yet more logging for OR-35448
#rb #tests none
Change 3292821 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: rob.cannaday
PS4 libwebsockets build fix
Update build cs files to point to PS4 file location
Copy libwebsocket include directory from Fortnite to Orion
#rb paul.moore
#tests compile/link Win64 Development Editor, PS4 Debug, Linux Development Server
#!ROBOMERGE-SOURCE: CL 3292820 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292277 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DMM @ CL 3292219
#RB:none
#Tests:none
[CODEREVIEW] paul.moore, benjamin.crocker
#QAReview
#!ROBOMERGE-SOURCE: CL 3292276 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292211 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Pulling new ags library from Release-4.15 and reverting hack that disabled feature for AMD users
#rb Marcus.Wassmer
#tests compiled
Change 3292167 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Additional logging for OR-35448
#rb none
#tests pie
Change 3289462 on 2017/02/06 by Ben.Salem@ben.salem_OrionMain
Adding priority filters to Automation tests, also commands to filter on priority levels.
#rb adric worley
#tests Compiled, ran a few commands to verify it works.
Change 3288801 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 (38.3) @ CL 3288681
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3288800 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3288750 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed issue when cooking client and server platforms in single cook some packages would be marked incorrectly because they would be stripped when from client / server.
#rb Andrew.Grant
#test Cook paragon
Change 3288624 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Unlocked network version
#rb #tests na
OR-35603
Change 3288612 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Added more ini settings to the iterative ini blacklist.
#rb Trivial
#test Iterative Cook Paragon
Change 3288184 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Downgraded warning to display
#!review-3288185 @David.Ratti
#rb none
#tests none
Change 3287634 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ 3287498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3287619 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3286668 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix a crash when importing a LOD containing different material with less sections
#rb none
#test none
Change 3286112 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
#rb matt.kuhlenschmidt
#test see the jira
Change 3285859 on 2017/02/03 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed merge error from last checkin with the DDC commandlet
#!codereview Matthew.Griffin
#test DDC commandlet paragon
#rb None
Change 3285637 on 2017/02/03 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Pass in the DemoNetDriver pointer to the ConcurrentWithSlateTickTask instead of accessing it from the world in the task itself.
#rb john.pollard
#tests golden path
Change 3285479 on 2017/02/03 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Made bot communicate ults when they're up, not when they're using it #Orion
CL also contains a bit of code shuffling around, preparing ground for HTN plug in
#rb none
#test golden path
Change 3285125 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3285078
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3285124 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3283996 on 2017/02/02 by Michael.Trepka@Michael.Trepka_PC_Orion-Dev-General
Added UGameUserSettings::GetRecommandedResolutionScale() to replace UOrionGameUserSettings::GetDefaultResolutionScale(). This makes things less confusing (UGameUserSettings::GetRecommandedResolutionScale() returns scale recommended based on results of the benchmark and UGameUserSettings::GetDefaultResolutionScale() returns scale based on user settings) and fixes a regression introduced in 3257936 (OR-35544)
#rb Cody.Haskell
#tests Tested on PC
Change 3283951 on 2017/02/02 by Daniel.Lamb@daniel.lamb_T3905_6612
Ensure DDC commandlet calls begincacheforcookedplatformdata correctly.
#rb None
#!codereview Matthew.Griffin
#test DDC commandlet paragon.
Change 3283874 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
fix for invalid resource issue
#rb: none
#code review: Daniel.Wright
#tests: compile and editor with wolf
Change 3283621 on 2017/02/02 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Femme WIP whip aiming for Q ability.
#rb none
#tests Femme
Change 3283216 on 2017/02/02 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 37.2 @ CL 3282900
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3283199 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3282954 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
It becomes invalid on the resource, so checking null, but still wip on verifying this with Daniel Wright. He's sick out.
#rb:none
#tests: compile
#code review:Daniel.Wright
#Jira: OR-35418
Change 3281993 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Removed default unattended flag.
#rb Trivial
#test PS4 cook run paragon.
Change 3281990 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Potential fix for deterministic cooking issue with UMovieSceneSignedObjects.
#rb Andrew.Grant
#!codereview Max.Preussner
#test Cook and run paragon ps4.
Change 3281610 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
AimOffsetLookAt is now thread safe.
#rb lina.halper
#tests femme
Change 3281609 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Fixed 'Convert to AimOffset LookAt' option being broken in Persona.
#rb lina.halper
#tests works for Femme now.
Change 3281019 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3280498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3281018 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3280813 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: matthew.griffin
Prevent inclusion of NotForLicensees files when staging CrashReportClient config files
#rb none
#tests none
#!ROBOMERGE-SOURCE: CL 3280812 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3279921 on 2017/01/31 by Yanni.Tripolitis@yanni.tripolitis_Dev_General_Cary
Fixed an error in the Round MF, that was somehow "leaked" into Paragon from Odin.
#lockdown Billy.Rivers, Adam.Bellefeuil
#!codereview Tim.Elek
Change 3279178 on 2017/01/31 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed up diff files commandlet stack information
#rb Joe.Conley
#test Diff cooked packages
Change 3279084 on 2017/01/31 by Andrew.Grant@andrew.grant.T6730.orion.floating
Merging //UE4/Main at 3276432 through Orion-Staging
#rb #tests na
Change 3279078 on 2017/01/31 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3279032
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3279077 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277908 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_37 - Fix for "-game" crash with missing meta data
#RB:none
#Tests:none
[CodeReviewed]: andrew.grant, jamie.dale, mieszko.zielinski
#!ROBOMERGE-SOURCE: CL 3277901 in //Orion/Release-37/... via CL 3277902 via CL 3277904 via CL 3277905
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277520 on 2017/01/30 by Andrew.Grant@andrew.grant.T6730.orion.floating
Workaround for OR-35418
#!ROBOMERGE: Main
#rb none
#tests verified ShortSoloGame test completes without a crash
Change 3277357 on 2017/01/30 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed the rebuild lighting commandlet.
#rb Trivial
#test Rebuild lighting dev general
Change 3277322 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3277275
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3277296 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277210 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping test changes:
Fixed issue where with -stdout messages would be duplicated due to FeedbackContextAnsi echoing to stdout by default
Changed stdout output to postfix instead of trail newlines
Firstpass of finding and displaying crash callstacks in Orion Test Framework.
#rb none
#tests ran test framework with tests that purposefully crashed/checked
#!ROBOMERGE-SOURCE: CL 3276889 in //Orion/Release-37/... via CL 3277207 via CL 3277208 via CL 3277209
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3276774 on 2017/01/29 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for non-unity issue.
#tests compiled
#rb none
#!ROBOMERGE: Main, DUI
Change 3276594 on 2017/01/28 by Lina.Halper@Lina.Halper_Orion
Checked in potential fix for nonunity build issue
#rb:none
#tests:compile
Change 3275806 on 2017/01/27 by Ben.Salem@ben.salem_OrionMain
Adding in a checkpointing system for automated test passes where, if a client crashes while running a pass, on reboot and reissue of the automation command the test pass will start off where it left off, skipping the crashing test.
#rb clayton.langford
#tests Ran several dozen test passses. Seriously.
#!codereview steve.white, bob.ferreira, clayton.langford, adric.worley
Change 3275803 on 2017/01/27 by Shaun.Kime@shaun.kime_RDU-WD-9788_oriondevgen
Paragon has retainer widgets with no World set. When encountered, they can cause the scene list to be desynchronized with the rendering thread.
This logic resolves the issue by registering a null scene in this case, properly setting the slate scene index for subsequent slate draw calls.
#rb nick.darnell
#jira OR-34919
#TESTS na
Change 3275533 on 2017/01/27 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-40796
#rb andrew.rodham
#tests none
Change 3275093 on 2017/01/27 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3273298
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3273417 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3274700 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
#Anim curve crash on cooking
- fixed crash during cooking while accessing default value of material
- this code doesn't have to run during cooking with inactive world, so I'm checking that
#code review: Daniel.Wright, Chris.Bunner, Jurre.DeBaare
#rb: none
#tests: cooking
Change 3274129 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed safer to get featurelevel
#rb: Daniel.Wright
#tests: compile/wolf
Change 3274012 on 2017/01/26 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed crash in navigation grids
#jira OR-35356
#rb none
#tests PIE
Change 3273803 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed issue with animation curve getting reset to 0.f
- the issue is that skeleton contains material flag types, so now it just keeps setting the value
- even after I fix validation check, it still cleared it due to the material curve not found anymore, so added to support default value setting
#jira: OR-34563
#rb: Martin.Wilson, Chris.Bunner, Benn.Gallagher
#code review: Martin.Wilson, Daniel.Wright
#tests: wolf, coil
Change 3273257 on 2017/01/26 by Alexis.Matte@amatte-orion-dev-general
Isolate by material slot instead of section index. Add UI to isolate and highlight material in the material panel
#rb matt.kuhlenschmidt
#jira UE-41131
#tests none
Change 3272527 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: chris.bunner
Ensure FSceneRenderTargets snapshot copies default clear colors.
#tests Golden path on lowest and high settings
#rb None
#lockdown Jason.Bestimt
#jira OR-34905
#!ROBOMERGE-SOURCE: CL 3272507 in //Orion/Release-37.1/... via CL 3272521 via CL 3272525
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3272244 on 2017/01/25 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
Show more info when a material instance failed to compile
#jira OR-34626
#tests Forced crash in the debugger
#rb Daniel.Wright
Change 3272109 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: philip.buuck
Fix bad merge from Main
#rb Dan.Hertzka
#tests PIE
[CodeReviewed] Andrew.Grant
#lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3272106 in //Orion/Release-37.1/... via CL 3272107 via CL 3272108
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3271721 on 2017/01/25 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
jungle minions will spawn navigation obstacles when they are stuck in static geometry, fixed issues with falling off cliffs
#jira OR-35054
#rb Mieszko.Zielinski
#tests PIE
Change 3271432 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3271043
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3271429 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
[CL 3322856 by Andrew Grant in Main branch]
2017-02-25 19:37:22 -05:00
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{
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int32 GridId = 0;
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
|
|
|
UNavLocalGridManager* GridManager = UNavLocalGridManager::GetCurrent(WorldContextObject);
|
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3316439)
#lockdown Nick.Penwarden
Change 3315047 on 2017/02/21 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
HTN code first check in #UE4
#rb none
#test currently unused
Change 3314042 on 2017/02/21 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - DAILY Main @ CL 3313484
#RB:none
#Tests:none
Change 3313355 on 2017/02/20 by Uriel.Doyon@uriel.doyon_PC2_Orion
Changed the preliminary GPU benchmark workloads to take into account the target workload.
This is to prevent running the last test with poor performance, risking a driver reset.
#jira OR-29915
#rb marcus.wassmer
#test Run the game triggering benchmarks
Change 3312553 on 2017/02/20 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Implemented a simple AITask for running EQS queries #UE4
#rb Lukasz.Furman
#test golden path
Change 3311661 on 2017/02/20 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3311631
#RB:none
#Tests:none
Change 3310392 on 2017/02/17 by Daniel.Lamb@daniel.lamb_T3905_6612
Unreal pak now outputs to named log files instead of timestamps.
#rb Trivial
#test Cook deploy paragon
#jira OR-36057
Change 3310196 on 2017/02/17 by Clayton.Langford@RDU-WD-8359_3635_Paragon_DevGen
Created an event to be fired whenever a GameplayCue is routed that passes all relevant info about that GC. Added a listener in OrionPhasedFunctionalTest that parses that event into a string and stores it in an array to be accessed from a test phase later.
#test PIE
#rb Ben.Salem, Adric.Worley
Change 3308437 on 2017/02/16 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3308413
(Prep for Merge up)
#RB:none
#Tests:none
Change 3306497 on 2017/02/16 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for compilation issue with USE_MALLOC_STOMP
#rb none
#tests compiled with malloc_stomp
Change 3306468 on 2017/02/16 by Cody.Haskell@OrionStream
#Orion
- Text popup work for Shield. If you click on an OrionEditableTextBox while running the game with -gfn, a special popup is called. Should do nothing normally.
#rb none
#tests PIE, golden path.
Change 3305945 on 2017/02/16 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Remove unused/deprecated UGameplayEffectExtension class
#rb #tests none
Change 3304630 on 2017/02/15 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge Mieszko stuff from MAIN to DG
#RB:none
#TestS:none
#!codereview: mieszko.zielinski
Change 3303785 on 2017/02/15 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 38.3 @ CL 3303224
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3303718 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
#!ROBOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand.
//Orion/Dev-General/OrionGame/Content/UI/DeckBuilder/DeckBuilderRoot.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/UI/Master_Layouts/FrontEnd.uasset - can't integrate exclusive file already opened
#!codereview: jason.bestimt
Change 3302382 on 2017/02/14 by Alexis.Matte@amatte-orion-dev-general
Fix import of morph target when there is no animation
#jira UE-41383
#jira OR-35859
#rb none
#test none
Change 3301538 on 2017/02/14 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3301392
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3301481 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3299985 on 2017/02/13 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
added time limit to "get out of overlap" move for minons to avoid getting stuck in moving to inaccessbile spots
#jira OR-35834
#rb Mieszko.Zielinski
#tests PIE
Change 3299732 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Tweaked the way EQS tests of negative score get normalized #UE4
#rb none
#test golden path + math
#!codereview Lukasz.Furman, John.Abercrombie
Change 3299724 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Generic AI interface extensions #UE4
Mostly getters
#rb none
#test golden path
Change 3299717 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
A little tweak to VisLog's point labels drawing - if there's only one point in a set it will no longer append '_0' to the label #UE4
#rb none
#test PIE
Change 3299527 on 2017/02/13 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Update libWebSockets binaries to fix Linux server web socket connections.
#tests matchmaking, mms
#rb none
Change 3299278 on 2017/02/13 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Ability Task Pass: tasks should not broadcast out (back into ability graph) if the owning ability has completed EndAbility.
#rb none
#tests pie, golden path
Change 3297884 on 2017/02/10 by Paul.Moore@OrionWorkspace_Dev-General
#mms
- Enable SSL module for PS4 (needed by OpenSSL when using WebSockets).
- Turn on verbose logging for WebSockets module for initial MMS debugging.
#tests PS4
#rb none
Change 3296911 on 2017/02/10 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Encode user search string so we support special characters
#rb RyanG
#tests Replays
Change 3296746 on 2017/02/10 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3296659
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3296735 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3296705 on 2017/02/10 by Daniel.Lamb@daniel.lamb_T3905_6612
Added support to the cooker for iterating shared builds.
#rb Not used yet
#test Fast cook paragon
Change 3295747 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrated WS upgrade header functionality with latest Fortnite libws changes.
- Added "ws" and "wss" protocols to web socket manager context.
#rb rob.cannaday
#!codereview rob.cannaday, james.hopkin
#tests win64, ps4
Change 3295579 on 2017/02/09 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Fix for replay backward compatibility from John.Pollard
#tests #rb na
Merging using OrionScratchReleaseMapping
Change 3295506 on 2017/02/09 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
O - Added option for force recompute tangents using skin cache
#rb none
#jira UE-41541
#tests Editor run, toggle, restart
Change 3295461 on 2017/02/09 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed huge interpolation times for linear network smoothing on stationary characters,
fixed mismatch in movement Base between NavWalking server and Walking client, causing some stationary characters to float in midair
copy of CL# 3295439
#jira OR-35664, OR-35572
#rb none
#tests game
Change 3294954 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrating Fortnite WebSocket changes into Orion that fixes some win10 issues.
#!codereview rob.cannaday, james.hopkin
#tests compile ps4, linux, win64
#rb none
Change 3294947 on 2017/02/09 by Daniel.Lamb@daniel.lamb_T3905_6612
The generate stub return result is considered as success when saving cooked packages.
Fixes bug with cooking blueprint nativized packages.
#rb Trivial
#test Cook paragon
Change 3293307 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for issue in last checkin - need to clear activecontext regardless
#rb none
#tests solo smoke with nullrhi
Change 3293284 on 2017/02/08 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Allow setting the per-frame time limit for processing queued bunches separately for instant replays, since they may have more strict timing/framerate requirements.
#rb john.pollard
#tests golden path
Change 3293148 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fixed invalid memory access* with nullrhi and suppressed IME warning if no valid window handle exists
(*Likely only an issue when running with memory validation)
#rb none
#tests verified invalid access exception no longer occurs with nullrhi
#!review-3293149 @Matt.Khulenschmidt
Change 3293103 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Fix build
#jira OR-34918
#rb none
#tests none
Change 3292921 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Force local player to maintain x fov axis.
#jira OR-34918
#rb david.ratti
#tests Render/PIE a level sequence and test that the camera isn't zoomed in.
Change 3292869 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Yet more logging for OR-35448
#rb #tests none
Change 3292821 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: rob.cannaday
PS4 libwebsockets build fix
Update build cs files to point to PS4 file location
Copy libwebsocket include directory from Fortnite to Orion
#rb paul.moore
#tests compile/link Win64 Development Editor, PS4 Debug, Linux Development Server
#!ROBOMERGE-SOURCE: CL 3292820 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292277 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DMM @ CL 3292219
#RB:none
#Tests:none
[CODEREVIEW] paul.moore, benjamin.crocker
#QAReview
#!ROBOMERGE-SOURCE: CL 3292276 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292211 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Pulling new ags library from Release-4.15 and reverting hack that disabled feature for AMD users
#rb Marcus.Wassmer
#tests compiled
Change 3292167 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Additional logging for OR-35448
#rb none
#tests pie
Change 3289462 on 2017/02/06 by Ben.Salem@ben.salem_OrionMain
Adding priority filters to Automation tests, also commands to filter on priority levels.
#rb adric worley
#tests Compiled, ran a few commands to verify it works.
Change 3288801 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 (38.3) @ CL 3288681
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3288800 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3288750 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed issue when cooking client and server platforms in single cook some packages would be marked incorrectly because they would be stripped when from client / server.
#rb Andrew.Grant
#test Cook paragon
Change 3288624 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Unlocked network version
#rb #tests na
OR-35603
Change 3288612 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Added more ini settings to the iterative ini blacklist.
#rb Trivial
#test Iterative Cook Paragon
Change 3288184 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Downgraded warning to display
#!review-3288185 @David.Ratti
#rb none
#tests none
Change 3287634 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ 3287498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3287619 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3286668 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix a crash when importing a LOD containing different material with less sections
#rb none
#test none
Change 3286112 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
#rb matt.kuhlenschmidt
#test see the jira
Change 3285859 on 2017/02/03 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed merge error from last checkin with the DDC commandlet
#!codereview Matthew.Griffin
#test DDC commandlet paragon
#rb None
Change 3285637 on 2017/02/03 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Pass in the DemoNetDriver pointer to the ConcurrentWithSlateTickTask instead of accessing it from the world in the task itself.
#rb john.pollard
#tests golden path
Change 3285479 on 2017/02/03 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Made bot communicate ults when they're up, not when they're using it #Orion
CL also contains a bit of code shuffling around, preparing ground for HTN plug in
#rb none
#test golden path
Change 3285125 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3285078
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3285124 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3283996 on 2017/02/02 by Michael.Trepka@Michael.Trepka_PC_Orion-Dev-General
Added UGameUserSettings::GetRecommandedResolutionScale() to replace UOrionGameUserSettings::GetDefaultResolutionScale(). This makes things less confusing (UGameUserSettings::GetRecommandedResolutionScale() returns scale recommended based on results of the benchmark and UGameUserSettings::GetDefaultResolutionScale() returns scale based on user settings) and fixes a regression introduced in 3257936 (OR-35544)
#rb Cody.Haskell
#tests Tested on PC
Change 3283951 on 2017/02/02 by Daniel.Lamb@daniel.lamb_T3905_6612
Ensure DDC commandlet calls begincacheforcookedplatformdata correctly.
#rb None
#!codereview Matthew.Griffin
#test DDC commandlet paragon.
Change 3283874 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
fix for invalid resource issue
#rb: none
#code review: Daniel.Wright
#tests: compile and editor with wolf
Change 3283621 on 2017/02/02 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Femme WIP whip aiming for Q ability.
#rb none
#tests Femme
Change 3283216 on 2017/02/02 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 37.2 @ CL 3282900
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3283199 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3282954 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
It becomes invalid on the resource, so checking null, but still wip on verifying this with Daniel Wright. He's sick out.
#rb:none
#tests: compile
#code review:Daniel.Wright
#Jira: OR-35418
Change 3281993 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Removed default unattended flag.
#rb Trivial
#test PS4 cook run paragon.
Change 3281990 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Potential fix for deterministic cooking issue with UMovieSceneSignedObjects.
#rb Andrew.Grant
#!codereview Max.Preussner
#test Cook and run paragon ps4.
Change 3281610 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
AimOffsetLookAt is now thread safe.
#rb lina.halper
#tests femme
Change 3281609 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Fixed 'Convert to AimOffset LookAt' option being broken in Persona.
#rb lina.halper
#tests works for Femme now.
Change 3281019 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3280498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3281018 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3280813 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: matthew.griffin
Prevent inclusion of NotForLicensees files when staging CrashReportClient config files
#rb none
#tests none
#!ROBOMERGE-SOURCE: CL 3280812 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3279921 on 2017/01/31 by Yanni.Tripolitis@yanni.tripolitis_Dev_General_Cary
Fixed an error in the Round MF, that was somehow "leaked" into Paragon from Odin.
#lockdown Billy.Rivers, Adam.Bellefeuil
#!codereview Tim.Elek
Change 3279178 on 2017/01/31 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed up diff files commandlet stack information
#rb Joe.Conley
#test Diff cooked packages
Change 3279084 on 2017/01/31 by Andrew.Grant@andrew.grant.T6730.orion.floating
Merging //UE4/Main at 3276432 through Orion-Staging
#rb #tests na
Change 3279078 on 2017/01/31 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3279032
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3279077 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277908 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_37 - Fix for "-game" crash with missing meta data
#RB:none
#Tests:none
[CodeReviewed]: andrew.grant, jamie.dale, mieszko.zielinski
#!ROBOMERGE-SOURCE: CL 3277901 in //Orion/Release-37/... via CL 3277902 via CL 3277904 via CL 3277905
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277520 on 2017/01/30 by Andrew.Grant@andrew.grant.T6730.orion.floating
Workaround for OR-35418
#!ROBOMERGE: Main
#rb none
#tests verified ShortSoloGame test completes without a crash
Change 3277357 on 2017/01/30 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed the rebuild lighting commandlet.
#rb Trivial
#test Rebuild lighting dev general
Change 3277322 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3277275
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3277296 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277210 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping test changes:
Fixed issue where with -stdout messages would be duplicated due to FeedbackContextAnsi echoing to stdout by default
Changed stdout output to postfix instead of trail newlines
Firstpass of finding and displaying crash callstacks in Orion Test Framework.
#rb none
#tests ran test framework with tests that purposefully crashed/checked
#!ROBOMERGE-SOURCE: CL 3276889 in //Orion/Release-37/... via CL 3277207 via CL 3277208 via CL 3277209
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3276774 on 2017/01/29 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for non-unity issue.
#tests compiled
#rb none
#!ROBOMERGE: Main, DUI
Change 3276594 on 2017/01/28 by Lina.Halper@Lina.Halper_Orion
Checked in potential fix for nonunity build issue
#rb:none
#tests:compile
Change 3275806 on 2017/01/27 by Ben.Salem@ben.salem_OrionMain
Adding in a checkpointing system for automated test passes where, if a client crashes while running a pass, on reboot and reissue of the automation command the test pass will start off where it left off, skipping the crashing test.
#rb clayton.langford
#tests Ran several dozen test passses. Seriously.
#!codereview steve.white, bob.ferreira, clayton.langford, adric.worley
Change 3275803 on 2017/01/27 by Shaun.Kime@shaun.kime_RDU-WD-9788_oriondevgen
Paragon has retainer widgets with no World set. When encountered, they can cause the scene list to be desynchronized with the rendering thread.
This logic resolves the issue by registering a null scene in this case, properly setting the slate scene index for subsequent slate draw calls.
#rb nick.darnell
#jira OR-34919
#TESTS na
Change 3275533 on 2017/01/27 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-40796
#rb andrew.rodham
#tests none
Change 3275093 on 2017/01/27 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3273298
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3273417 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3274700 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
#Anim curve crash on cooking
- fixed crash during cooking while accessing default value of material
- this code doesn't have to run during cooking with inactive world, so I'm checking that
#code review: Daniel.Wright, Chris.Bunner, Jurre.DeBaare
#rb: none
#tests: cooking
Change 3274129 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed safer to get featurelevel
#rb: Daniel.Wright
#tests: compile/wolf
Change 3274012 on 2017/01/26 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed crash in navigation grids
#jira OR-35356
#rb none
#tests PIE
Change 3273803 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed issue with animation curve getting reset to 0.f
- the issue is that skeleton contains material flag types, so now it just keeps setting the value
- even after I fix validation check, it still cleared it due to the material curve not found anymore, so added to support default value setting
#jira: OR-34563
#rb: Martin.Wilson, Chris.Bunner, Benn.Gallagher
#code review: Martin.Wilson, Daniel.Wright
#tests: wolf, coil
Change 3273257 on 2017/01/26 by Alexis.Matte@amatte-orion-dev-general
Isolate by material slot instead of section index. Add UI to isolate and highlight material in the material panel
#rb matt.kuhlenschmidt
#jira UE-41131
#tests none
Change 3272527 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: chris.bunner
Ensure FSceneRenderTargets snapshot copies default clear colors.
#tests Golden path on lowest and high settings
#rb None
#lockdown Jason.Bestimt
#jira OR-34905
#!ROBOMERGE-SOURCE: CL 3272507 in //Orion/Release-37.1/... via CL 3272521 via CL 3272525
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3272244 on 2017/01/25 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
Show more info when a material instance failed to compile
#jira OR-34626
#tests Forced crash in the debugger
#rb Daniel.Wright
Change 3272109 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: philip.buuck
Fix bad merge from Main
#rb Dan.Hertzka
#tests PIE
[CodeReviewed] Andrew.Grant
#lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3272106 in //Orion/Release-37.1/... via CL 3272107 via CL 3272108
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3271721 on 2017/01/25 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
jungle minions will spawn navigation obstacles when they are stuck in static geometry, fixed issues with falling off cliffs
#jira OR-35054
#rb Mieszko.Zielinski
#tests PIE
Change 3271432 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3271043
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3271429 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
[CL 3322856 by Andrew Grant in Main branch]
2017-02-25 19:37:22 -05:00
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if (GridManager)
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{
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const FBox Bounds(Locations);
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const float BoundsSize2D = FMath::Max(Bounds.Max.X - Bounds.Min.X, Bounds.Max.Y - Bounds.Min.Y);
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FNavLocalGridData GridData(Bounds.GetCenter(), (UNavLocalGridManager::GridCellSize * Radius2D) + BoundsSize2D);
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GridData.SetHeight(Height);
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for (int32 Idx = 0; Idx < Locations.Num(); Idx++)
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{
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GridData.MarkPointObstacle(Locations[Idx]);
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}
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GridId = GridManager->AddGridData(GridData, bRebuildGrids);
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}
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return GridId;
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}
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
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int32 UNavLocalGridManager::AddLocalNavigationGridForBox(UObject* WorldContextObject, const FVector& Location, FVector Extent, FRotator Rotation, const int32 Radius2D, const float Height, bool bRebuildGrids)
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
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int32 GridId = 0;
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
|
|
|
UNavLocalGridManager* GridManager = UNavLocalGridManager::GetCurrent(WorldContextObject);
|
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
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if (GridManager)
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{
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FNavLocalGridData GridData(Location, FVector2D(Extent.X + UNavLocalGridManager::GridCellSize * Radius2D, Extent.Y + UNavLocalGridManager::GridCellSize * Radius2D));
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3271386)
#lockdown Nick.Penwarden
Change 3270776 on 2017/01/24 by Laurent.Delayen
Fixed missing call to CacheBones in AnimNode_SubInstance. Fixes Mudang crash.
#c0der3view benn.ghallager, lina.halper
#tests does not crash
#rb none
Change 3270483 on 2017/01/24 by Shaun.Kime
Removing the ensure and making it behave safely whenever the scene count is out of sync. Since Paragon isn't using the primary driving feature of MaterialParameterCollections in the UI that required this feature, Nick Darnell and I deemed this okay.
#jira OR-34919
#rb nick.darnell
#tests PIE and golden path
Change 3270067 on 2017/01/24 by Laurent.Delayen
Fixed crash when recompiling Mudang's AnimBP. (SubInstances array holding null references)
#rb benn.ghallager
#tests doesn not crash
Change 3269760 on 2017/01/24 by Daniel.Lamb
Added more files to inisettings blacklist.
#rb Trivial
#test cook paragon.
Change 3269578 on 2017/01/24 by jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3269468
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3269570 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
#R0BOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand.
//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Grux/Abilities/Stampede/GA_Grux_Stampede.uasset
//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Ice/Icons/Minimap_char_portrait_Ice.uasset
//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Ice/Icons/PORT_Ice.uasset
#c0der3view: jason.bestimt
Change 3269141 on 2017/01/23 by Mieszko.Zielinski
TSimpleCellGrid::InvalidCell refactor to avoid it being a static member variable #UE4
#rb Lukasz.Furman
#test golden path
Change 3268953 on 2017/01/23 by Jason.Bestimt
#ORION_DG - R0BOMERGE resolution from MAIN to DG of compile fix and banner stuff
#RB:none
#Tests:none
#c0der3view: matt.schembari, andrew.grant
Change 3268576 on 2017/01/23 by John.Pollard
Add DemoNetDriver to the level collection earlier to remove small window where World->DemoNetDriver could be null as a result of FScopedLevelCollectionContextSwitch
#rb RyanG
#tests Live game play + replays + instant replay
Change 3268119 on 2017/01/23 by Daniel.Lamb
Added support for splitting up chunks into maximum sizes.
#rb Andrew.Grant
#test Cook paragon ps4 windows windowserver
Change 3268020 on 2017/01/23 by Dan.Hertzka
Moving TreeFilterHandler.h out into Slate/Public via branch & delete
#c0der3view Nick.Darnell
#rb none
#tests compile
Change 3267820 on 2017/01/23 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3267733
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3267817 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3266798 on 2017/01/20 by Daniel.Lamb
Make the diff files commandlet more helpful.
#rb Trivial
#test Diff files commandlet.
Change 3266795 on 2017/01/20 by Daniel.Lamb
Fixed issue with Cooked packages trying to load dependencies from a dependency offset which is incorrect.
#rb Gil.Gribb
#c0der3view Gil.Gribb
#test Load cooked packages using the editor.
Change 3266310 on 2017/01/20 by Daniel.Lamb
Fixed issue with cook ont he fly not resolving string asset reference redirectors on load.
Added fastcook to the iterative cook detection.
#rb Jamie.Dale
#test Cook Paragon
Change 3265879 on 2017/01/20 by Jon.Lietz
fixing PS4 compile error
#rb none
#tests compiles
#c0der3view andrew.grant
Change 3265756 on 2017/01/20 by Jon.Lietz
quest evaluator
- added in an ability type that will evaluate in game events and increments player stats for quests, these abilities can be granted by quests or the hero data
- added support to the ability system to have ability specs not replicated to the client, this will allow for passive only abillities for quest evaluation to only live and exicute on the dedicated server
- now support loading in data for quest info asynchronously
- orion quests can now grant evaluator abilities to the players that own the quests
- AOrionPlayerState_Game::GiveAbilityData() now grabs all the abilities from active quests
- at the end of the match unload any data loaded by the quests
#RB david.ratti
#test granting abilities
Change 3265658 on 2017/01/20 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37 @ CL 3265610
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3265627 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3265530 on 2017/01/20 by Robert.Manuszewski
Making sure all package dependencies are loaded before post loading its objects
#jira OR-34891
#tests Golden path x 12
#rb none
Change 3265126 on 2017/01/19 by Frank.Gigliotti
Notifies for abilities waiting on input confirmation;
* Ability tasks waiting for input confirmation will now notify the ability when it begins and ends waiting.
#RB Dave.Ratti
#Tests PIE
Change 3264489 on 2017/01/19 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Merged fix from 36.2.
#rb #tests na
#R0BOMERGE-SOURCE: CL 3264488 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3263948 on 2017/01/19 by Andrew.Grant
Non-unity fixes.
#tests compiled WIn64 editor
#rb na
#R0BOMERGE: Main, 37
Change 3263755 on 2017/01/19 by Laurent.Delayen
OR-34970 FRootMotionSource_ConstantForce now has DisablePartialEndTick set, so we end up with a consistent velocity when the root motion ends.
Added VelocityOnFinishMode to UAbilityTask_ApplyRootMotionConstantForce so we can optionally override or clamp velocity.
CVarDebugRootMotionSources now displays Velocity and LastPreAdditiveVelocity on HUD to help debugging RootMotionSources.
#rb frank.gigliotti
#tests Ice Q
Change 3263616 on 2017/01/19 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37 @ CL 3263608
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3263613 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3262543 on 2017/01/18 by Eric.Newman
Added GetAttributeSetValues feature to Ability System. Allows for pulling attribute rows without needing an Actor or AbilitySystemComponent
#rb david.ratti
#c0der3view david.ratti
#tests used to export paragon hero attributes
#jira TON-25429
Change 3262414 on 2017/01/18 by Laurent.Delayen
Fixed crash opening up Ice's AnimBP.
#rb lina.halper
#c0der3view thomas.sarkanen
#tests opening up AnimBP doesn't crash anymore.
Change 3262291 on 2017/01/18 by Ryan.Gerleve
Cache the network role of AbilitySystemComponents in PreNetReceive, to make sure the role is correct during serialization if properties are received before BeginPlay.
Factor out the caching into its own function to reduce code duplication.
#rb david.ratti
#tests golden path, bug repro
#jira OR-31424
Change 3262062 on 2017/01/18 by Max.Chen
Sequencer: Fixed crash caused by lingering persistent evaluation data
Copy from Release-4.15
#jira UE-40775
#rb andrew.rodham
#tests none
Change 3262061 on 2017/01/18 by Max.Chen
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
Copy from Release-4.15
#jira UE-40775
#rb andrew.rodham
#tests none
Change 3261946 on 2017/01/18 by Jason.Bestimt
#ORION_DG - Fix for event tracks in sequencer
#RB:none
#Tests:none
#R0BOMERGE: MAIN
#c0der3view: Max.Chen, andrew.rodham, scott.james
Change 3261812 on 2017/01/18 by Mieszko.Zielinski
Made bos' perception component vlog information #Orion
#rb Lukasz.Furman
#test golden path
Change 3261731 on 2017/01/18 by Benn.Gallagher
Readded fix to clothing index buffer overflow (lost in merge a while back)
#tests Editor, assigned clothing to skel mesh
#rb Tom.Sarkanen
Change 3261730 on 2017/01/18 by Robert.Manuszewski
Build script sdk upgrade
#rb none
#tests Ran the script that was upgraded
Change 3261392 on 2017/01/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
non-unity fix
#rb none
#tests compiled
#R0BOMERGE-SOURCE: CL 3261391 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3261096 on 2017/01/17 by Laurent.Delayen
OR-33666 Removed 'bImpartsVelocityOnRemoval' for additive root motion sources, as that can create a 'bouncing' effect when Velocity is modified externally.
#rb frank.gigliotti
#tests Preflight QA test https://jira.it.epicgames.net/browse/PQATC-8713
Change 3261030 on 2017/01/17 by Laurent.Delayen
Fix crash in Persona.
#rb none
#tests doesn't crash
Change 3260561 on 2017/01/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Merging Fix from UE 4.15
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#rb Ori.Cohen
#jira UE-39994
#tests na
#R0BOMERGE-SOURCE: CL 3260557 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3260553 on 2017/01/17 by Ryan.Gerleve
Change cvar in UDemoNetDriver::ShouldSaveCheckpoint to use GetValueOnAnyThread. Fixes OR-34759.
#rb john.pollard
#tests bug repro, golden path
Change 3260202 on 2017/01/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37/36.2 @ CL 3260077
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3260201 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3259560 on 2017/01/16 by Marcus.Wassmer
Fix reflections
#rb none
#c0der3view Brian.Karis
#tests added some reflections
Change 3259348 on 2017/01/16 by Daniel.Lamb
Moved automation maps from alwayscookmaps to AllAutomationMaps.
#rb Andrew.Grant
#test Cook Paragon + Fast Cook Paragon + Preflight Cook Paragon
Change 3259113 on 2017/01/16 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
#ORION_MAIN - Merge 36.2 @ CL 3258788
#RB:none
#Tests:compiled Win64 editor
#R0BOMERGE-SOURCE: CL 3258986 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3259090 on 2017/01/16 by Chris.Bunner
Duplicating CL 3246830: Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#rb None
#tests Editor, -game, epic and min settings
Change 3258910 on 2017/01/16 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - DAILY DG @ CL 3258854
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3258871 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3258807 on 2017/01/16 by Rolando.Caloca
O - Fix for outlines
#rb Chris.Bunner
#tests Ran sovereign2 game
#c0der3view Andrew.Grant
Change 3258637 on 2017/01/16 by Charles.Anderson
Removing wrongly added files (agrant)
Change 3258601 on 2017/01/16 by Andrew.Grant
Temp fix for rendering crash by disabling custom depth rendering
#rb na
#tests PIE'd
Change 3258590 on 2017/01/16 by Tom.Wright
One of these files are not syncing properly in my UnrealGameSync so I'm adding them manually (the .exe).
Change 3258523 on 2017/01/16 by Andrew.Grant
Removing intermediate build file that was checked in
#rb #tests na
Change 3258464 on 2017/01/16 by Andrew.Grant
Fixes for non-unity
#R0BOMERGE: Main
#tests compiled Win64
#rb na
Change 3258208 on 2017/01/15 by Mieszko.Zielinski
FMetaNavMeshPath's Waypoints have been expanded to store user flags. #UE4
#rb none
#test golden path
Change 3258042 on 2017/01/14 by andrew.grant
Merging test framework changes from //Orion/Release-36.2 to Main (//Orion/Main)
#rb #tests preflighted
#R0BOMERGE-SOURCE: CL 3258036 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
#R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//R0BOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml
#c0der3view: andrew.grant, jason.bestimt
Change 3258035 on 2017/01/14 by Andrew.Grant
Disable MfMedia plugin by default
Change 3257936 on 2017/01/14 by Andrew.Grant
Merging from //UE4/Main @ 3253977 through Orion-Staging
#rb na
#tests QA smoke in staging, built locally, preflighted
Change 3257583 on 2017/01/13 by Daniel.Lamb
Removed nomcp from the commandline when running on PC
#rb Trivial
#test Buildcookrun paragon windows
Change 3257320 on 2017/01/13 by Cody.Haskell
#Orion
- Ansel Integration into Replay Mode
- Updated Ansel SDK
- Bug Fix for Ansel plugin
- Made it not look terrible when you pause the game in regular replay mode
#rb Andrew
#r3view-3256093 @andrew.grant
#tests Golden Path, compiles on PS4
#lockdown Andrew.Grant
Change 3257239 on 2017/01/13 by Frank.Gigliotti
ApplyRootMotionJumpForce end velocity options;
* "ApplyRootMotionJumpForce" task now supports setting the end velocity.
* Moved root motion end velocity options from the individual tasks into the base class.
* Fixed a property on UAbilityTask_ApplyRootMotionConstantForce not replicating properly.
#RB None
#Tests PIE
Change 3256173 on 2017/01/12 by Laurent.Delayen
Added additional debug message to ShowResaveMessage.
#rb lina.halper
#test loaded broken Femme assets.
Change 3256082 on 2017/01/12 by Andrew.Grant
Temp fix for BuildHealth warning. Following up with BP team
#rb none
#tests verifierd compile warnings are gone
Change 3255991 on 2017/01/12 by Ben.Woodhouse
Cherry pick NV gpu hang fix from //ue4/release-4.14 @3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira OR-22580
#rb none (r3viewed for 4.14 by Marcus Wassmer)
#tests run locally on PC (change is windows-specific)
Change 3255185 on 2017/01/12 by John.Nielson
Made it so that PS4 compiles without warning from misordered initialization.
#RB: r3view
#r3view-3255186: Andrew.Grant
#Test: None
Change 3254885 on 2017/01/11 by Michael.Trepka
CIS fix
#rb none
#tests none
Change 3254568 on 2017/01/11 by Andrew.Grant
Merging relay fix from //Orion/Release-36.2 to Dev-General (//Orion/Dev-General)
#rb #tests na
Change 3254544 on 2017/01/11 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Robomerging previous fix to Dev-Gen
#rb #tests na
#R0BOMERGE-SOURCE: CL 3254532 in //Orion/Release-36.1/... via CL 3254537 via CL 3254540
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3254204 on 2017/01/11 by Michael.Trepka
Added title bar area to the game layer manager, so that games can easily setup custom title bar content when using borderless windows. Disabled/hidden by default
#rb none
#tests Tested in editor build on PC
Change 3254074 on 2017/01/11 by Ryan.Gerleve
Fix for gameplay tags not being recorded in client replays.
#rb david.ratti
#tests golden path, replays
Change 3254035 on 2017/01/11 by Laurent.Delayen
OR-28756 Added WaitForMovementInput Ability Task to use with Emote ability.
#rb dave.ratti, frank.gigliotti
#tests Kallari's emotes
Change 3253736 on 2017/01/11 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3253668
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3253715 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3252981 on 2017/01/10 by Daniel.Lamb
Added async load package delegate.
#rb Trivial
#test BuildCookRun Paragon with local server
Change 3252975 on 2017/01/10 by Daniel.Lamb
Added EditorPerProjectUserSettings to the ignore config field for iterative cooking
#rb None
#test cook paragon.
Change 3252784 on 2017/01/10 by Daniel.Lamb
Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear.
#rb Daniel.Lamb
#test Rebuild lighting Paragon
Change 3252460 on 2017/01/10 by Aaron.Eady
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
#rb robert.manuszewski
Copied from CL #3252418
Written by Ben.Zeigler
#c0der3view Ben.Zeigler, David.Ratti, Andrew.Grant
#tests PIE
Change 3252222 on 2017/01/10 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3252019
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3252221 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3251379 on 2017/01/09 by Ori.Cohen
Fix build
#rb none
#tests none
Change 3251242 on 2017/01/09 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3251240 on 2017/01/09 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Win32 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3251224 on 2017/01/09 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Linux_x86_64-unknown-linux-gnu libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3251220 on 2017/01/09 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX PS4 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3251206 on 2017/01/09 by Ori.Cohen
Add logging to possible physx infinite loop.
#JIRA OR-32515
#rb Dave.Ratti
#tests none
Change 3250847 on 2017/01/09 by Daniel.Lamb
Added excution time stat to unrealpak.
#rb Trivial
#test BuildCookRun Paragon with timing info.
Change 3250761 on 2017/01/09 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3250717
#RB: none
#Tests:none
#R0BOMERGE-SOURCE: CL 3250759 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3249410 on 2017/01/06 by Chris.Bunner
Duplicating CL 3249213: Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#rb None
#tests -game windowed/fullscreen behavior
Change 3249285 on 2017/01/06 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3249117
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3249278 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3247989 on 2017/01/05 by Dan.Hertzka
Re-adding the null checks from CL 3247771 in Release-36 (the R0BOMERGEd submit didn't include these for some reason)
#c0der3view Andrew.Grant
#rb none
#tests Compiled and didn't crash on editor startup
#R0BOMERGE: Main
Change 3247790 on 2017/01/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Robomerging!
#tests #rb na
#R0BOMERGE-SOURCE: CL 3247786 in //Orion/Release-36/... via CL 3247787 via CL 3247788 via CL 3247789
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3247717 on 2017/01/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3247673
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3247716 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3247575 on 2017/01/05 by David.Ratti
-Fix crash if GE has a null linked target GE
-Change FGameplayEFfectContext::Ability to be AbilityCDO via TWeakObjectPtr rather than a TSubclass. TSubclass is not weak, so if a class was GC'd while still in a GEEC somewhere, it could crash.
#rb none
#tests pie
Change 3247032 on 2017/01/04 by Ori.Cohen
Touch engine file to re-link physx libs
#JIRA OR-32839
#rb none
#tests none
Change 3247006 on 2017/01/04 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX PS4 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3246987 on 2017/01/04 by Ori.Cohen
Add newline for ps4
#rb none
#tests none
Change 3246986 on 2017/01/04 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3246981 on 2017/01/04 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Linux_x86_64-unknown-linux-gnu libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3246969 on 2017/01/04 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Win32 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3246921 on 2017/01/04 by Ori.Cohen
Fix automation to include #tests none
#rb none
#tests none
Change 3246900 on 2017/01/04 by Ori.Cohen
Fix newline issues for ps4.
#rb none
#tests none
Change 3246666 on 2017/01/04 by Chad.Garyet
Updating physx build to include switch and linux-arm64
integrate/resolve from dev-physics-upgrade
#c0der3view ori.cohen
Change 3246450 on 2017/01/04 by Arciel.Rekman
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#rb Ori.Cohen
#c0der3view Ori.Cohen
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
Change 3246229 on 2017/01/04 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3246134
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3246204 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3245068 on 2017/01/03 by Lukasz.Furman
improving obstacle grid avoidance: adjusting start location when inside obstacle, fixes for string pulling
#jira OR-33318
#rb none
#c0der3view Mieszko.Zielinski
#tests PIE
Change 3244698 on 2017/01/03 by Lukasz.Furman
compilation fix: removed optimization pragmas from AISense_Sight.cpp
#rb none
#tests none
Change 3244679 on 2017/01/03 by David.Ratti
Unify linked gameplay effect spec creation:
-Linked GEs
-Conditional Execution GEs
-Overflow GEs
-Expiration GEs (premature/routine)
These now create the dependant GE Spec the same way, by duplicating the original context and copying spec tags, MINUS the original GE's asset tags. Actor tags are still recaptured at the moment the spec is created.
#rb Lietz
#tests golden path
#c0der3view Billy.Bramer, Fred.Kimberley
Change 3244499 on 2017/01/02 by Mieszko.Zielinski
Major AI tactics upgrade #Orion
Introduction of new objective dealing algorithm (CSP inspired)
Bots can now place wards
Bots can now destroy wards and other appopriately marked up OrionDamagableActors (content change in following CL, allows bots to see these actors)
Switched OrionAIBot.CurrentEnemy to AActor type
Removed code related to Jungle Rig objectives
#rb none
#test golden path
Change 3242918 on 2016/12/22 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3242890
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3242917 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3241817 on 2016/12/21 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3241745
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3241811 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3240916 on 2016/12/20 by Ben.Marsh
Add metadata properties to jobs that create promotable artifacts and execute promotions, for consumption by the pipeline tool. Properties are added to /job[XXX]/Pipeline/Promotable-<Platform>-<Type> or /Promotion-<Platform>-<Type>.
#rb none
#c0der3view David.Vossel, Trevor.Pounds
#tests Ran through preflight
Change 3240857 on 2016/12/20 by Lina.Halper
Added ensure to track marker sync crash
#rb: Laurent.Delayen
#code r3view: Martin.Wilson
#tests: PIE with mudangs
Change 3240856 on 2016/12/20 by Laurent.Delayen
Potential fix for sync marker crash.
#rb lina.halper
#c0der3view martin.wilson, lina.halper
#tests Mudang
Change 3240813 on 2016/12/20 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3240768
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3240812 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3239624 on 2016/12/19 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3239590
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3239623 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3238573 on 2016/12/16 by Andrew.Grant
Moved console vars to source file to avoid multiple definitions (OR-33470)
#rb none
#tests compiled
Change 3238077 on 2016/12/16 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36 @ CL 3238017
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3238059 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3237176 on 2016/12/15 by Laurent.Delayen
Moved FloatRK4SpringInterpolator and VectorRK4Interpolator from Orion to Engine.
#rb ori.cohen
#c0der3view lina.halper, james.golding
#tests Twinblast and Ice
Change 3236911 on 2016/12/15 by Lukasz.Furman
changed navgrid projection to use 2D poly search for more accurate results
#orion
#rb none
#tests PIE
Change 3236660 on 2016/12/15 by Jamie.Dale
Updating Orion text block to upper-case its text in a localized way
This also prevents it clobbering the text property value with the transformed text, resulting in key stability issues.
#jira OR-32716
#rb Dan.Hertzka
#tests Ran Orion and verified that the "all caps" text was correct, and responded to live-culture changes
#R0BOMERGE: Main, Release-36
Change 3236658 on 2016/12/15 by Jamie.Dale
Adding FText::ToLower and FText::ToUpper
These also track history and rebuild when the text they were generated from is changed.
#jira OR-32716
#rb Dan.Hertzka
#tests Ran Orion and verified that the "all caps" text was correct, and responded to live-culture changes
#R0BOMERGE: Main, Release-36
Change 3236501 on 2016/12/15 by Lukasz.Furman
enabled navigation grid avoidance for jungle minions
#jira OR-33318
#rb Mieszko.Zielinski
#tests PIE
Change 3236479 on 2016/12/15 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36 @ CL 3236423
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3236474 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3236399 on 2016/12/15 by Andrew.Grant
Fixed pkg warning "Patch created by newer SDK must contain sce_module files" by not excluding "libSceNpToolkit.prx"
#rb none
#tests none
#R0BOMERGE: Main,36
Change 3236280 on 2016/12/15 by Benn.Gallagher
Fixed crash when clothing cooked data is updated on a client that is not powerful enough to run multithreaded physics (2 or fewer cores)
#rb Ori.Cohen
#jira OR-33248
#tests - Editor + PIE, running through multiple character viewer screens in menu (as per repro), forced single threaded physics and re-ran tests
Change 3235666 on 2016/12/14 by Matt.Schembari
Merging 3200968 from Dev-Editor for OR-32947.
#c0der3view Andrew.Grant,Arthur.Flew
#tests compile
-------
Fixed localization gather including texts that were instanced or otherwise unchanged
- It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default.
- UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances.
#rb Nick.Darnell
---------
Change 3235315 on 2016/12/14 by Adric.Worley
Fix FText parse warning spam when dragging in world outliner
#jira UE-29099
#tests editor
#rb Matt.Kuhlenschmidt
Change 3235177 on 2016/12/14 by Sam.Zamani
Chat toxicity info added to every out-going party/team chat message
Added optional "chat-info" XML element to XMPP chat stanzas being sent to a MUC room
The chat info is added to the room's configuration via ChatInterface OSS
Currently capturing playlist id, team size, and party size with each chat message
OGS-479 Add extra attributes to XMPP chat messages for toxicity processing
#rb: josh.markiewicz, rob.cannaday
#coderview: ian.fox
#tests: none
Change 3235093 on 2016/12/14 by Arciel.Rekman
Linux: switched PhysX/APEX debug info to DWARF3 and rebuilt the libs
- Also fixed an unrelated compile error (by suppressing the warning - do not merge back to main).
#rb Ori.Cohen, Andrew.Grant
#c0der3view Ori.Cohen, Andrew.Grant
#tests Compiled the server
Change 3234913 on 2016/12/14 by Andrew.Grant
Duplicated 3200382 from Dev-Core as suspected fix for OR-33328
#rb #tests na
Change 3234910 on 2016/12/14 by Laurent.Delayen
Added AnimNotifyState_DisableRootMotion to turn off root motion during a RootMotion Montage, and give control back to the player.
#rb martin.wilson
#tests Ice RootMotion Ult networked.
Change 3234823 on 2016/12/14 by Lukasz.Furman
added capsule support for local navigation grids
#orion
#rb none
#tests PIE
Change 3234768 on 2016/12/14 by Lukasz.Furman
fixed crash in registering debug scene proxies of gameplay debugger tool
#orion
#rb none
#tests PIE
Change 3234682 on 2016/12/14 by Chad.Garyet
Adding physx build to dev-general
Change 3234643 on 2016/12/14 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2/36 @ CL 3234401
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3234640 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3234597 on 2016/12/14 by Wes.Hunt
Merging RealMoneyPurchaseComplete delegate from CatalogHelper into Orion
* Hooked it up so CatalogHelper doesn't take a persistent reference to the analytics provider.
Extensive refactor of Orion's AnalyticsProvider lifetime and management.
* More tightly controlled provider lifetime, eliminated need to recreate the providers unnecessarily.
* Made provider access functions simpler and clarified creation vs. access (no more lazy getters).
* Improved handling of GameSessionIDs and UserIDs outside of match to improve data clarity for the analytics backend.
Details:
AnalyticsProviderET
* Added Get/SetAppID APIs to allow the AppID to change without recreating the provider (needed for CompQA support, which isn't always known when the provider is created).
* SetAppID and SetSessionID now flush their cached events before changing them.
* SetUserID still does not Flush because we inadvertently rely on this so the UserID can be set several frames later and all events will be sent with a valid UserID.
OrionAnalytics
* Simplified contract for correctly creating a new provider: CreateAnalyticsProvider now takes an AccountID and GameSessionID so the provider can be fully initialized with a single call.
* Exposed CreateAppID function so the places where the AppID needed to dynamically change (CompQA purposes) could use shared Orion naming conventions.
* Exposed SetDefaultAttributes function so game code could share the logic for setting default attributes.
* Add assert to CreateAnalyticsProvider because we never expect it to fail, and outside code doesn't have to do it.
DemoNetDriver
* Exposed UDemoNetDriver::GetDemoSessionID to allow analytics to set a consistent GameSessionID during replay that is NOT the game session ID of the original match, which was throwing heartbeat events for replays into the same session on the backend, if the replay was watched fast enough.
OrionGameInstance
* Server's analytics provider moved to GameInstance as it's lifetime is more appropriate than the GameMode.
* SetUserID now works in PIE, and sets it to PIE_INSTANCE so we don't pollute our account data with random GUIDs
GameInstanceCommon
* When playing back a replay, use the DemoNetDriver's SessionID instead of the Game Session ID of the game being replayed.
OrionGameMode_MOBA
* Moved Login functionality to GameMode_Base so it will work properly in all Orion GameModes (ie, DraftLobby).
OrionGameMode_Base
* Removed SetAnalyticsProvider. This was confusing the interface and making it seem like providers could change dynamically (they couldn't).
* GetAnalyticsProvider changed to just get it from the GameInstance where it is really stored now.
OrionPlayerController_Base
* Removed SetAnalyticsProvider. No external code should be changing the provider.
* Exposed an explicit CreateAnalyticsProvider so GetAnalyticsProvider() no longer has to lazily create the provider.
* Added some asserts on preconditions to CreateAnalyticsProvider to ensure we are not creating them at the wrong times.
OrionGameSession
* The Server Analytics provider now sets a UserID that is a combination of the machine name, PID, and a GUID unqiue to that run. This makes server analytics easier to trace back to servers.
OrionGameState_Base
* CreateGameSessionID renamed to StoreGameSessionID to better reflect that it isn't creating anything.
* Remove the code that sets a random GUID for non game modes, which was just confusing the session handling code on the analytics backend.
* Ensure that demo playback sets the demo session ID and not the replayed game's session ID.
OrionGameStateMain
* GameSessionID is always set to the empty string for non game modes.
McpContext
* InitAnalytics no longer needs to create the analytics provider or restart any session, etc. It just sets the new AppID (if we now know we are CompQA) and the UserID (since we just logged in).
#c0der3view:john.pollard,ryan.gerleve,josh.markiewicz
#rb josh.markiewicz
#tests extensive runs of the game, dedicated server, menu, and match traveral, and replay watching. Also editor, PIE standalone, PIE w/ dedicated server, and nomcp configurations to ensure no crashes and the providers are created as expected, not recreated, and get the proper Session and GameSessionIDs at the expected times.
#R0BOMERGE-AUTHOR: david.nikdel
#CatalogHelper #Analytics:
- Added a RealMoneyPurchaseComplete multicast delegate to CatalogHelper mostly intended for apps to be able to listen for this event (not as a completion delegate) and do their own analytics events.
- Rolled up a bunch of the params into a struct for forward compatibility
- Moved the ECom.ClientInAppPurchase code into a helper on the struct (would like to get this out of catalog helper now that the delegate is there)
[c0der3viewed]: Ian.Fox, Wes.Hunt
#R0BOMERGE-SOURCE: CL 3209122 in //WEX/Release-05/... via CL 3209123
#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209125 by Jason.Bestimt on 2016/11/23 12:33:06.
#R0BOMERGE-AUTHOR: david.nikdel
Why does the compiler think a parameter can "hide" a non-static member from an outer class. That is most definitely not in scope...
#R0BOMERGE-SOURCE: CL 3209212 in //WEX/Release-05/... via CL 3209213
#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209214 by Jason.Bestimt on 2016/11/23 14:00:12.
#R0BOMERGE-AUTHOR: david.nikdel
#CatalogHelper: Change to AnalyticsProvider to shared reference
[c0der3viewed]: Ian.Fox
#R0BOMERGE-SOURCE: CL 3209222 in //WEX/Release-05/... via CL 3209223
#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209225 by Jason.Bestimt on 2016/11/23 14:07:47.
#R0BOMERGE-AUTHOR: wes.hunt
Ensure that Heartbeat events will not clog the retry queue if the data router cannot be reached.
* Renamed to Usage.Heartbeat and Context to match the more "non-gamey" naming we want to move to (also can't have WorldExplorers prefix).
* Removed the Analytics provider from McpCatalogHelper and use the callback delegate instead. This removes analytics assumptions from the McpCatalog code and allows the analytics provider references to not leak outside of WExpAnalytics. This allows us to put ensures in the shutdown code to make sure it doesn't leak and sessions are closed when we expect. Also cleaned up some code that tried to work around the fact that outside code held onto a reference when trying to end the session.
[c0der3viewed]:david.nikdel
#jira wex-4038
#R0BOMERGE-SOURCE: CL 3209575 in //WEX/Main/WEX/Plugins/...
#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209653 by Jason.Bestimt on 2016/11/24 01:43:48.
Change 3233911 on 2016/12/13 by Andrew.Grant
Duplicating 3203865 from //UE4/Dev-Sequencer/...
#tests #rb na
Change 3233789 on 2016/12/13 by Olaf.Piesche
Replicating 3233289 from Dev-Rendering - light component distance fade properties not initialized
#c0der3view marcus.wassmer
#rb marcus.wassmer
#tests build
Change 3233016 on 2016/12/13 by Ryan.Gerleve
Fix for conditional properties being evaluated incorrectly when recording replay checkpoints. Fixes heroes appearing as grey boxes in deathcam and replays.
#jira OR-32926
#tests golden path, deathcam, replays
#rb john.pollard
Change 3232909 on 2016/12/13 by Laurent.Delayen
Renamed USkeletalMeshComponent::IsPlayingRootMotion() to ::IsPlayingNetworkedRootMotionMontage() to better match what the function does, and match definitions in ACharacter. (Also checks for RootMotionMode to be FromMontageOnly).
Added proper IsPlayingRootMotion() to match ACharacter.
Also constified these functions.
#rb Martin.Wilson
#tests Ice Root Motion ult
Change 3232336 on 2016/12/13 by David.Ratti
Spot merge async loading fix
#rb Gil
#tests cooked build front end store
Change 3231733 on 2016/12/12 by Andrew.Grant
Added code to dump out deferred engine commands when frametime is above desired
#rb Michael.Noland
#tests compiled, ran server
#R0BOMERGE: Main
Change 3231406 on 2016/12/12 by Laurent.Delayen
CharacterMovementComponent: allow physics rotation to be performed during AnimRootMotion.
#rb none
#tests Ice
Change 3230272 on 2016/12/10 by Andrew.Grant
Fix for automation code being dead-stripped
#rb none
#tests verified automation works
Change 3229976 on 2016/12/09 by Ryan.Gerleve
Fix multiple UI/HUD issues during deathcam playback:
No longer switch the local player's PlayerController during deathcam playback. The game player controller will now set it viewtarget to the hero in the deathcam replay.
Add an option for the recording DemoNetDriver to not spawn a spectator controller at all.
Clean up some hacks that were needed when the player controller did switch to make the card shop close properly.
Remove other code that was related to the player controller switch.
Add a deathcam camera component to hero characters and activate it during deathcam playback.
Factor out the code common to the spectator chase camera and the deathcam camera into a helper struct that both camera components use.
Client notifies the server when it starts and stops deathcam, so the server knows not to update the client's viewtarget for the duration.
#jira OR-32433, OR-32568, OR-31299, OR-31197
#rb john.pollard, jon.lietz
#tests golden path, deathcam, replays
Change 3229790 on 2016/12/09 by Lina.Halper
#DUPEFIX of CL 3219688
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
Expected fix for cooking issue of animation
#rb: Martin.Wilson
#code r3view: Martin.Wilson, Laurent.Delayen
#tests: none
Change 3228731 on 2016/12/09 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3228573
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3228715 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3228602 on 2016/12/09 by Benn.Gallagher
Added temporary CVar to fix broken clothing imports due to errant transposition of bone bind matrices on apx file import.
This should not be integrated to main - hoping on a fix soon from Nvidia for this issue to be fully solved, this just gets our content creators back up and running while Nvidia investigates
#tests Win64 Editor, importing clothing files for Twinblast and Fallen Angel
#rb Lina.Halper
Change 3227456 on 2016/12/08 by Andrew.Grant
Stopped _BUiltData from being dirtied by autosave (copied from 3223169 in Dev-Editor)
#rb #tests na
Change 3227417 on 2016/12/08 by David.Ratti
Fix category on gameplay tag settings
#rb none
#tests none
Change 3227401 on 2016/12/08 by David.Ratti
GameplayTag category restrictions remapping support. This allows engine properties to specify categories that can be specified/expanded by projects.
Added categories for gameplayeffect tags
#rb BenZ
#tests editor, golden path
#c0der3view Billy.Bramer, Fred.Kimberly
Change 3227368 on 2016/12/08 by Uriel.Doyon
Simple forward shading now disables self shadowed translucency (because it samples an invalid volumetric light buffer).
#jira OR-32645
#tests Loaded editor, tested in game at different quality settings
#rb daniel.wright
Change 3227243 on 2016/12/08 by David.Ratti
Spot integrate CL 3225990 to fix tag sorting
#rb none
#tests compile
Change 3227029 on 2016/12/08 by Laurent.Delayen
Fixed crash when creating a new Montage from scratch.
#rb Lina.Halper
#tests no more crashing when creating a montage from scratch
Change 3226877 on 2016/12/08 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3226846
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3226876 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3226157 on 2016/12/07 by Aaron.McLeran
Implementing UE-39421 fix into Orion-DevGeneral2
#rb none
#tests Be able to view sound class graphs without destroying links.
Change 3225422 on 2016/12/07 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - PhysX libs null merge from 35.2
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3225413 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3224772 on 2016/12/07 by David.Ratti
Fix for Rentry in gameplaycue GetWorld functions
#rb none
#tests golden path
Change 3224771 on 2016/12/07 by David.Ratti
Reset RemoetInstanceHasended in UGameplayAbility::PreActivate
#rb none
#tests pie
Change 3224752 on 2016/12/07 by Ben.Marsh
Merge CL 3224750 from //UE4/Main: Removing -forcelogflush parameter from UAT invocations of the editor to improve cook times.
#rb none
#tests preflight
Change 3224691 on 2016/12/07 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3224223
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3224690 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3224166 on 2016/12/06 by Daniel.Lamb
Reenabled iterative cooking inisettings saving.
#rb Trivial
#test Cook paragon
Change 3223965 on 2016/12/06 by Uriel.Doyon
Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
Added more options to allow the user to cancel this build also.
#rb daniel.wright
#tests modified different shaders in the material editor and also in the material instance editor
Change 3223953 on 2016/12/06 by Frank.Gigliotti
Root motion time stamp reset;
* The character movement time stamp is now decremented by MinTimeBetweenTimeStampResets instead of being reset to 0.
* The character movement time stamp reset is now applied to the start times on root motions. This fixes root motions being stuck on since the time stamp could potentially never reach the start time.
* Changed how root motion detects invalid start times since a negative start time is now valid.
#RB zak.middleton, laurent.delayen
#c0der3view zak.middleton, laurent.delayen
#Tests PIE
Change 3223463 on 2016/12/06 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3223380
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3223458 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3223219 on 2016/12/06 by Daniel.Lamb
Added more stats to saving asset registry code.
#rb None
#test cook
Change 3222459 on 2016/12/05 by Uriel.Doyon
"Texture Streaming Build" now updates the map check after execution.
Removed texture streaming data for primitives hidden in game.
Fixed an issue where build all would not rebuild texture streaming data.
#rb none
#jira OR-32771
#tests rebuilt texture streaming data in different maps
Change 3222246 on 2016/12/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Suppress warning when converting from int when the dest is floating point and the converted values are the same
#rb none
#tests verified converting -1 to -1.000 no longer results in a warning
#R0BOMERGE-SOURCE: CL 3222245 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3221951 on 2016/12/05 by Daniel.Lamb
More stats into saving asset registry.
#rb None
#test cook paragon
Change 3221518 on 2016/12/05 by Daniel.Lamb
Added some more ini settings parsing stats.
Removed SaveCurrentIniSettings when not using iterative builds as it is slow will reenable when it's fast again.
#rb None
#test Cook paragon
Change 3221475 on 2016/12/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Fix for atrac9 logging issue on PS4
#rb none
#tests compiled PS4 client in unity
#R0BOMERGE-SOURCE: CL 3221474 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3221403 on 2016/12/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3221235
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3221399 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3221247 on 2016/12/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Third-try at fixing non-unity compile issue
#rb none
#tests compiled PS4 client
#R0BOMERGE-SOURCE: CL 3221242 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3219738 on 2016/12/02 by Daniel.Lamb
Integrate Dev-Platform -> Dev-General
Added support to rebuild lightmaps commandlet for building lightmaps in seperate files.
#rb Daniel.Wright
#test rebuild lighting Custom QAGame maps.
#jira OR-31907
Change 3219133 on 2016/12/02 by Jason.Bestimt
#R0BOMERGE-AUTHOR: guillaume.abadie
Cherry picks Dev-Rendering's 3209305: Fix contact shadow's assemption on objects thickness
#rb None
#R0BOMERGE-SOURCE: CL 3219131 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3219081 on 2016/12/02 by Andrew.Grant
Merging material fixes in 3208490 from
//UE4/Dev-Rendering/... to //Orion/Dev-General/...
#rb none
#tests compiled WIn64 editor
Change 3218980 on 2016/12/02 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3218942
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3218979 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3218970 on 2016/12/02 by Andrew.Grant
Second attempt at unity / non-unity fix
#rb none
#tests compiled PS4 Client
Change 3218807 on 2016/12/02 by Andrew.Grant
Fix for non-unity issue
#rb none
#tests compiled Win64 editor
Change 3218472 on 2016/12/01 by Andrew.Grant
Temp fix to allow checked-out blueprint to compile
#rb none
#tests none
Change 3218417 on 2016/12/01 by Andrew.Grant
Merging //UE4/Main @ 3205566 through //UE4/Orion-Stating
#rb #tests na
Change 3218140 on 2016/12/01 by Arciel.Rekman
Linux: report server hangs by crashing the hung thread (UE-39164).
#rb Michael.Trepka
#c0der3view Bart.Hawthorne, Andrew.Grant.
#tests none in this branch
(Merging 3218133 from Dev-Platform to to //Orion/Dev-General)
Change 3216959 on 2016/12/01 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3216930
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3216954 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3216341 on 2016/11/30 by Michael.Noland
Engine: Reduced the length of the hitch when turning off ToggleDebugCamera while showdebug was active by removing expired strings from the back of the array instead of the front
(the underlying issue of strings accumulating while not being displayed / processed is covered by UE-39226)
#rb marc.audy
#tests showdebug significancemanager + toggledebugcamera + wait 30 s + toggledebugcamera
Change 3216233 on 2016/11/30 by Andrew.Grant
Generate symbols for PS4 as a post-build UBT step
At runtime do a better job of searching paths for symbols
#rb Marcus.Wassmer
#tests verified symbols are generated and valid
Change 3215522 on 2016/11/30 by David.Ratti
Fixes from Simon for particle significance overriding explicit call to SetEmitterEnabled by game code.
#rb none
#tests pie
#c0der3view Simon.Tovey
Change 3215444 on 2016/11/30 by Aaron.McLeran
OR-19392 (and now) OR-32017 Reintroducing CL 2943174 after it was lost due to integration issues!
#rb none
#tests none
Change 3215110 on 2016/11/30 by jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3215050
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3215097 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
#R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Rampage/Skins/Rampage_v001_IceBlue/M_RampageV001_MASTER.uasset
#c0der3view: jason.bestimt
Change 3213268 on 2016/11/29 by jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3213062
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3213118 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
#R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//R0BOMERGE_ORION_Dev_General/OrionGame/Source/BlueprintContext/Private/BannerContext.cpp
#c0der3view: jason.bestimt
Change 3212226 on 2016/11/28 by Aaron.McLeran
OR-32363 Client ensure with USoundWave::GetResourceSize() v35 DevGen
Ensure is not valid since it's possible for the sound wave to have its resource size queried before its finished decoded in the case of precache on load.
Rather than report ResourceSize (the compressed asset size), we're going to just report the fully decompressed data size (RawPCMDataSize) since that's what it will be when it finishes decoding.
#tests none
#rb zak.middleton
Change 3208273 on 2016/11/22 by Tim.Elek
Fix for Tonemapping sharpen black border for HDR
#rb marc.olano
#c0der3view marcus.wassmer, jordan.walker, andrew.grant
Change 3207881 on 2016/11/22 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
If a requested package can't be found and async loading is not an option, load the object instead of hoping that FlushAsyncLoading() will make things right...
This flaw was spotted while investigating OR-31699 which was due to a different issue, but should have been handled by this codepath.
#rb none
#tests Faked a condition where a package wasn't loaded on the client but became referenced by a object from the server
[c0der3viewed] Ben.Ziegler
#R0BOMERGE-SOURCE: CL 3207880 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3207807 on 2016/11/22 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Fix for OR-31699
While preloading packages check that a package has actually been loaded. Previously this could result in a package failing to load because FindObjectFast would return it to itself (!)
#rb none
[c0der3viewed] Michael.Noland
#tests verified can load into Monolith and get the shadow buff
#R0BOMERGE-SOURCE: CL 3207806 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3207756 on 2016/11/22 by David.Ratti
rollback networking changes since they seem to be causing side effects and v35 isnt the version to take chances on
#rb none
#tests compile
Change 3206348 on 2016/11/21 by Dan.Hertzka
Re-added lost type checking changes to the widget BP compiler when evaluating whether to bind a widget
Also added the type check when renaming a widget - if the property name is taken by a BindWidget property, but the widget isn't of a valid type, the rename now fails
#c0der3view Nick.Darnell
#rb Nick.Darnell
#tests Widget BP binding
Change 3205882 on 2016/11/21 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3205612
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3205880 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3205802 on 2016/11/21 by Daniel.Lamb
Fixed commandlet used for diffing cooked packages and generating serialization callstacks.
#rb None
#test Diff cooked package commandlet
Change 3204959 on 2016/11/18 by Ryan.Gerleve
World time is no longer adjusted when scrubbing in replays. Fixes several issues related to deathcam. Originally done to to fix ability cooldowns in replays, but shouldn't be necessary.
#rb john.pollard
#jira OR-30918, OR-31268, OR-31302
#tests golden path, deathcam, replays
Change 3204805 on 2016/11/18 by Frank.Gigliotti
Don't clamp root motion finish velocity if it doesn't need it.
#RB None
#Tests PIE
Change 3204327 on 2016/11/18 by Mieszko.Zielinski
Extended UBTDecorator_IsAtLocation with an option of using regular geometric distances rather than pathfollowing-based test #UE4
#rb Lukasz.Furman
#test golden path
Change 3204078 on 2016/11/18 by Ryan.Gerleve
Flip incorrect sort when there are multiple viewpoints in the significance manager (duplicate of CL 3203997 from Dev-Framework).
Fixes objects having incorrect significance in deathcam playback.
#rb marc.audy
#tests golden path, deathcam
Change 3204041 on 2016/11/18 by John.Pollard
Fix issue where old player controller from draft lobby was hanging around, causing replication warnings
#rb BartH
#tests Replays
Change 3203971 on 2016/11/18 by John.Pollard
Fix assert that can occur in player controller iterator when last element cast's to nullptr
#rb BartH
#tests Live + replays
Change 3203843 on 2016/11/18 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3203682
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3203842 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3202948 on 2016/11/17 by Daniel.Lamb
Disabled warning about invalidating cook due to unparsable ini setting.
This occurs when you don't have any previously cooked content (like on build machine).
#jira OR-31916
#rb trivial
#test cook paragon
Change 3202798 on 2016/11/17 by David.Ratti
Fix logic error around bSuppressGameplayCues
#rb none
#tests compile
Change 3202761 on 2016/11/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: david.ratti
Use FObjectKey instead of UClass* for function acceleration map. Speculative fix for rare client crash.
#rb none
#test pie
#R0BOMERGE-SOURCE: CL 3202552 in //Orion/Release-34.3/... via CL 3202760
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3202688 on 2016/11/17 by Michael.Noland
Engine: Adding stats to performance assassians GetAllActorsWithInterface and GetAllActorsWithTag to make them clearer in dumphitches reports (also in GetAllActorsOfClass, which is usually fine unless used with something really broad like AActor or AStaticMeshActor)
#rb none
#tests Compiled and ran on PS4
Change 3202687 on 2016/11/17 by Michael.Noland
Engine: Changed console variables and commands to allow using ? immediately following the command (without a space) to bring up the help text, in addition to the existing behavior of using ? as the first parameter
#tests Tested with/without spaces on both a console variable and a console command
#rb nick.darnell
Change 3202686 on 2016/11/17 by Michael.Noland
Engine: Made help console command open the generated HTML file via LaunchURL on windows
#tests Tested help command on Windows (LaunchURL with file:// use is only enabled for Windows now, but will be tested on Mac and possibly enabled later)
#rb nick.darnell
Change 3202622 on 2016/11/17 by Ryan.Gerleve
Support duplication of UReflectionCaptureComponents that were loaded from cooked data. Needed to support deathcam in Monolith.
#rb daniel.wright
#tests golden path on monolith with deathcam enabled on PS4
Change 3202575 on 2016/11/17 by Dan.Hertzka
Blur widget updates
- Renamed to SBackgroundBlur/UBackgroundBlur
- Split SBackgroundBlur out into its own file
- Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha
- Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set
- Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version)
- Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image
#c0der3view Matt.Kuhlenschmidt
#rb none
#tests PIE & widget designer
Change 3202533 on 2016/11/17 by Mieszko.Zielinski
Fixed new toggleable nav links not working in client-server environment #Orion
#rb none
#test golden path
Change 3202456 on 2016/11/17 by Mieszko.Zielinski
Introduced a new constant to Recast soruces to be used as initial value of tile salt variables #UE4
#rb none
#test golden path
Change 3202414 on 2016/11/17 by Chris.Bunner
Clamp eye adapation working area to match scene viewrect.
#rb Marcus.Wassmer
#tests Editor
#jira OR-31821
Change 3202205 on 2016/11/17 by David.Ratti
Networking fix:
-Fix ensure about Delayed Prediction Key being flushed while invalid
-Fix issue where predicted GE would be removed due to prediction key catch up, but would be added to the removed predicted GE list, causing the later replicated GE to be ignored incorrrectly. This can cause cooldowns to not appear on client, making abilities appear to not function.
#rb none
#tests golden path, latency
#c0der3view Frank.Gigliotti
Change 3202063 on 2016/11/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: nicholas.davies
#jira OR-31641 Chat logs overlap text box when pressing enter
Jamie Dale fix for adjusting text spacing when lines are removed from TextLayouts
[c0der3viewed] Jamie.Dale
#RB Jamie.Dale
#TESTS Chat should no longer overlap when more than 40 messages have been added
#R0BOMERGE-SOURCE: CL 3202062 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3201964 on 2016/11/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3201880
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3201956 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3201426 on 2016/11/16 by Mieszko.Zielinski
Implemented a generic way to set up simple point navigation links that could be disabled at runtime on static navmesh #Orion
#rb none
#test golden path
Change 3201174 on 2016/11/16 by John.Pollard
Increase number of retries when refreshing viewer fails + refactor so that a refresh doesn't starve other REST calls
#rb BartH
#tests Replays
Change 3200669 on 2016/11/16 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Merging test framework changes from Release-34 to resolve some known conflicts
#rb #tests na
#R0BOMERGE-SOURCE: CL 3200668 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3199192 on 2016/11/15 by Lina.Halper
Extra ensure for the crash with OR-31795
#jira: OR-31795
#rb: Laurent.Delayen
#tests: cooked, and test AI_Test with 9 bots
Change 3199187 on 2016/11/15 by Aaron.McLeran
UE-35533 Implementing from CL 3112097 Dev-Framework for joey
#tests Perform tests described in JIRA
#rb Jeff.Campeau
Change 3199094 on 2016/11/15 by Eric.Newman
Only ping Slate last interaction time for analog input outside the deadzone
Orion now only reports handled for analog movements outside the deadzone
#c0der3view matt.kulhenschmidt,chris.gagnon
#rb cody.haskell
#tests golden path w/ ps4 controller on PC
Change 3199085 on 2016/11/15 by Laurent.Delayen
Potential fix for https://jira.it.epicgames.net/browse/OR-31795
#rb lina.halper
#tests twinblast ult multiPIE
Change 3198934 on 2016/11/15 by Frank.Gigliotti
Fixed out of sync root motion ability tasks;
* Root motion ability tasks were out of sync and ending before the root motion was finished. The tasks now wait for the root motion to say it is done.
#RB Laurent.Delayen
#Tests PIE
Change 3198486 on 2016/11/15 by David.Ratti
Iniitalize EffectContext to default ASC EffectContext when no context is specified in AddGameplayCue_Internal. Fixes some GC translation issues.
#rb none
#tests pie
Change 3198424 on 2016/11/15 by Rob.Cannaday
Fix JSON_SERIALIZE_OBJECT_SERIALIZABLE macro in write mode not beginning a JSON object
#rb ian.fox
#tests class using JSON macros that writes a named subobject (BEGIN_JSON_SERIALIZER/JSON_SERIALIZE_OBJECT_SERIALIZABLE("name", obj)/END_JSON_SERIALIZER)
Change 3198418 on 2016/11/15 by Rob.Cannaday
More profiling for hitch when receiving friend request
#jira OR-30503
#rb ian.fox
#tests front end add/remove friend
#lockdown nicholas.davies
Change 3198214 on 2016/11/15 by David.Ratti
Ability System: Added support for some advanced client prediction with the intention of removing latency from the effective duration of predictive gameplay effects.
1. Predicted GameplayEffect reconciliation.
Predicted GEs are now reconciled with their replicated counter parts. Previously the predicted GE would be removed when the replicated one came in. Now we reconcile the predicted GE with the replicated GE, and throw out the replicated GE as if it was never added. To the outside, the predicted GE becomes the replicated GE seamlessly.
2. Server retry client activation fails.
When a client ability activation fails on the server, the server can retry the activation for a few frames before officially failing it. This is to combat minor discrepencies caused by different server frame rate or jitter in networking conditions. The common example is that we handle RPCs at the top of the frame, before we update timer manager and removed expired GEs or end animations.
Both features can be disabled with -DisableAdvancedClientPrediction. They can be toggled individually via config file.
#QAr3view:
1. Verify ping time no longer affects attack speed OR-30123. We still expect packet loss to have some effect on rate of fire.
2. Be on the look out for "ability stuck" type of issues
3. If there are resources, I would like to get 2 people to give qualitative feedback on this. Have them lane 1v1 for ~7 minutes with 200 ms of ping (no packet loss). Do this twice, once normally and again with -DisableAdvancedClientPrediction on both client AND server. Do it blind: don't tell them which run has which setting, just see if they notice differences. The hope is that your LMB attacks feel consistent with respect to timing and match what the UI shows in terms of cooldown. I would recommend testing with Murdock and maybe a melee like Crunch
#rb frank
#c0der3view Frank.Gigliotti, Billy.Bramer, Fred.Kimberley
#tests pie, golden path
Change 3197309 on 2016/11/14 by Laurent.Delayen
Additional debugging info for https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests riftmage + venus VS riftmage multiPIE
Change 3196654 on 2016/11/14 by Laurent.Delayen
Additional debug info to track down https://jira.it.epicgames.net/browse/OR-31677
#rb none
#tests compiles
[CL 3276432 by Andrew Grant in Main branch]
2017-01-27 23:32:44 -05:00
|
|
|
GridData.SetHeight(Height + Extent.Z);
|
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
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GridData.MarkBoxObstacle(Location, Extent, Rotation.Quaternion());
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GridId = GridManager->AddGridData(GridData, bRebuildGrids);
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}
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return GridId;
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}
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
|
|
|
int32 UNavLocalGridManager::AddLocalNavigationGridForCapsule(UObject* WorldContextObject, const FVector& Location, float CapsuleRadius, float CapsuleHalfHeight, const int32 Radius2D, const float Height, bool bRebuildGrids)
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3271386)
#lockdown Nick.Penwarden
Change 3270776 on 2017/01/24 by Laurent.Delayen
Fixed missing call to CacheBones in AnimNode_SubInstance. Fixes Mudang crash.
#c0der3view benn.ghallager, lina.halper
#tests does not crash
#rb none
Change 3270483 on 2017/01/24 by Shaun.Kime
Removing the ensure and making it behave safely whenever the scene count is out of sync. Since Paragon isn't using the primary driving feature of MaterialParameterCollections in the UI that required this feature, Nick Darnell and I deemed this okay.
#jira OR-34919
#rb nick.darnell
#tests PIE and golden path
Change 3270067 on 2017/01/24 by Laurent.Delayen
Fixed crash when recompiling Mudang's AnimBP. (SubInstances array holding null references)
#rb benn.ghallager
#tests doesn not crash
Change 3269760 on 2017/01/24 by Daniel.Lamb
Added more files to inisettings blacklist.
#rb Trivial
#test cook paragon.
Change 3269578 on 2017/01/24 by jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3269468
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3269570 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
#R0BOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand.
//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Grux/Abilities/Stampede/GA_Grux_Stampede.uasset
//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Ice/Icons/Minimap_char_portrait_Ice.uasset
//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Ice/Icons/PORT_Ice.uasset
#c0der3view: jason.bestimt
Change 3269141 on 2017/01/23 by Mieszko.Zielinski
TSimpleCellGrid::InvalidCell refactor to avoid it being a static member variable #UE4
#rb Lukasz.Furman
#test golden path
Change 3268953 on 2017/01/23 by Jason.Bestimt
#ORION_DG - R0BOMERGE resolution from MAIN to DG of compile fix and banner stuff
#RB:none
#Tests:none
#c0der3view: matt.schembari, andrew.grant
Change 3268576 on 2017/01/23 by John.Pollard
Add DemoNetDriver to the level collection earlier to remove small window where World->DemoNetDriver could be null as a result of FScopedLevelCollectionContextSwitch
#rb RyanG
#tests Live game play + replays + instant replay
Change 3268119 on 2017/01/23 by Daniel.Lamb
Added support for splitting up chunks into maximum sizes.
#rb Andrew.Grant
#test Cook paragon ps4 windows windowserver
Change 3268020 on 2017/01/23 by Dan.Hertzka
Moving TreeFilterHandler.h out into Slate/Public via branch & delete
#c0der3view Nick.Darnell
#rb none
#tests compile
Change 3267820 on 2017/01/23 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3267733
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3267817 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3266798 on 2017/01/20 by Daniel.Lamb
Make the diff files commandlet more helpful.
#rb Trivial
#test Diff files commandlet.
Change 3266795 on 2017/01/20 by Daniel.Lamb
Fixed issue with Cooked packages trying to load dependencies from a dependency offset which is incorrect.
#rb Gil.Gribb
#c0der3view Gil.Gribb
#test Load cooked packages using the editor.
Change 3266310 on 2017/01/20 by Daniel.Lamb
Fixed issue with cook ont he fly not resolving string asset reference redirectors on load.
Added fastcook to the iterative cook detection.
#rb Jamie.Dale
#test Cook Paragon
Change 3265879 on 2017/01/20 by Jon.Lietz
fixing PS4 compile error
#rb none
#tests compiles
#c0der3view andrew.grant
Change 3265756 on 2017/01/20 by Jon.Lietz
quest evaluator
- added in an ability type that will evaluate in game events and increments player stats for quests, these abilities can be granted by quests or the hero data
- added support to the ability system to have ability specs not replicated to the client, this will allow for passive only abillities for quest evaluation to only live and exicute on the dedicated server
- now support loading in data for quest info asynchronously
- orion quests can now grant evaluator abilities to the players that own the quests
- AOrionPlayerState_Game::GiveAbilityData() now grabs all the abilities from active quests
- at the end of the match unload any data loaded by the quests
#RB david.ratti
#test granting abilities
Change 3265658 on 2017/01/20 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37 @ CL 3265610
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3265627 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3265530 on 2017/01/20 by Robert.Manuszewski
Making sure all package dependencies are loaded before post loading its objects
#jira OR-34891
#tests Golden path x 12
#rb none
Change 3265126 on 2017/01/19 by Frank.Gigliotti
Notifies for abilities waiting on input confirmation;
* Ability tasks waiting for input confirmation will now notify the ability when it begins and ends waiting.
#RB Dave.Ratti
#Tests PIE
Change 3264489 on 2017/01/19 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Merged fix from 36.2.
#rb #tests na
#R0BOMERGE-SOURCE: CL 3264488 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3263948 on 2017/01/19 by Andrew.Grant
Non-unity fixes.
#tests compiled WIn64 editor
#rb na
#R0BOMERGE: Main, 37
Change 3263755 on 2017/01/19 by Laurent.Delayen
OR-34970 FRootMotionSource_ConstantForce now has DisablePartialEndTick set, so we end up with a consistent velocity when the root motion ends.
Added VelocityOnFinishMode to UAbilityTask_ApplyRootMotionConstantForce so we can optionally override or clamp velocity.
CVarDebugRootMotionSources now displays Velocity and LastPreAdditiveVelocity on HUD to help debugging RootMotionSources.
#rb frank.gigliotti
#tests Ice Q
Change 3263616 on 2017/01/19 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37 @ CL 3263608
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3263613 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3262543 on 2017/01/18 by Eric.Newman
Added GetAttributeSetValues feature to Ability System. Allows for pulling attribute rows without needing an Actor or AbilitySystemComponent
#rb david.ratti
#c0der3view david.ratti
#tests used to export paragon hero attributes
#jira TON-25429
Change 3262414 on 2017/01/18 by Laurent.Delayen
Fixed crash opening up Ice's AnimBP.
#rb lina.halper
#c0der3view thomas.sarkanen
#tests opening up AnimBP doesn't crash anymore.
Change 3262291 on 2017/01/18 by Ryan.Gerleve
Cache the network role of AbilitySystemComponents in PreNetReceive, to make sure the role is correct during serialization if properties are received before BeginPlay.
Factor out the caching into its own function to reduce code duplication.
#rb david.ratti
#tests golden path, bug repro
#jira OR-31424
Change 3262062 on 2017/01/18 by Max.Chen
Sequencer: Fixed crash caused by lingering persistent evaluation data
Copy from Release-4.15
#jira UE-40775
#rb andrew.rodham
#tests none
Change 3262061 on 2017/01/18 by Max.Chen
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
Copy from Release-4.15
#jira UE-40775
#rb andrew.rodham
#tests none
Change 3261946 on 2017/01/18 by Jason.Bestimt
#ORION_DG - Fix for event tracks in sequencer
#RB:none
#Tests:none
#R0BOMERGE: MAIN
#c0der3view: Max.Chen, andrew.rodham, scott.james
Change 3261812 on 2017/01/18 by Mieszko.Zielinski
Made bos' perception component vlog information #Orion
#rb Lukasz.Furman
#test golden path
Change 3261731 on 2017/01/18 by Benn.Gallagher
Readded fix to clothing index buffer overflow (lost in merge a while back)
#tests Editor, assigned clothing to skel mesh
#rb Tom.Sarkanen
Change 3261730 on 2017/01/18 by Robert.Manuszewski
Build script sdk upgrade
#rb none
#tests Ran the script that was upgraded
Change 3261392 on 2017/01/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
non-unity fix
#rb none
#tests compiled
#R0BOMERGE-SOURCE: CL 3261391 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3261096 on 2017/01/17 by Laurent.Delayen
OR-33666 Removed 'bImpartsVelocityOnRemoval' for additive root motion sources, as that can create a 'bouncing' effect when Velocity is modified externally.
#rb frank.gigliotti
#tests Preflight QA test https://jira.it.epicgames.net/browse/PQATC-8713
Change 3261030 on 2017/01/17 by Laurent.Delayen
Fix crash in Persona.
#rb none
#tests doesn't crash
Change 3260561 on 2017/01/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Merging Fix from UE 4.15
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#rb Ori.Cohen
#jira UE-39994
#tests na
#R0BOMERGE-SOURCE: CL 3260557 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3260553 on 2017/01/17 by Ryan.Gerleve
Change cvar in UDemoNetDriver::ShouldSaveCheckpoint to use GetValueOnAnyThread. Fixes OR-34759.
#rb john.pollard
#tests bug repro, golden path
Change 3260202 on 2017/01/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37/36.2 @ CL 3260077
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3260201 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3259560 on 2017/01/16 by Marcus.Wassmer
Fix reflections
#rb none
#c0der3view Brian.Karis
#tests added some reflections
Change 3259348 on 2017/01/16 by Daniel.Lamb
Moved automation maps from alwayscookmaps to AllAutomationMaps.
#rb Andrew.Grant
#test Cook Paragon + Fast Cook Paragon + Preflight Cook Paragon
Change 3259113 on 2017/01/16 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
#ORION_MAIN - Merge 36.2 @ CL 3258788
#RB:none
#Tests:compiled Win64 editor
#R0BOMERGE-SOURCE: CL 3258986 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3259090 on 2017/01/16 by Chris.Bunner
Duplicating CL 3246830: Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#rb None
#tests Editor, -game, epic and min settings
Change 3258910 on 2017/01/16 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - DAILY DG @ CL 3258854
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3258871 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3258807 on 2017/01/16 by Rolando.Caloca
O - Fix for outlines
#rb Chris.Bunner
#tests Ran sovereign2 game
#c0der3view Andrew.Grant
Change 3258637 on 2017/01/16 by Charles.Anderson
Removing wrongly added files (agrant)
Change 3258601 on 2017/01/16 by Andrew.Grant
Temp fix for rendering crash by disabling custom depth rendering
#rb na
#tests PIE'd
Change 3258590 on 2017/01/16 by Tom.Wright
One of these files are not syncing properly in my UnrealGameSync so I'm adding them manually (the .exe).
Change 3258523 on 2017/01/16 by Andrew.Grant
Removing intermediate build file that was checked in
#rb #tests na
Change 3258464 on 2017/01/16 by Andrew.Grant
Fixes for non-unity
#R0BOMERGE: Main
#tests compiled Win64
#rb na
Change 3258208 on 2017/01/15 by Mieszko.Zielinski
FMetaNavMeshPath's Waypoints have been expanded to store user flags. #UE4
#rb none
#test golden path
Change 3258042 on 2017/01/14 by andrew.grant
Merging test framework changes from //Orion/Release-36.2 to Main (//Orion/Main)
#rb #tests preflighted
#R0BOMERGE-SOURCE: CL 3258036 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
#R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//R0BOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml
#c0der3view: andrew.grant, jason.bestimt
Change 3258035 on 2017/01/14 by Andrew.Grant
Disable MfMedia plugin by default
Change 3257936 on 2017/01/14 by Andrew.Grant
Merging from //UE4/Main @ 3253977 through Orion-Staging
#rb na
#tests QA smoke in staging, built locally, preflighted
Change 3257583 on 2017/01/13 by Daniel.Lamb
Removed nomcp from the commandline when running on PC
#rb Trivial
#test Buildcookrun paragon windows
Change 3257320 on 2017/01/13 by Cody.Haskell
#Orion
- Ansel Integration into Replay Mode
- Updated Ansel SDK
- Bug Fix for Ansel plugin
- Made it not look terrible when you pause the game in regular replay mode
#rb Andrew
#r3view-3256093 @andrew.grant
#tests Golden Path, compiles on PS4
#lockdown Andrew.Grant
Change 3257239 on 2017/01/13 by Frank.Gigliotti
ApplyRootMotionJumpForce end velocity options;
* "ApplyRootMotionJumpForce" task now supports setting the end velocity.
* Moved root motion end velocity options from the individual tasks into the base class.
* Fixed a property on UAbilityTask_ApplyRootMotionConstantForce not replicating properly.
#RB None
#Tests PIE
Change 3256173 on 2017/01/12 by Laurent.Delayen
Added additional debug message to ShowResaveMessage.
#rb lina.halper
#test loaded broken Femme assets.
Change 3256082 on 2017/01/12 by Andrew.Grant
Temp fix for BuildHealth warning. Following up with BP team
#rb none
#tests verifierd compile warnings are gone
Change 3255991 on 2017/01/12 by Ben.Woodhouse
Cherry pick NV gpu hang fix from //ue4/release-4.14 @3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira OR-22580
#rb none (r3viewed for 4.14 by Marcus Wassmer)
#tests run locally on PC (change is windows-specific)
Change 3255185 on 2017/01/12 by John.Nielson
Made it so that PS4 compiles without warning from misordered initialization.
#RB: r3view
#r3view-3255186: Andrew.Grant
#Test: None
Change 3254885 on 2017/01/11 by Michael.Trepka
CIS fix
#rb none
#tests none
Change 3254568 on 2017/01/11 by Andrew.Grant
Merging relay fix from //Orion/Release-36.2 to Dev-General (//Orion/Dev-General)
#rb #tests na
Change 3254544 on 2017/01/11 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Robomerging previous fix to Dev-Gen
#rb #tests na
#R0BOMERGE-SOURCE: CL 3254532 in //Orion/Release-36.1/... via CL 3254537 via CL 3254540
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3254204 on 2017/01/11 by Michael.Trepka
Added title bar area to the game layer manager, so that games can easily setup custom title bar content when using borderless windows. Disabled/hidden by default
#rb none
#tests Tested in editor build on PC
Change 3254074 on 2017/01/11 by Ryan.Gerleve
Fix for gameplay tags not being recorded in client replays.
#rb david.ratti
#tests golden path, replays
Change 3254035 on 2017/01/11 by Laurent.Delayen
OR-28756 Added WaitForMovementInput Ability Task to use with Emote ability.
#rb dave.ratti, frank.gigliotti
#tests Kallari's emotes
Change 3253736 on 2017/01/11 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3253668
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3253715 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3252981 on 2017/01/10 by Daniel.Lamb
Added async load package delegate.
#rb Trivial
#test BuildCookRun Paragon with local server
Change 3252975 on 2017/01/10 by Daniel.Lamb
Added EditorPerProjectUserSettings to the ignore config field for iterative cooking
#rb None
#test cook paragon.
Change 3252784 on 2017/01/10 by Daniel.Lamb
Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear.
#rb Daniel.Lamb
#test Rebuild lighting Paragon
Change 3252460 on 2017/01/10 by Aaron.Eady
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
#rb robert.manuszewski
Copied from CL #3252418
Written by Ben.Zeigler
#c0der3view Ben.Zeigler, David.Ratti, Andrew.Grant
#tests PIE
Change 3252222 on 2017/01/10 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3252019
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3252221 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3251379 on 2017/01/09 by Ori.Cohen
Fix build
#rb none
#tests none
Change 3251242 on 2017/01/09 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3251240 on 2017/01/09 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Win32 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3251224 on 2017/01/09 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Linux_x86_64-unknown-linux-gnu libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3251220 on 2017/01/09 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX PS4 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3251206 on 2017/01/09 by Ori.Cohen
Add logging to possible physx infinite loop.
#JIRA OR-32515
#rb Dave.Ratti
#tests none
Change 3250847 on 2017/01/09 by Daniel.Lamb
Added excution time stat to unrealpak.
#rb Trivial
#test BuildCookRun Paragon with timing info.
Change 3250761 on 2017/01/09 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3250717
#RB: none
#Tests:none
#R0BOMERGE-SOURCE: CL 3250759 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3249410 on 2017/01/06 by Chris.Bunner
Duplicating CL 3249213: Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#rb None
#tests -game windowed/fullscreen behavior
Change 3249285 on 2017/01/06 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3249117
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3249278 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3247989 on 2017/01/05 by Dan.Hertzka
Re-adding the null checks from CL 3247771 in Release-36 (the R0BOMERGEd submit didn't include these for some reason)
#c0der3view Andrew.Grant
#rb none
#tests Compiled and didn't crash on editor startup
#R0BOMERGE: Main
Change 3247790 on 2017/01/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Robomerging!
#tests #rb na
#R0BOMERGE-SOURCE: CL 3247786 in //Orion/Release-36/... via CL 3247787 via CL 3247788 via CL 3247789
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3247717 on 2017/01/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3247673
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3247716 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3247575 on 2017/01/05 by David.Ratti
-Fix crash if GE has a null linked target GE
-Change FGameplayEFfectContext::Ability to be AbilityCDO via TWeakObjectPtr rather than a TSubclass. TSubclass is not weak, so if a class was GC'd while still in a GEEC somewhere, it could crash.
#rb none
#tests pie
Change 3247032 on 2017/01/04 by Ori.Cohen
Touch engine file to re-link physx libs
#JIRA OR-32839
#rb none
#tests none
Change 3247006 on 2017/01/04 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX PS4 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3246987 on 2017/01/04 by Ori.Cohen
Add newline for ps4
#rb none
#tests none
Change 3246986 on 2017/01/04 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3246981 on 2017/01/04 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Linux_x86_64-unknown-linux-gnu libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3246969 on 2017/01/04 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Win32 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3246921 on 2017/01/04 by Ori.Cohen
Fix automation to include #tests none
#rb none
#tests none
Change 3246900 on 2017/01/04 by Ori.Cohen
Fix newline issues for ps4.
#rb none
#tests none
Change 3246666 on 2017/01/04 by Chad.Garyet
Updating physx build to include switch and linux-arm64
integrate/resolve from dev-physics-upgrade
#c0der3view ori.cohen
Change 3246450 on 2017/01/04 by Arciel.Rekman
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#rb Ori.Cohen
#c0der3view Ori.Cohen
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
Change 3246229 on 2017/01/04 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3246134
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3246204 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3245068 on 2017/01/03 by Lukasz.Furman
improving obstacle grid avoidance: adjusting start location when inside obstacle, fixes for string pulling
#jira OR-33318
#rb none
#c0der3view Mieszko.Zielinski
#tests PIE
Change 3244698 on 2017/01/03 by Lukasz.Furman
compilation fix: removed optimization pragmas from AISense_Sight.cpp
#rb none
#tests none
Change 3244679 on 2017/01/03 by David.Ratti
Unify linked gameplay effect spec creation:
-Linked GEs
-Conditional Execution GEs
-Overflow GEs
-Expiration GEs (premature/routine)
These now create the dependant GE Spec the same way, by duplicating the original context and copying spec tags, MINUS the original GE's asset tags. Actor tags are still recaptured at the moment the spec is created.
#rb Lietz
#tests golden path
#c0der3view Billy.Bramer, Fred.Kimberley
Change 3244499 on 2017/01/02 by Mieszko.Zielinski
Major AI tactics upgrade #Orion
Introduction of new objective dealing algorithm (CSP inspired)
Bots can now place wards
Bots can now destroy wards and other appopriately marked up OrionDamagableActors (content change in following CL, allows bots to see these actors)
Switched OrionAIBot.CurrentEnemy to AActor type
Removed code related to Jungle Rig objectives
#rb none
#test golden path
Change 3242918 on 2016/12/22 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3242890
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3242917 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3241817 on 2016/12/21 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3241745
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3241811 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3240916 on 2016/12/20 by Ben.Marsh
Add metadata properties to jobs that create promotable artifacts and execute promotions, for consumption by the pipeline tool. Properties are added to /job[XXX]/Pipeline/Promotable-<Platform>-<Type> or /Promotion-<Platform>-<Type>.
#rb none
#c0der3view David.Vossel, Trevor.Pounds
#tests Ran through preflight
Change 3240857 on 2016/12/20 by Lina.Halper
Added ensure to track marker sync crash
#rb: Laurent.Delayen
#code r3view: Martin.Wilson
#tests: PIE with mudangs
Change 3240856 on 2016/12/20 by Laurent.Delayen
Potential fix for sync marker crash.
#rb lina.halper
#c0der3view martin.wilson, lina.halper
#tests Mudang
Change 3240813 on 2016/12/20 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3240768
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3240812 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3239624 on 2016/12/19 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3239590
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3239623 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3238573 on 2016/12/16 by Andrew.Grant
Moved console vars to source file to avoid multiple definitions (OR-33470)
#rb none
#tests compiled
Change 3238077 on 2016/12/16 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36 @ CL 3238017
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3238059 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3237176 on 2016/12/15 by Laurent.Delayen
Moved FloatRK4SpringInterpolator and VectorRK4Interpolator from Orion to Engine.
#rb ori.cohen
#c0der3view lina.halper, james.golding
#tests Twinblast and Ice
Change 3236911 on 2016/12/15 by Lukasz.Furman
changed navgrid projection to use 2D poly search for more accurate results
#orion
#rb none
#tests PIE
Change 3236660 on 2016/12/15 by Jamie.Dale
Updating Orion text block to upper-case its text in a localized way
This also prevents it clobbering the text property value with the transformed text, resulting in key stability issues.
#jira OR-32716
#rb Dan.Hertzka
#tests Ran Orion and verified that the "all caps" text was correct, and responded to live-culture changes
#R0BOMERGE: Main, Release-36
Change 3236658 on 2016/12/15 by Jamie.Dale
Adding FText::ToLower and FText::ToUpper
These also track history and rebuild when the text they were generated from is changed.
#jira OR-32716
#rb Dan.Hertzka
#tests Ran Orion and verified that the "all caps" text was correct, and responded to live-culture changes
#R0BOMERGE: Main, Release-36
Change 3236501 on 2016/12/15 by Lukasz.Furman
enabled navigation grid avoidance for jungle minions
#jira OR-33318
#rb Mieszko.Zielinski
#tests PIE
Change 3236479 on 2016/12/15 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36 @ CL 3236423
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3236474 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3236399 on 2016/12/15 by Andrew.Grant
Fixed pkg warning "Patch created by newer SDK must contain sce_module files" by not excluding "libSceNpToolkit.prx"
#rb none
#tests none
#R0BOMERGE: Main,36
Change 3236280 on 2016/12/15 by Benn.Gallagher
Fixed crash when clothing cooked data is updated on a client that is not powerful enough to run multithreaded physics (2 or fewer cores)
#rb Ori.Cohen
#jira OR-33248
#tests - Editor + PIE, running through multiple character viewer screens in menu (as per repro), forced single threaded physics and re-ran tests
Change 3235666 on 2016/12/14 by Matt.Schembari
Merging 3200968 from Dev-Editor for OR-32947.
#c0der3view Andrew.Grant,Arthur.Flew
#tests compile
-------
Fixed localization gather including texts that were instanced or otherwise unchanged
- It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default.
- UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances.
#rb Nick.Darnell
---------
Change 3235315 on 2016/12/14 by Adric.Worley
Fix FText parse warning spam when dragging in world outliner
#jira UE-29099
#tests editor
#rb Matt.Kuhlenschmidt
Change 3235177 on 2016/12/14 by Sam.Zamani
Chat toxicity info added to every out-going party/team chat message
Added optional "chat-info" XML element to XMPP chat stanzas being sent to a MUC room
The chat info is added to the room's configuration via ChatInterface OSS
Currently capturing playlist id, team size, and party size with each chat message
OGS-479 Add extra attributes to XMPP chat messages for toxicity processing
#rb: josh.markiewicz, rob.cannaday
#coderview: ian.fox
#tests: none
Change 3235093 on 2016/12/14 by Arciel.Rekman
Linux: switched PhysX/APEX debug info to DWARF3 and rebuilt the libs
- Also fixed an unrelated compile error (by suppressing the warning - do not merge back to main).
#rb Ori.Cohen, Andrew.Grant
#c0der3view Ori.Cohen, Andrew.Grant
#tests Compiled the server
Change 3234913 on 2016/12/14 by Andrew.Grant
Duplicated 3200382 from Dev-Core as suspected fix for OR-33328
#rb #tests na
Change 3234910 on 2016/12/14 by Laurent.Delayen
Added AnimNotifyState_DisableRootMotion to turn off root motion during a RootMotion Montage, and give control back to the player.
#rb martin.wilson
#tests Ice RootMotion Ult networked.
Change 3234823 on 2016/12/14 by Lukasz.Furman
added capsule support for local navigation grids
#orion
#rb none
#tests PIE
Change 3234768 on 2016/12/14 by Lukasz.Furman
fixed crash in registering debug scene proxies of gameplay debugger tool
#orion
#rb none
#tests PIE
Change 3234682 on 2016/12/14 by Chad.Garyet
Adding physx build to dev-general
Change 3234643 on 2016/12/14 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2/36 @ CL 3234401
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3234640 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3234597 on 2016/12/14 by Wes.Hunt
Merging RealMoneyPurchaseComplete delegate from CatalogHelper into Orion
* Hooked it up so CatalogHelper doesn't take a persistent reference to the analytics provider.
Extensive refactor of Orion's AnalyticsProvider lifetime and management.
* More tightly controlled provider lifetime, eliminated need to recreate the providers unnecessarily.
* Made provider access functions simpler and clarified creation vs. access (no more lazy getters).
* Improved handling of GameSessionIDs and UserIDs outside of match to improve data clarity for the analytics backend.
Details:
AnalyticsProviderET
* Added Get/SetAppID APIs to allow the AppID to change without recreating the provider (needed for CompQA support, which isn't always known when the provider is created).
* SetAppID and SetSessionID now flush their cached events before changing them.
* SetUserID still does not Flush because we inadvertently rely on this so the UserID can be set several frames later and all events will be sent with a valid UserID.
OrionAnalytics
* Simplified contract for correctly creating a new provider: CreateAnalyticsProvider now takes an AccountID and GameSessionID so the provider can be fully initialized with a single call.
* Exposed CreateAppID function so the places where the AppID needed to dynamically change (CompQA purposes) could use shared Orion naming conventions.
* Exposed SetDefaultAttributes function so game code could share the logic for setting default attributes.
* Add assert to CreateAnalyticsProvider because we never expect it to fail, and outside code doesn't have to do it.
DemoNetDriver
* Exposed UDemoNetDriver::GetDemoSessionID to allow analytics to set a consistent GameSessionID during replay that is NOT the game session ID of the original match, which was throwing heartbeat events for replays into the same session on the backend, if the replay was watched fast enough.
OrionGameInstance
* Server's analytics provider moved to GameInstance as it's lifetime is more appropriate than the GameMode.
* SetUserID now works in PIE, and sets it to PIE_INSTANCE so we don't pollute our account data with random GUIDs
GameInstanceCommon
* When playing back a replay, use the DemoNetDriver's SessionID instead of the Game Session ID of the game being replayed.
OrionGameMode_MOBA
* Moved Login functionality to GameMode_Base so it will work properly in all Orion GameModes (ie, DraftLobby).
OrionGameMode_Base
* Removed SetAnalyticsProvider. This was confusing the interface and making it seem like providers could change dynamically (they couldn't).
* GetAnalyticsProvider changed to just get it from the GameInstance where it is really stored now.
OrionPlayerController_Base
* Removed SetAnalyticsProvider. No external code should be changing the provider.
* Exposed an explicit CreateAnalyticsProvider so GetAnalyticsProvider() no longer has to lazily create the provider.
* Added some asserts on preconditions to CreateAnalyticsProvider to ensure we are not creating them at the wrong times.
OrionGameSession
* The Server Analytics provider now sets a UserID that is a combination of the machine name, PID, and a GUID unqiue to that run. This makes server analytics easier to trace back to servers.
OrionGameState_Base
* CreateGameSessionID renamed to StoreGameSessionID to better reflect that it isn't creating anything.
* Remove the code that sets a random GUID for non game modes, which was just confusing the session handling code on the analytics backend.
* Ensure that demo playback sets the demo session ID and not the replayed game's session ID.
OrionGameStateMain
* GameSessionID is always set to the empty string for non game modes.
McpContext
* InitAnalytics no longer needs to create the analytics provider or restart any session, etc. It just sets the new AppID (if we now know we are CompQA) and the UserID (since we just logged in).
#c0der3view:john.pollard,ryan.gerleve,josh.markiewicz
#rb josh.markiewicz
#tests extensive runs of the game, dedicated server, menu, and match traveral, and replay watching. Also editor, PIE standalone, PIE w/ dedicated server, and nomcp configurations to ensure no crashes and the providers are created as expected, not recreated, and get the proper Session and GameSessionIDs at the expected times.
#R0BOMERGE-AUTHOR: david.nikdel
#CatalogHelper #Analytics:
- Added a RealMoneyPurchaseComplete multicast delegate to CatalogHelper mostly intended for apps to be able to listen for this event (not as a completion delegate) and do their own analytics events.
- Rolled up a bunch of the params into a struct for forward compatibility
- Moved the ECom.ClientInAppPurchase code into a helper on the struct (would like to get this out of catalog helper now that the delegate is there)
[c0der3viewed]: Ian.Fox, Wes.Hunt
#R0BOMERGE-SOURCE: CL 3209122 in //WEX/Release-05/... via CL 3209123
#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209125 by Jason.Bestimt on 2016/11/23 12:33:06.
#R0BOMERGE-AUTHOR: david.nikdel
Why does the compiler think a parameter can "hide" a non-static member from an outer class. That is most definitely not in scope...
#R0BOMERGE-SOURCE: CL 3209212 in //WEX/Release-05/... via CL 3209213
#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209214 by Jason.Bestimt on 2016/11/23 14:00:12.
#R0BOMERGE-AUTHOR: david.nikdel
#CatalogHelper: Change to AnalyticsProvider to shared reference
[c0der3viewed]: Ian.Fox
#R0BOMERGE-SOURCE: CL 3209222 in //WEX/Release-05/... via CL 3209223
#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209225 by Jason.Bestimt on 2016/11/23 14:07:47.
#R0BOMERGE-AUTHOR: wes.hunt
Ensure that Heartbeat events will not clog the retry queue if the data router cannot be reached.
* Renamed to Usage.Heartbeat and Context to match the more "non-gamey" naming we want to move to (also can't have WorldExplorers prefix).
* Removed the Analytics provider from McpCatalogHelper and use the callback delegate instead. This removes analytics assumptions from the McpCatalog code and allows the analytics provider references to not leak outside of WExpAnalytics. This allows us to put ensures in the shutdown code to make sure it doesn't leak and sessions are closed when we expect. Also cleaned up some code that tried to work around the fact that outside code held onto a reference when trying to end the session.
[c0der3viewed]:david.nikdel
#jira wex-4038
#R0BOMERGE-SOURCE: CL 3209575 in //WEX/Main/WEX/Plugins/...
#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209653 by Jason.Bestimt on 2016/11/24 01:43:48.
Change 3233911 on 2016/12/13 by Andrew.Grant
Duplicating 3203865 from //UE4/Dev-Sequencer/...
#tests #rb na
Change 3233789 on 2016/12/13 by Olaf.Piesche
Replicating 3233289 from Dev-Rendering - light component distance fade properties not initialized
#c0der3view marcus.wassmer
#rb marcus.wassmer
#tests build
Change 3233016 on 2016/12/13 by Ryan.Gerleve
Fix for conditional properties being evaluated incorrectly when recording replay checkpoints. Fixes heroes appearing as grey boxes in deathcam and replays.
#jira OR-32926
#tests golden path, deathcam, replays
#rb john.pollard
Change 3232909 on 2016/12/13 by Laurent.Delayen
Renamed USkeletalMeshComponent::IsPlayingRootMotion() to ::IsPlayingNetworkedRootMotionMontage() to better match what the function does, and match definitions in ACharacter. (Also checks for RootMotionMode to be FromMontageOnly).
Added proper IsPlayingRootMotion() to match ACharacter.
Also constified these functions.
#rb Martin.Wilson
#tests Ice Root Motion ult
Change 3232336 on 2016/12/13 by David.Ratti
Spot merge async loading fix
#rb Gil
#tests cooked build front end store
Change 3231733 on 2016/12/12 by Andrew.Grant
Added code to dump out deferred engine commands when frametime is above desired
#rb Michael.Noland
#tests compiled, ran server
#R0BOMERGE: Main
Change 3231406 on 2016/12/12 by Laurent.Delayen
CharacterMovementComponent: allow physics rotation to be performed during AnimRootMotion.
#rb none
#tests Ice
Change 3230272 on 2016/12/10 by Andrew.Grant
Fix for automation code being dead-stripped
#rb none
#tests verified automation works
Change 3229976 on 2016/12/09 by Ryan.Gerleve
Fix multiple UI/HUD issues during deathcam playback:
No longer switch the local player's PlayerController during deathcam playback. The game player controller will now set it viewtarget to the hero in the deathcam replay.
Add an option for the recording DemoNetDriver to not spawn a spectator controller at all.
Clean up some hacks that were needed when the player controller did switch to make the card shop close properly.
Remove other code that was related to the player controller switch.
Add a deathcam camera component to hero characters and activate it during deathcam playback.
Factor out the code common to the spectator chase camera and the deathcam camera into a helper struct that both camera components use.
Client notifies the server when it starts and stops deathcam, so the server knows not to update the client's viewtarget for the duration.
#jira OR-32433, OR-32568, OR-31299, OR-31197
#rb john.pollard, jon.lietz
#tests golden path, deathcam, replays
Change 3229790 on 2016/12/09 by Lina.Halper
#DUPEFIX of CL 3219688
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
Expected fix for cooking issue of animation
#rb: Martin.Wilson
#code r3view: Martin.Wilson, Laurent.Delayen
#tests: none
Change 3228731 on 2016/12/09 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3228573
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3228715 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3228602 on 2016/12/09 by Benn.Gallagher
Added temporary CVar to fix broken clothing imports due to errant transposition of bone bind matrices on apx file import.
This should not be integrated to main - hoping on a fix soon from Nvidia for this issue to be fully solved, this just gets our content creators back up and running while Nvidia investigates
#tests Win64 Editor, importing clothing files for Twinblast and Fallen Angel
#rb Lina.Halper
Change 3227456 on 2016/12/08 by Andrew.Grant
Stopped _BUiltData from being dirtied by autosave (copied from 3223169 in Dev-Editor)
#rb #tests na
Change 3227417 on 2016/12/08 by David.Ratti
Fix category on gameplay tag settings
#rb none
#tests none
Change 3227401 on 2016/12/08 by David.Ratti
GameplayTag category restrictions remapping support. This allows engine properties to specify categories that can be specified/expanded by projects.
Added categories for gameplayeffect tags
#rb BenZ
#tests editor, golden path
#c0der3view Billy.Bramer, Fred.Kimberly
Change 3227368 on 2016/12/08 by Uriel.Doyon
Simple forward shading now disables self shadowed translucency (because it samples an invalid volumetric light buffer).
#jira OR-32645
#tests Loaded editor, tested in game at different quality settings
#rb daniel.wright
Change 3227243 on 2016/12/08 by David.Ratti
Spot integrate CL 3225990 to fix tag sorting
#rb none
#tests compile
Change 3227029 on 2016/12/08 by Laurent.Delayen
Fixed crash when creating a new Montage from scratch.
#rb Lina.Halper
#tests no more crashing when creating a montage from scratch
Change 3226877 on 2016/12/08 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3226846
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3226876 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3226157 on 2016/12/07 by Aaron.McLeran
Implementing UE-39421 fix into Orion-DevGeneral2
#rb none
#tests Be able to view sound class graphs without destroying links.
Change 3225422 on 2016/12/07 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - PhysX libs null merge from 35.2
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3225413 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3224772 on 2016/12/07 by David.Ratti
Fix for Rentry in gameplaycue GetWorld functions
#rb none
#tests golden path
Change 3224771 on 2016/12/07 by David.Ratti
Reset RemoetInstanceHasended in UGameplayAbility::PreActivate
#rb none
#tests pie
Change 3224752 on 2016/12/07 by Ben.Marsh
Merge CL 3224750 from //UE4/Main: Removing -forcelogflush parameter from UAT invocations of the editor to improve cook times.
#rb none
#tests preflight
Change 3224691 on 2016/12/07 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3224223
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3224690 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3224166 on 2016/12/06 by Daniel.Lamb
Reenabled iterative cooking inisettings saving.
#rb Trivial
#test Cook paragon
Change 3223965 on 2016/12/06 by Uriel.Doyon
Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
Added more options to allow the user to cancel this build also.
#rb daniel.wright
#tests modified different shaders in the material editor and also in the material instance editor
Change 3223953 on 2016/12/06 by Frank.Gigliotti
Root motion time stamp reset;
* The character movement time stamp is now decremented by MinTimeBetweenTimeStampResets instead of being reset to 0.
* The character movement time stamp reset is now applied to the start times on root motions. This fixes root motions being stuck on since the time stamp could potentially never reach the start time.
* Changed how root motion detects invalid start times since a negative start time is now valid.
#RB zak.middleton, laurent.delayen
#c0der3view zak.middleton, laurent.delayen
#Tests PIE
Change 3223463 on 2016/12/06 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3223380
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3223458 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3223219 on 2016/12/06 by Daniel.Lamb
Added more stats to saving asset registry code.
#rb None
#test cook
Change 3222459 on 2016/12/05 by Uriel.Doyon
"Texture Streaming Build" now updates the map check after execution.
Removed texture streaming data for primitives hidden in game.
Fixed an issue where build all would not rebuild texture streaming data.
#rb none
#jira OR-32771
#tests rebuilt texture streaming data in different maps
Change 3222246 on 2016/12/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Suppress warning when converting from int when the dest is floating point and the converted values are the same
#rb none
#tests verified converting -1 to -1.000 no longer results in a warning
#R0BOMERGE-SOURCE: CL 3222245 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3221951 on 2016/12/05 by Daniel.Lamb
More stats into saving asset registry.
#rb None
#test cook paragon
Change 3221518 on 2016/12/05 by Daniel.Lamb
Added some more ini settings parsing stats.
Removed SaveCurrentIniSettings when not using iterative builds as it is slow will reenable when it's fast again.
#rb None
#test Cook paragon
Change 3221475 on 2016/12/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Fix for atrac9 logging issue on PS4
#rb none
#tests compiled PS4 client in unity
#R0BOMERGE-SOURCE: CL 3221474 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3221403 on 2016/12/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3221235
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3221399 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3221247 on 2016/12/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Third-try at fixing non-unity compile issue
#rb none
#tests compiled PS4 client
#R0BOMERGE-SOURCE: CL 3221242 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3219738 on 2016/12/02 by Daniel.Lamb
Integrate Dev-Platform -> Dev-General
Added support to rebuild lightmaps commandlet for building lightmaps in seperate files.
#rb Daniel.Wright
#test rebuild lighting Custom QAGame maps.
#jira OR-31907
Change 3219133 on 2016/12/02 by Jason.Bestimt
#R0BOMERGE-AUTHOR: guillaume.abadie
Cherry picks Dev-Rendering's 3209305: Fix contact shadow's assemption on objects thickness
#rb None
#R0BOMERGE-SOURCE: CL 3219131 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3219081 on 2016/12/02 by Andrew.Grant
Merging material fixes in 3208490 from
//UE4/Dev-Rendering/... to //Orion/Dev-General/...
#rb none
#tests compiled WIn64 editor
Change 3218980 on 2016/12/02 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3218942
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3218979 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3218970 on 2016/12/02 by Andrew.Grant
Second attempt at unity / non-unity fix
#rb none
#tests compiled PS4 Client
Change 3218807 on 2016/12/02 by Andrew.Grant
Fix for non-unity issue
#rb none
#tests compiled Win64 editor
Change 3218472 on 2016/12/01 by Andrew.Grant
Temp fix to allow checked-out blueprint to compile
#rb none
#tests none
Change 3218417 on 2016/12/01 by Andrew.Grant
Merging //UE4/Main @ 3205566 through //UE4/Orion-Stating
#rb #tests na
Change 3218140 on 2016/12/01 by Arciel.Rekman
Linux: report server hangs by crashing the hung thread (UE-39164).
#rb Michael.Trepka
#c0der3view Bart.Hawthorne, Andrew.Grant.
#tests none in this branch
(Merging 3218133 from Dev-Platform to to //Orion/Dev-General)
Change 3216959 on 2016/12/01 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3216930
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3216954 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3216341 on 2016/11/30 by Michael.Noland
Engine: Reduced the length of the hitch when turning off ToggleDebugCamera while showdebug was active by removing expired strings from the back of the array instead of the front
(the underlying issue of strings accumulating while not being displayed / processed is covered by UE-39226)
#rb marc.audy
#tests showdebug significancemanager + toggledebugcamera + wait 30 s + toggledebugcamera
Change 3216233 on 2016/11/30 by Andrew.Grant
Generate symbols for PS4 as a post-build UBT step
At runtime do a better job of searching paths for symbols
#rb Marcus.Wassmer
#tests verified symbols are generated and valid
Change 3215522 on 2016/11/30 by David.Ratti
Fixes from Simon for particle significance overriding explicit call to SetEmitterEnabled by game code.
#rb none
#tests pie
#c0der3view Simon.Tovey
Change 3215444 on 2016/11/30 by Aaron.McLeran
OR-19392 (and now) OR-32017 Reintroducing CL 2943174 after it was lost due to integration issues!
#rb none
#tests none
Change 3215110 on 2016/11/30 by jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3215050
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3215097 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
#R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Rampage/Skins/Rampage_v001_IceBlue/M_RampageV001_MASTER.uasset
#c0der3view: jason.bestimt
Change 3213268 on 2016/11/29 by jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3213062
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3213118 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
#R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//R0BOMERGE_ORION_Dev_General/OrionGame/Source/BlueprintContext/Private/BannerContext.cpp
#c0der3view: jason.bestimt
Change 3212226 on 2016/11/28 by Aaron.McLeran
OR-32363 Client ensure with USoundWave::GetResourceSize() v35 DevGen
Ensure is not valid since it's possible for the sound wave to have its resource size queried before its finished decoded in the case of precache on load.
Rather than report ResourceSize (the compressed asset size), we're going to just report the fully decompressed data size (RawPCMDataSize) since that's what it will be when it finishes decoding.
#tests none
#rb zak.middleton
Change 3208273 on 2016/11/22 by Tim.Elek
Fix for Tonemapping sharpen black border for HDR
#rb marc.olano
#c0der3view marcus.wassmer, jordan.walker, andrew.grant
Change 3207881 on 2016/11/22 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
If a requested package can't be found and async loading is not an option, load the object instead of hoping that FlushAsyncLoading() will make things right...
This flaw was spotted while investigating OR-31699 which was due to a different issue, but should have been handled by this codepath.
#rb none
#tests Faked a condition where a package wasn't loaded on the client but became referenced by a object from the server
[c0der3viewed] Ben.Ziegler
#R0BOMERGE-SOURCE: CL 3207880 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3207807 on 2016/11/22 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Fix for OR-31699
While preloading packages check that a package has actually been loaded. Previously this could result in a package failing to load because FindObjectFast would return it to itself (!)
#rb none
[c0der3viewed] Michael.Noland
#tests verified can load into Monolith and get the shadow buff
#R0BOMERGE-SOURCE: CL 3207806 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3207756 on 2016/11/22 by David.Ratti
rollback networking changes since they seem to be causing side effects and v35 isnt the version to take chances on
#rb none
#tests compile
Change 3206348 on 2016/11/21 by Dan.Hertzka
Re-added lost type checking changes to the widget BP compiler when evaluating whether to bind a widget
Also added the type check when renaming a widget - if the property name is taken by a BindWidget property, but the widget isn't of a valid type, the rename now fails
#c0der3view Nick.Darnell
#rb Nick.Darnell
#tests Widget BP binding
Change 3205882 on 2016/11/21 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3205612
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3205880 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3205802 on 2016/11/21 by Daniel.Lamb
Fixed commandlet used for diffing cooked packages and generating serialization callstacks.
#rb None
#test Diff cooked package commandlet
Change 3204959 on 2016/11/18 by Ryan.Gerleve
World time is no longer adjusted when scrubbing in replays. Fixes several issues related to deathcam. Originally done to to fix ability cooldowns in replays, but shouldn't be necessary.
#rb john.pollard
#jira OR-30918, OR-31268, OR-31302
#tests golden path, deathcam, replays
Change 3204805 on 2016/11/18 by Frank.Gigliotti
Don't clamp root motion finish velocity if it doesn't need it.
#RB None
#Tests PIE
Change 3204327 on 2016/11/18 by Mieszko.Zielinski
Extended UBTDecorator_IsAtLocation with an option of using regular geometric distances rather than pathfollowing-based test #UE4
#rb Lukasz.Furman
#test golden path
Change 3204078 on 2016/11/18 by Ryan.Gerleve
Flip incorrect sort when there are multiple viewpoints in the significance manager (duplicate of CL 3203997 from Dev-Framework).
Fixes objects having incorrect significance in deathcam playback.
#rb marc.audy
#tests golden path, deathcam
Change 3204041 on 2016/11/18 by John.Pollard
Fix issue where old player controller from draft lobby was hanging around, causing replication warnings
#rb BartH
#tests Replays
Change 3203971 on 2016/11/18 by John.Pollard
Fix assert that can occur in player controller iterator when last element cast's to nullptr
#rb BartH
#tests Live + replays
Change 3203843 on 2016/11/18 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3203682
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3203842 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3202948 on 2016/11/17 by Daniel.Lamb
Disabled warning about invalidating cook due to unparsable ini setting.
This occurs when you don't have any previously cooked content (like on build machine).
#jira OR-31916
#rb trivial
#test cook paragon
Change 3202798 on 2016/11/17 by David.Ratti
Fix logic error around bSuppressGameplayCues
#rb none
#tests compile
Change 3202761 on 2016/11/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: david.ratti
Use FObjectKey instead of UClass* for function acceleration map. Speculative fix for rare client crash.
#rb none
#test pie
#R0BOMERGE-SOURCE: CL 3202552 in //Orion/Release-34.3/... via CL 3202760
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3202688 on 2016/11/17 by Michael.Noland
Engine: Adding stats to performance assassians GetAllActorsWithInterface and GetAllActorsWithTag to make them clearer in dumphitches reports (also in GetAllActorsOfClass, which is usually fine unless used with something really broad like AActor or AStaticMeshActor)
#rb none
#tests Compiled and ran on PS4
Change 3202687 on 2016/11/17 by Michael.Noland
Engine: Changed console variables and commands to allow using ? immediately following the command (without a space) to bring up the help text, in addition to the existing behavior of using ? as the first parameter
#tests Tested with/without spaces on both a console variable and a console command
#rb nick.darnell
Change 3202686 on 2016/11/17 by Michael.Noland
Engine: Made help console command open the generated HTML file via LaunchURL on windows
#tests Tested help command on Windows (LaunchURL with file:// use is only enabled for Windows now, but will be tested on Mac and possibly enabled later)
#rb nick.darnell
Change 3202622 on 2016/11/17 by Ryan.Gerleve
Support duplication of UReflectionCaptureComponents that were loaded from cooked data. Needed to support deathcam in Monolith.
#rb daniel.wright
#tests golden path on monolith with deathcam enabled on PS4
Change 3202575 on 2016/11/17 by Dan.Hertzka
Blur widget updates
- Renamed to SBackgroundBlur/UBackgroundBlur
- Split SBackgroundBlur out into its own file
- Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha
- Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set
- Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version)
- Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image
#c0der3view Matt.Kuhlenschmidt
#rb none
#tests PIE & widget designer
Change 3202533 on 2016/11/17 by Mieszko.Zielinski
Fixed new toggleable nav links not working in client-server environment #Orion
#rb none
#test golden path
Change 3202456 on 2016/11/17 by Mieszko.Zielinski
Introduced a new constant to Recast soruces to be used as initial value of tile salt variables #UE4
#rb none
#test golden path
Change 3202414 on 2016/11/17 by Chris.Bunner
Clamp eye adapation working area to match scene viewrect.
#rb Marcus.Wassmer
#tests Editor
#jira OR-31821
Change 3202205 on 2016/11/17 by David.Ratti
Networking fix:
-Fix ensure about Delayed Prediction Key being flushed while invalid
-Fix issue where predicted GE would be removed due to prediction key catch up, but would be added to the removed predicted GE list, causing the later replicated GE to be ignored incorrrectly. This can cause cooldowns to not appear on client, making abilities appear to not function.
#rb none
#tests golden path, latency
#c0der3view Frank.Gigliotti
Change 3202063 on 2016/11/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: nicholas.davies
#jira OR-31641 Chat logs overlap text box when pressing enter
Jamie Dale fix for adjusting text spacing when lines are removed from TextLayouts
[c0der3viewed] Jamie.Dale
#RB Jamie.Dale
#TESTS Chat should no longer overlap when more than 40 messages have been added
#R0BOMERGE-SOURCE: CL 3202062 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3201964 on 2016/11/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3201880
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3201956 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3201426 on 2016/11/16 by Mieszko.Zielinski
Implemented a generic way to set up simple point navigation links that could be disabled at runtime on static navmesh #Orion
#rb none
#test golden path
Change 3201174 on 2016/11/16 by John.Pollard
Increase number of retries when refreshing viewer fails + refactor so that a refresh doesn't starve other REST calls
#rb BartH
#tests Replays
Change 3200669 on 2016/11/16 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Merging test framework changes from Release-34 to resolve some known conflicts
#rb #tests na
#R0BOMERGE-SOURCE: CL 3200668 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3199192 on 2016/11/15 by Lina.Halper
Extra ensure for the crash with OR-31795
#jira: OR-31795
#rb: Laurent.Delayen
#tests: cooked, and test AI_Test with 9 bots
Change 3199187 on 2016/11/15 by Aaron.McLeran
UE-35533 Implementing from CL 3112097 Dev-Framework for joey
#tests Perform tests described in JIRA
#rb Jeff.Campeau
Change 3199094 on 2016/11/15 by Eric.Newman
Only ping Slate last interaction time for analog input outside the deadzone
Orion now only reports handled for analog movements outside the deadzone
#c0der3view matt.kulhenschmidt,chris.gagnon
#rb cody.haskell
#tests golden path w/ ps4 controller on PC
Change 3199085 on 2016/11/15 by Laurent.Delayen
Potential fix for https://jira.it.epicgames.net/browse/OR-31795
#rb lina.halper
#tests twinblast ult multiPIE
Change 3198934 on 2016/11/15 by Frank.Gigliotti
Fixed out of sync root motion ability tasks;
* Root motion ability tasks were out of sync and ending before the root motion was finished. The tasks now wait for the root motion to say it is done.
#RB Laurent.Delayen
#Tests PIE
Change 3198486 on 2016/11/15 by David.Ratti
Iniitalize EffectContext to default ASC EffectContext when no context is specified in AddGameplayCue_Internal. Fixes some GC translation issues.
#rb none
#tests pie
Change 3198424 on 2016/11/15 by Rob.Cannaday
Fix JSON_SERIALIZE_OBJECT_SERIALIZABLE macro in write mode not beginning a JSON object
#rb ian.fox
#tests class using JSON macros that writes a named subobject (BEGIN_JSON_SERIALIZER/JSON_SERIALIZE_OBJECT_SERIALIZABLE("name", obj)/END_JSON_SERIALIZER)
Change 3198418 on 2016/11/15 by Rob.Cannaday
More profiling for hitch when receiving friend request
#jira OR-30503
#rb ian.fox
#tests front end add/remove friend
#lockdown nicholas.davies
Change 3198214 on 2016/11/15 by David.Ratti
Ability System: Added support for some advanced client prediction with the intention of removing latency from the effective duration of predictive gameplay effects.
1. Predicted GameplayEffect reconciliation.
Predicted GEs are now reconciled with their replicated counter parts. Previously the predicted GE would be removed when the replicated one came in. Now we reconcile the predicted GE with the replicated GE, and throw out the replicated GE as if it was never added. To the outside, the predicted GE becomes the replicated GE seamlessly.
2. Server retry client activation fails.
When a client ability activation fails on the server, the server can retry the activation for a few frames before officially failing it. This is to combat minor discrepencies caused by different server frame rate or jitter in networking conditions. The common example is that we handle RPCs at the top of the frame, before we update timer manager and removed expired GEs or end animations.
Both features can be disabled with -DisableAdvancedClientPrediction. They can be toggled individually via config file.
#QAr3view:
1. Verify ping time no longer affects attack speed OR-30123. We still expect packet loss to have some effect on rate of fire.
2. Be on the look out for "ability stuck" type of issues
3. If there are resources, I would like to get 2 people to give qualitative feedback on this. Have them lane 1v1 for ~7 minutes with 200 ms of ping (no packet loss). Do this twice, once normally and again with -DisableAdvancedClientPrediction on both client AND server. Do it blind: don't tell them which run has which setting, just see if they notice differences. The hope is that your LMB attacks feel consistent with respect to timing and match what the UI shows in terms of cooldown. I would recommend testing with Murdock and maybe a melee like Crunch
#rb frank
#c0der3view Frank.Gigliotti, Billy.Bramer, Fred.Kimberley
#tests pie, golden path
Change 3197309 on 2016/11/14 by Laurent.Delayen
Additional debugging info for https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests riftmage + venus VS riftmage multiPIE
Change 3196654 on 2016/11/14 by Laurent.Delayen
Additional debug info to track down https://jira.it.epicgames.net/browse/OR-31677
#rb none
#tests compiles
[CL 3276432 by Andrew Grant in Main branch]
2017-01-27 23:32:44 -05:00
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{
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int32 GridId = 0;
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
|
|
|
UNavLocalGridManager* GridManager = UNavLocalGridManager::GetCurrent(WorldContextObject);
|
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3271386)
#lockdown Nick.Penwarden
Change 3270776 on 2017/01/24 by Laurent.Delayen
Fixed missing call to CacheBones in AnimNode_SubInstance. Fixes Mudang crash.
#c0der3view benn.ghallager, lina.halper
#tests does not crash
#rb none
Change 3270483 on 2017/01/24 by Shaun.Kime
Removing the ensure and making it behave safely whenever the scene count is out of sync. Since Paragon isn't using the primary driving feature of MaterialParameterCollections in the UI that required this feature, Nick Darnell and I deemed this okay.
#jira OR-34919
#rb nick.darnell
#tests PIE and golden path
Change 3270067 on 2017/01/24 by Laurent.Delayen
Fixed crash when recompiling Mudang's AnimBP. (SubInstances array holding null references)
#rb benn.ghallager
#tests doesn not crash
Change 3269760 on 2017/01/24 by Daniel.Lamb
Added more files to inisettings blacklist.
#rb Trivial
#test cook paragon.
Change 3269578 on 2017/01/24 by jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3269468
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3269570 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
#R0BOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand.
//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Grux/Abilities/Stampede/GA_Grux_Stampede.uasset
//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Ice/Icons/Minimap_char_portrait_Ice.uasset
//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Ice/Icons/PORT_Ice.uasset
#c0der3view: jason.bestimt
Change 3269141 on 2017/01/23 by Mieszko.Zielinski
TSimpleCellGrid::InvalidCell refactor to avoid it being a static member variable #UE4
#rb Lukasz.Furman
#test golden path
Change 3268953 on 2017/01/23 by Jason.Bestimt
#ORION_DG - R0BOMERGE resolution from MAIN to DG of compile fix and banner stuff
#RB:none
#Tests:none
#c0der3view: matt.schembari, andrew.grant
Change 3268576 on 2017/01/23 by John.Pollard
Add DemoNetDriver to the level collection earlier to remove small window where World->DemoNetDriver could be null as a result of FScopedLevelCollectionContextSwitch
#rb RyanG
#tests Live game play + replays + instant replay
Change 3268119 on 2017/01/23 by Daniel.Lamb
Added support for splitting up chunks into maximum sizes.
#rb Andrew.Grant
#test Cook paragon ps4 windows windowserver
Change 3268020 on 2017/01/23 by Dan.Hertzka
Moving TreeFilterHandler.h out into Slate/Public via branch & delete
#c0der3view Nick.Darnell
#rb none
#tests compile
Change 3267820 on 2017/01/23 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3267733
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3267817 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3266798 on 2017/01/20 by Daniel.Lamb
Make the diff files commandlet more helpful.
#rb Trivial
#test Diff files commandlet.
Change 3266795 on 2017/01/20 by Daniel.Lamb
Fixed issue with Cooked packages trying to load dependencies from a dependency offset which is incorrect.
#rb Gil.Gribb
#c0der3view Gil.Gribb
#test Load cooked packages using the editor.
Change 3266310 on 2017/01/20 by Daniel.Lamb
Fixed issue with cook ont he fly not resolving string asset reference redirectors on load.
Added fastcook to the iterative cook detection.
#rb Jamie.Dale
#test Cook Paragon
Change 3265879 on 2017/01/20 by Jon.Lietz
fixing PS4 compile error
#rb none
#tests compiles
#c0der3view andrew.grant
Change 3265756 on 2017/01/20 by Jon.Lietz
quest evaluator
- added in an ability type that will evaluate in game events and increments player stats for quests, these abilities can be granted by quests or the hero data
- added support to the ability system to have ability specs not replicated to the client, this will allow for passive only abillities for quest evaluation to only live and exicute on the dedicated server
- now support loading in data for quest info asynchronously
- orion quests can now grant evaluator abilities to the players that own the quests
- AOrionPlayerState_Game::GiveAbilityData() now grabs all the abilities from active quests
- at the end of the match unload any data loaded by the quests
#RB david.ratti
#test granting abilities
Change 3265658 on 2017/01/20 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37 @ CL 3265610
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3265627 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3265530 on 2017/01/20 by Robert.Manuszewski
Making sure all package dependencies are loaded before post loading its objects
#jira OR-34891
#tests Golden path x 12
#rb none
Change 3265126 on 2017/01/19 by Frank.Gigliotti
Notifies for abilities waiting on input confirmation;
* Ability tasks waiting for input confirmation will now notify the ability when it begins and ends waiting.
#RB Dave.Ratti
#Tests PIE
Change 3264489 on 2017/01/19 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Merged fix from 36.2.
#rb #tests na
#R0BOMERGE-SOURCE: CL 3264488 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3263948 on 2017/01/19 by Andrew.Grant
Non-unity fixes.
#tests compiled WIn64 editor
#rb na
#R0BOMERGE: Main, 37
Change 3263755 on 2017/01/19 by Laurent.Delayen
OR-34970 FRootMotionSource_ConstantForce now has DisablePartialEndTick set, so we end up with a consistent velocity when the root motion ends.
Added VelocityOnFinishMode to UAbilityTask_ApplyRootMotionConstantForce so we can optionally override or clamp velocity.
CVarDebugRootMotionSources now displays Velocity and LastPreAdditiveVelocity on HUD to help debugging RootMotionSources.
#rb frank.gigliotti
#tests Ice Q
Change 3263616 on 2017/01/19 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37 @ CL 3263608
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3263613 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3262543 on 2017/01/18 by Eric.Newman
Added GetAttributeSetValues feature to Ability System. Allows for pulling attribute rows without needing an Actor or AbilitySystemComponent
#rb david.ratti
#c0der3view david.ratti
#tests used to export paragon hero attributes
#jira TON-25429
Change 3262414 on 2017/01/18 by Laurent.Delayen
Fixed crash opening up Ice's AnimBP.
#rb lina.halper
#c0der3view thomas.sarkanen
#tests opening up AnimBP doesn't crash anymore.
Change 3262291 on 2017/01/18 by Ryan.Gerleve
Cache the network role of AbilitySystemComponents in PreNetReceive, to make sure the role is correct during serialization if properties are received before BeginPlay.
Factor out the caching into its own function to reduce code duplication.
#rb david.ratti
#tests golden path, bug repro
#jira OR-31424
Change 3262062 on 2017/01/18 by Max.Chen
Sequencer: Fixed crash caused by lingering persistent evaluation data
Copy from Release-4.15
#jira UE-40775
#rb andrew.rodham
#tests none
Change 3262061 on 2017/01/18 by Max.Chen
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
Copy from Release-4.15
#jira UE-40775
#rb andrew.rodham
#tests none
Change 3261946 on 2017/01/18 by Jason.Bestimt
#ORION_DG - Fix for event tracks in sequencer
#RB:none
#Tests:none
#R0BOMERGE: MAIN
#c0der3view: Max.Chen, andrew.rodham, scott.james
Change 3261812 on 2017/01/18 by Mieszko.Zielinski
Made bos' perception component vlog information #Orion
#rb Lukasz.Furman
#test golden path
Change 3261731 on 2017/01/18 by Benn.Gallagher
Readded fix to clothing index buffer overflow (lost in merge a while back)
#tests Editor, assigned clothing to skel mesh
#rb Tom.Sarkanen
Change 3261730 on 2017/01/18 by Robert.Manuszewski
Build script sdk upgrade
#rb none
#tests Ran the script that was upgraded
Change 3261392 on 2017/01/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
non-unity fix
#rb none
#tests compiled
#R0BOMERGE-SOURCE: CL 3261391 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3261096 on 2017/01/17 by Laurent.Delayen
OR-33666 Removed 'bImpartsVelocityOnRemoval' for additive root motion sources, as that can create a 'bouncing' effect when Velocity is modified externally.
#rb frank.gigliotti
#tests Preflight QA test https://jira.it.epicgames.net/browse/PQATC-8713
Change 3261030 on 2017/01/17 by Laurent.Delayen
Fix crash in Persona.
#rb none
#tests doesn't crash
Change 3260561 on 2017/01/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Merging Fix from UE 4.15
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#rb Ori.Cohen
#jira UE-39994
#tests na
#R0BOMERGE-SOURCE: CL 3260557 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3260553 on 2017/01/17 by Ryan.Gerleve
Change cvar in UDemoNetDriver::ShouldSaveCheckpoint to use GetValueOnAnyThread. Fixes OR-34759.
#rb john.pollard
#tests bug repro, golden path
Change 3260202 on 2017/01/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37/36.2 @ CL 3260077
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3260201 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3259560 on 2017/01/16 by Marcus.Wassmer
Fix reflections
#rb none
#c0der3view Brian.Karis
#tests added some reflections
Change 3259348 on 2017/01/16 by Daniel.Lamb
Moved automation maps from alwayscookmaps to AllAutomationMaps.
#rb Andrew.Grant
#test Cook Paragon + Fast Cook Paragon + Preflight Cook Paragon
Change 3259113 on 2017/01/16 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
#ORION_MAIN - Merge 36.2 @ CL 3258788
#RB:none
#Tests:compiled Win64 editor
#R0BOMERGE-SOURCE: CL 3258986 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3259090 on 2017/01/16 by Chris.Bunner
Duplicating CL 3246830: Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#rb None
#tests Editor, -game, epic and min settings
Change 3258910 on 2017/01/16 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - DAILY DG @ CL 3258854
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3258871 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3258807 on 2017/01/16 by Rolando.Caloca
O - Fix for outlines
#rb Chris.Bunner
#tests Ran sovereign2 game
#c0der3view Andrew.Grant
Change 3258637 on 2017/01/16 by Charles.Anderson
Removing wrongly added files (agrant)
Change 3258601 on 2017/01/16 by Andrew.Grant
Temp fix for rendering crash by disabling custom depth rendering
#rb na
#tests PIE'd
Change 3258590 on 2017/01/16 by Tom.Wright
One of these files are not syncing properly in my UnrealGameSync so I'm adding them manually (the .exe).
Change 3258523 on 2017/01/16 by Andrew.Grant
Removing intermediate build file that was checked in
#rb #tests na
Change 3258464 on 2017/01/16 by Andrew.Grant
Fixes for non-unity
#R0BOMERGE: Main
#tests compiled Win64
#rb na
Change 3258208 on 2017/01/15 by Mieszko.Zielinski
FMetaNavMeshPath's Waypoints have been expanded to store user flags. #UE4
#rb none
#test golden path
Change 3258042 on 2017/01/14 by andrew.grant
Merging test framework changes from //Orion/Release-36.2 to Main (//Orion/Main)
#rb #tests preflighted
#R0BOMERGE-SOURCE: CL 3258036 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
#R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//R0BOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml
#c0der3view: andrew.grant, jason.bestimt
Change 3258035 on 2017/01/14 by Andrew.Grant
Disable MfMedia plugin by default
Change 3257936 on 2017/01/14 by Andrew.Grant
Merging from //UE4/Main @ 3253977 through Orion-Staging
#rb na
#tests QA smoke in staging, built locally, preflighted
Change 3257583 on 2017/01/13 by Daniel.Lamb
Removed nomcp from the commandline when running on PC
#rb Trivial
#test Buildcookrun paragon windows
Change 3257320 on 2017/01/13 by Cody.Haskell
#Orion
- Ansel Integration into Replay Mode
- Updated Ansel SDK
- Bug Fix for Ansel plugin
- Made it not look terrible when you pause the game in regular replay mode
#rb Andrew
#r3view-3256093 @andrew.grant
#tests Golden Path, compiles on PS4
#lockdown Andrew.Grant
Change 3257239 on 2017/01/13 by Frank.Gigliotti
ApplyRootMotionJumpForce end velocity options;
* "ApplyRootMotionJumpForce" task now supports setting the end velocity.
* Moved root motion end velocity options from the individual tasks into the base class.
* Fixed a property on UAbilityTask_ApplyRootMotionConstantForce not replicating properly.
#RB None
#Tests PIE
Change 3256173 on 2017/01/12 by Laurent.Delayen
Added additional debug message to ShowResaveMessage.
#rb lina.halper
#test loaded broken Femme assets.
Change 3256082 on 2017/01/12 by Andrew.Grant
Temp fix for BuildHealth warning. Following up with BP team
#rb none
#tests verifierd compile warnings are gone
Change 3255991 on 2017/01/12 by Ben.Woodhouse
Cherry pick NV gpu hang fix from //ue4/release-4.14 @3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira OR-22580
#rb none (r3viewed for 4.14 by Marcus Wassmer)
#tests run locally on PC (change is windows-specific)
Change 3255185 on 2017/01/12 by John.Nielson
Made it so that PS4 compiles without warning from misordered initialization.
#RB: r3view
#r3view-3255186: Andrew.Grant
#Test: None
Change 3254885 on 2017/01/11 by Michael.Trepka
CIS fix
#rb none
#tests none
Change 3254568 on 2017/01/11 by Andrew.Grant
Merging relay fix from //Orion/Release-36.2 to Dev-General (//Orion/Dev-General)
#rb #tests na
Change 3254544 on 2017/01/11 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Robomerging previous fix to Dev-Gen
#rb #tests na
#R0BOMERGE-SOURCE: CL 3254532 in //Orion/Release-36.1/... via CL 3254537 via CL 3254540
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3254204 on 2017/01/11 by Michael.Trepka
Added title bar area to the game layer manager, so that games can easily setup custom title bar content when using borderless windows. Disabled/hidden by default
#rb none
#tests Tested in editor build on PC
Change 3254074 on 2017/01/11 by Ryan.Gerleve
Fix for gameplay tags not being recorded in client replays.
#rb david.ratti
#tests golden path, replays
Change 3254035 on 2017/01/11 by Laurent.Delayen
OR-28756 Added WaitForMovementInput Ability Task to use with Emote ability.
#rb dave.ratti, frank.gigliotti
#tests Kallari's emotes
Change 3253736 on 2017/01/11 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3253668
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3253715 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3252981 on 2017/01/10 by Daniel.Lamb
Added async load package delegate.
#rb Trivial
#test BuildCookRun Paragon with local server
Change 3252975 on 2017/01/10 by Daniel.Lamb
Added EditorPerProjectUserSettings to the ignore config field for iterative cooking
#rb None
#test cook paragon.
Change 3252784 on 2017/01/10 by Daniel.Lamb
Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear.
#rb Daniel.Lamb
#test Rebuild lighting Paragon
Change 3252460 on 2017/01/10 by Aaron.Eady
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
#rb robert.manuszewski
Copied from CL #3252418
Written by Ben.Zeigler
#c0der3view Ben.Zeigler, David.Ratti, Andrew.Grant
#tests PIE
Change 3252222 on 2017/01/10 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3252019
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3252221 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3251379 on 2017/01/09 by Ori.Cohen
Fix build
#rb none
#tests none
Change 3251242 on 2017/01/09 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3251240 on 2017/01/09 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Win32 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3251224 on 2017/01/09 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Linux_x86_64-unknown-linux-gnu libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3251220 on 2017/01/09 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX PS4 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3251206 on 2017/01/09 by Ori.Cohen
Add logging to possible physx infinite loop.
#JIRA OR-32515
#rb Dave.Ratti
#tests none
Change 3250847 on 2017/01/09 by Daniel.Lamb
Added excution time stat to unrealpak.
#rb Trivial
#test BuildCookRun Paragon with timing info.
Change 3250761 on 2017/01/09 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3250717
#RB: none
#Tests:none
#R0BOMERGE-SOURCE: CL 3250759 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3249410 on 2017/01/06 by Chris.Bunner
Duplicating CL 3249213: Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#rb None
#tests -game windowed/fullscreen behavior
Change 3249285 on 2017/01/06 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3249117
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3249278 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3247989 on 2017/01/05 by Dan.Hertzka
Re-adding the null checks from CL 3247771 in Release-36 (the R0BOMERGEd submit didn't include these for some reason)
#c0der3view Andrew.Grant
#rb none
#tests Compiled and didn't crash on editor startup
#R0BOMERGE: Main
Change 3247790 on 2017/01/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Robomerging!
#tests #rb na
#R0BOMERGE-SOURCE: CL 3247786 in //Orion/Release-36/... via CL 3247787 via CL 3247788 via CL 3247789
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3247717 on 2017/01/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3247673
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3247716 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3247575 on 2017/01/05 by David.Ratti
-Fix crash if GE has a null linked target GE
-Change FGameplayEFfectContext::Ability to be AbilityCDO via TWeakObjectPtr rather than a TSubclass. TSubclass is not weak, so if a class was GC'd while still in a GEEC somewhere, it could crash.
#rb none
#tests pie
Change 3247032 on 2017/01/04 by Ori.Cohen
Touch engine file to re-link physx libs
#JIRA OR-32839
#rb none
#tests none
Change 3247006 on 2017/01/04 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX PS4 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3246987 on 2017/01/04 by Ori.Cohen
Add newline for ps4
#rb none
#tests none
Change 3246986 on 2017/01/04 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3246981 on 2017/01/04 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Linux_x86_64-unknown-linux-gnu libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3246969 on 2017/01/04 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX Win32 libs.
#rb none
#lockdown Nick.Penwarden
#tests none
Change 3246921 on 2017/01/04 by Ori.Cohen
Fix automation to include #tests none
#rb none
#tests none
Change 3246900 on 2017/01/04 by Ori.Cohen
Fix newline issues for ps4.
#rb none
#tests none
Change 3246666 on 2017/01/04 by Chad.Garyet
Updating physx build to include switch and linux-arm64
integrate/resolve from dev-physics-upgrade
#c0der3view ori.cohen
Change 3246450 on 2017/01/04 by Arciel.Rekman
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#rb Ori.Cohen
#c0der3view Ori.Cohen
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
Change 3246229 on 2017/01/04 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3246134
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3246204 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3245068 on 2017/01/03 by Lukasz.Furman
improving obstacle grid avoidance: adjusting start location when inside obstacle, fixes for string pulling
#jira OR-33318
#rb none
#c0der3view Mieszko.Zielinski
#tests PIE
Change 3244698 on 2017/01/03 by Lukasz.Furman
compilation fix: removed optimization pragmas from AISense_Sight.cpp
#rb none
#tests none
Change 3244679 on 2017/01/03 by David.Ratti
Unify linked gameplay effect spec creation:
-Linked GEs
-Conditional Execution GEs
-Overflow GEs
-Expiration GEs (premature/routine)
These now create the dependant GE Spec the same way, by duplicating the original context and copying spec tags, MINUS the original GE's asset tags. Actor tags are still recaptured at the moment the spec is created.
#rb Lietz
#tests golden path
#c0der3view Billy.Bramer, Fred.Kimberley
Change 3244499 on 2017/01/02 by Mieszko.Zielinski
Major AI tactics upgrade #Orion
Introduction of new objective dealing algorithm (CSP inspired)
Bots can now place wards
Bots can now destroy wards and other appopriately marked up OrionDamagableActors (content change in following CL, allows bots to see these actors)
Switched OrionAIBot.CurrentEnemy to AActor type
Removed code related to Jungle Rig objectives
#rb none
#test golden path
Change 3242918 on 2016/12/22 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3242890
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3242917 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3241817 on 2016/12/21 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3241745
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3241811 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3240916 on 2016/12/20 by Ben.Marsh
Add metadata properties to jobs that create promotable artifacts and execute promotions, for consumption by the pipeline tool. Properties are added to /job[XXX]/Pipeline/Promotable-<Platform>-<Type> or /Promotion-<Platform>-<Type>.
#rb none
#c0der3view David.Vossel, Trevor.Pounds
#tests Ran through preflight
Change 3240857 on 2016/12/20 by Lina.Halper
Added ensure to track marker sync crash
#rb: Laurent.Delayen
#code r3view: Martin.Wilson
#tests: PIE with mudangs
Change 3240856 on 2016/12/20 by Laurent.Delayen
Potential fix for sync marker crash.
#rb lina.halper
#c0der3view martin.wilson, lina.halper
#tests Mudang
Change 3240813 on 2016/12/20 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3240768
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3240812 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3239624 on 2016/12/19 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36.2 @ CL 3239590
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3239623 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3238573 on 2016/12/16 by Andrew.Grant
Moved console vars to source file to avoid multiple definitions (OR-33470)
#rb none
#tests compiled
Change 3238077 on 2016/12/16 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36 @ CL 3238017
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3238059 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3237176 on 2016/12/15 by Laurent.Delayen
Moved FloatRK4SpringInterpolator and VectorRK4Interpolator from Orion to Engine.
#rb ori.cohen
#c0der3view lina.halper, james.golding
#tests Twinblast and Ice
Change 3236911 on 2016/12/15 by Lukasz.Furman
changed navgrid projection to use 2D poly search for more accurate results
#orion
#rb none
#tests PIE
Change 3236660 on 2016/12/15 by Jamie.Dale
Updating Orion text block to upper-case its text in a localized way
This also prevents it clobbering the text property value with the transformed text, resulting in key stability issues.
#jira OR-32716
#rb Dan.Hertzka
#tests Ran Orion and verified that the "all caps" text was correct, and responded to live-culture changes
#R0BOMERGE: Main, Release-36
Change 3236658 on 2016/12/15 by Jamie.Dale
Adding FText::ToLower and FText::ToUpper
These also track history and rebuild when the text they were generated from is changed.
#jira OR-32716
#rb Dan.Hertzka
#tests Ran Orion and verified that the "all caps" text was correct, and responded to live-culture changes
#R0BOMERGE: Main, Release-36
Change 3236501 on 2016/12/15 by Lukasz.Furman
enabled navigation grid avoidance for jungle minions
#jira OR-33318
#rb Mieszko.Zielinski
#tests PIE
Change 3236479 on 2016/12/15 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 36 @ CL 3236423
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3236474 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3236399 on 2016/12/15 by Andrew.Grant
Fixed pkg warning "Patch created by newer SDK must contain sce_module files" by not excluding "libSceNpToolkit.prx"
#rb none
#tests none
#R0BOMERGE: Main,36
Change 3236280 on 2016/12/15 by Benn.Gallagher
Fixed crash when clothing cooked data is updated on a client that is not powerful enough to run multithreaded physics (2 or fewer cores)
#rb Ori.Cohen
#jira OR-33248
#tests - Editor + PIE, running through multiple character viewer screens in menu (as per repro), forced single threaded physics and re-ran tests
Change 3235666 on 2016/12/14 by Matt.Schembari
Merging 3200968 from Dev-Editor for OR-32947.
#c0der3view Andrew.Grant,Arthur.Flew
#tests compile
-------
Fixed localization gather including texts that were instanced or otherwise unchanged
- It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default.
- UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances.
#rb Nick.Darnell
---------
Change 3235315 on 2016/12/14 by Adric.Worley
Fix FText parse warning spam when dragging in world outliner
#jira UE-29099
#tests editor
#rb Matt.Kuhlenschmidt
Change 3235177 on 2016/12/14 by Sam.Zamani
Chat toxicity info added to every out-going party/team chat message
Added optional "chat-info" XML element to XMPP chat stanzas being sent to a MUC room
The chat info is added to the room's configuration via ChatInterface OSS
Currently capturing playlist id, team size, and party size with each chat message
OGS-479 Add extra attributes to XMPP chat messages for toxicity processing
#rb: josh.markiewicz, rob.cannaday
#coderview: ian.fox
#tests: none
Change 3235093 on 2016/12/14 by Arciel.Rekman
Linux: switched PhysX/APEX debug info to DWARF3 and rebuilt the libs
- Also fixed an unrelated compile error (by suppressing the warning - do not merge back to main).
#rb Ori.Cohen, Andrew.Grant
#c0der3view Ori.Cohen, Andrew.Grant
#tests Compiled the server
Change 3234913 on 2016/12/14 by Andrew.Grant
Duplicated 3200382 from Dev-Core as suspected fix for OR-33328
#rb #tests na
Change 3234910 on 2016/12/14 by Laurent.Delayen
Added AnimNotifyState_DisableRootMotion to turn off root motion during a RootMotion Montage, and give control back to the player.
#rb martin.wilson
#tests Ice RootMotion Ult networked.
Change 3234823 on 2016/12/14 by Lukasz.Furman
added capsule support for local navigation grids
#orion
#rb none
#tests PIE
Change 3234768 on 2016/12/14 by Lukasz.Furman
fixed crash in registering debug scene proxies of gameplay debugger tool
#orion
#rb none
#tests PIE
Change 3234682 on 2016/12/14 by Chad.Garyet
Adding physx build to dev-general
Change 3234643 on 2016/12/14 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2/36 @ CL 3234401
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3234640 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3234597 on 2016/12/14 by Wes.Hunt
Merging RealMoneyPurchaseComplete delegate from CatalogHelper into Orion
* Hooked it up so CatalogHelper doesn't take a persistent reference to the analytics provider.
Extensive refactor of Orion's AnalyticsProvider lifetime and management.
* More tightly controlled provider lifetime, eliminated need to recreate the providers unnecessarily.
* Made provider access functions simpler and clarified creation vs. access (no more lazy getters).
* Improved handling of GameSessionIDs and UserIDs outside of match to improve data clarity for the analytics backend.
Details:
AnalyticsProviderET
* Added Get/SetAppID APIs to allow the AppID to change without recreating the provider (needed for CompQA support, which isn't always known when the provider is created).
* SetAppID and SetSessionID now flush their cached events before changing them.
* SetUserID still does not Flush because we inadvertently rely on this so the UserID can be set several frames later and all events will be sent with a valid UserID.
OrionAnalytics
* Simplified contract for correctly creating a new provider: CreateAnalyticsProvider now takes an AccountID and GameSessionID so the provider can be fully initialized with a single call.
* Exposed CreateAppID function so the places where the AppID needed to dynamically change (CompQA purposes) could use shared Orion naming conventions.
* Exposed SetDefaultAttributes function so game code could share the logic for setting default attributes.
* Add assert to CreateAnalyticsProvider because we never expect it to fail, and outside code doesn't have to do it.
DemoNetDriver
* Exposed UDemoNetDriver::GetDemoSessionID to allow analytics to set a consistent GameSessionID during replay that is NOT the game session ID of the original match, which was throwing heartbeat events for replays into the same session on the backend, if the replay was watched fast enough.
OrionGameInstance
* Server's analytics provider moved to GameInstance as it's lifetime is more appropriate than the GameMode.
* SetUserID now works in PIE, and sets it to PIE_INSTANCE so we don't pollute our account data with random GUIDs
GameInstanceCommon
* When playing back a replay, use the DemoNetDriver's SessionID instead of the Game Session ID of the game being replayed.
OrionGameMode_MOBA
* Moved Login functionality to GameMode_Base so it will work properly in all Orion GameModes (ie, DraftLobby).
OrionGameMode_Base
* Removed SetAnalyticsProvider. This was confusing the interface and making it seem like providers could change dynamically (they couldn't).
* GetAnalyticsProvider changed to just get it from the GameInstance where it is really stored now.
OrionPlayerController_Base
* Removed SetAnalyticsProvider. No external code should be changing the provider.
* Exposed an explicit CreateAnalyticsProvider so GetAnalyticsProvider() no longer has to lazily create the provider.
* Added some asserts on preconditions to CreateAnalyticsProvider to ensure we are not creating them at the wrong times.
OrionGameSession
* The Server Analytics provider now sets a UserID that is a combination of the machine name, PID, and a GUID unqiue to that run. This makes server analytics easier to trace back to servers.
OrionGameState_Base
* CreateGameSessionID renamed to StoreGameSessionID to better reflect that it isn't creating anything.
* Remove the code that sets a random GUID for non game modes, which was just confusing the session handling code on the analytics backend.
* Ensure that demo playback sets the demo session ID and not the replayed game's session ID.
OrionGameStateMain
* GameSessionID is always set to the empty string for non game modes.
McpContext
* InitAnalytics no longer needs to create the analytics provider or restart any session, etc. It just sets the new AppID (if we now know we are CompQA) and the UserID (since we just logged in).
#c0der3view:john.pollard,ryan.gerleve,josh.markiewicz
#rb josh.markiewicz
#tests extensive runs of the game, dedicated server, menu, and match traveral, and replay watching. Also editor, PIE standalone, PIE w/ dedicated server, and nomcp configurations to ensure no crashes and the providers are created as expected, not recreated, and get the proper Session and GameSessionIDs at the expected times.
#R0BOMERGE-AUTHOR: david.nikdel
#CatalogHelper #Analytics:
- Added a RealMoneyPurchaseComplete multicast delegate to CatalogHelper mostly intended for apps to be able to listen for this event (not as a completion delegate) and do their own analytics events.
- Rolled up a bunch of the params into a struct for forward compatibility
- Moved the ECom.ClientInAppPurchase code into a helper on the struct (would like to get this out of catalog helper now that the delegate is there)
[c0der3viewed]: Ian.Fox, Wes.Hunt
#R0BOMERGE-SOURCE: CL 3209122 in //WEX/Release-05/... via CL 3209123
#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209125 by Jason.Bestimt on 2016/11/23 12:33:06.
#R0BOMERGE-AUTHOR: david.nikdel
Why does the compiler think a parameter can "hide" a non-static member from an outer class. That is most definitely not in scope...
#R0BOMERGE-SOURCE: CL 3209212 in //WEX/Release-05/... via CL 3209213
#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209214 by Jason.Bestimt on 2016/11/23 14:00:12.
#R0BOMERGE-AUTHOR: david.nikdel
#CatalogHelper: Change to AnalyticsProvider to shared reference
[c0der3viewed]: Ian.Fox
#R0BOMERGE-SOURCE: CL 3209222 in //WEX/Release-05/... via CL 3209223
#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209225 by Jason.Bestimt on 2016/11/23 14:07:47.
#R0BOMERGE-AUTHOR: wes.hunt
Ensure that Heartbeat events will not clog the retry queue if the data router cannot be reached.
* Renamed to Usage.Heartbeat and Context to match the more "non-gamey" naming we want to move to (also can't have WorldExplorers prefix).
* Removed the Analytics provider from McpCatalogHelper and use the callback delegate instead. This removes analytics assumptions from the McpCatalog code and allows the analytics provider references to not leak outside of WExpAnalytics. This allows us to put ensures in the shutdown code to make sure it doesn't leak and sessions are closed when we expect. Also cleaned up some code that tried to work around the fact that outside code held onto a reference when trying to end the session.
[c0der3viewed]:david.nikdel
#jira wex-4038
#R0BOMERGE-SOURCE: CL 3209575 in //WEX/Main/WEX/Plugins/...
#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209653 by Jason.Bestimt on 2016/11/24 01:43:48.
Change 3233911 on 2016/12/13 by Andrew.Grant
Duplicating 3203865 from //UE4/Dev-Sequencer/...
#tests #rb na
Change 3233789 on 2016/12/13 by Olaf.Piesche
Replicating 3233289 from Dev-Rendering - light component distance fade properties not initialized
#c0der3view marcus.wassmer
#rb marcus.wassmer
#tests build
Change 3233016 on 2016/12/13 by Ryan.Gerleve
Fix for conditional properties being evaluated incorrectly when recording replay checkpoints. Fixes heroes appearing as grey boxes in deathcam and replays.
#jira OR-32926
#tests golden path, deathcam, replays
#rb john.pollard
Change 3232909 on 2016/12/13 by Laurent.Delayen
Renamed USkeletalMeshComponent::IsPlayingRootMotion() to ::IsPlayingNetworkedRootMotionMontage() to better match what the function does, and match definitions in ACharacter. (Also checks for RootMotionMode to be FromMontageOnly).
Added proper IsPlayingRootMotion() to match ACharacter.
Also constified these functions.
#rb Martin.Wilson
#tests Ice Root Motion ult
Change 3232336 on 2016/12/13 by David.Ratti
Spot merge async loading fix
#rb Gil
#tests cooked build front end store
Change 3231733 on 2016/12/12 by Andrew.Grant
Added code to dump out deferred engine commands when frametime is above desired
#rb Michael.Noland
#tests compiled, ran server
#R0BOMERGE: Main
Change 3231406 on 2016/12/12 by Laurent.Delayen
CharacterMovementComponent: allow physics rotation to be performed during AnimRootMotion.
#rb none
#tests Ice
Change 3230272 on 2016/12/10 by Andrew.Grant
Fix for automation code being dead-stripped
#rb none
#tests verified automation works
Change 3229976 on 2016/12/09 by Ryan.Gerleve
Fix multiple UI/HUD issues during deathcam playback:
No longer switch the local player's PlayerController during deathcam playback. The game player controller will now set it viewtarget to the hero in the deathcam replay.
Add an option for the recording DemoNetDriver to not spawn a spectator controller at all.
Clean up some hacks that were needed when the player controller did switch to make the card shop close properly.
Remove other code that was related to the player controller switch.
Add a deathcam camera component to hero characters and activate it during deathcam playback.
Factor out the code common to the spectator chase camera and the deathcam camera into a helper struct that both camera components use.
Client notifies the server when it starts and stops deathcam, so the server knows not to update the client's viewtarget for the duration.
#jira OR-32433, OR-32568, OR-31299, OR-31197
#rb john.pollard, jon.lietz
#tests golden path, deathcam, replays
Change 3229790 on 2016/12/09 by Lina.Halper
#DUPEFIX of CL 3219688
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
Expected fix for cooking issue of animation
#rb: Martin.Wilson
#code r3view: Martin.Wilson, Laurent.Delayen
#tests: none
Change 3228731 on 2016/12/09 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3228573
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3228715 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3228602 on 2016/12/09 by Benn.Gallagher
Added temporary CVar to fix broken clothing imports due to errant transposition of bone bind matrices on apx file import.
This should not be integrated to main - hoping on a fix soon from Nvidia for this issue to be fully solved, this just gets our content creators back up and running while Nvidia investigates
#tests Win64 Editor, importing clothing files for Twinblast and Fallen Angel
#rb Lina.Halper
Change 3227456 on 2016/12/08 by Andrew.Grant
Stopped _BUiltData from being dirtied by autosave (copied from 3223169 in Dev-Editor)
#rb #tests na
Change 3227417 on 2016/12/08 by David.Ratti
Fix category on gameplay tag settings
#rb none
#tests none
Change 3227401 on 2016/12/08 by David.Ratti
GameplayTag category restrictions remapping support. This allows engine properties to specify categories that can be specified/expanded by projects.
Added categories for gameplayeffect tags
#rb BenZ
#tests editor, golden path
#c0der3view Billy.Bramer, Fred.Kimberly
Change 3227368 on 2016/12/08 by Uriel.Doyon
Simple forward shading now disables self shadowed translucency (because it samples an invalid volumetric light buffer).
#jira OR-32645
#tests Loaded editor, tested in game at different quality settings
#rb daniel.wright
Change 3227243 on 2016/12/08 by David.Ratti
Spot integrate CL 3225990 to fix tag sorting
#rb none
#tests compile
Change 3227029 on 2016/12/08 by Laurent.Delayen
Fixed crash when creating a new Montage from scratch.
#rb Lina.Halper
#tests no more crashing when creating a montage from scratch
Change 3226877 on 2016/12/08 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3226846
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3226876 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3226157 on 2016/12/07 by Aaron.McLeran
Implementing UE-39421 fix into Orion-DevGeneral2
#rb none
#tests Be able to view sound class graphs without destroying links.
Change 3225422 on 2016/12/07 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - PhysX libs null merge from 35.2
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3225413 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3224772 on 2016/12/07 by David.Ratti
Fix for Rentry in gameplaycue GetWorld functions
#rb none
#tests golden path
Change 3224771 on 2016/12/07 by David.Ratti
Reset RemoetInstanceHasended in UGameplayAbility::PreActivate
#rb none
#tests pie
Change 3224752 on 2016/12/07 by Ben.Marsh
Merge CL 3224750 from //UE4/Main: Removing -forcelogflush parameter from UAT invocations of the editor to improve cook times.
#rb none
#tests preflight
Change 3224691 on 2016/12/07 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3224223
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3224690 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3224166 on 2016/12/06 by Daniel.Lamb
Reenabled iterative cooking inisettings saving.
#rb Trivial
#test Cook paragon
Change 3223965 on 2016/12/06 by Uriel.Doyon
Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
Added more options to allow the user to cancel this build also.
#rb daniel.wright
#tests modified different shaders in the material editor and also in the material instance editor
Change 3223953 on 2016/12/06 by Frank.Gigliotti
Root motion time stamp reset;
* The character movement time stamp is now decremented by MinTimeBetweenTimeStampResets instead of being reset to 0.
* The character movement time stamp reset is now applied to the start times on root motions. This fixes root motions being stuck on since the time stamp could potentially never reach the start time.
* Changed how root motion detects invalid start times since a negative start time is now valid.
#RB zak.middleton, laurent.delayen
#c0der3view zak.middleton, laurent.delayen
#Tests PIE
Change 3223463 on 2016/12/06 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3223380
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3223458 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3223219 on 2016/12/06 by Daniel.Lamb
Added more stats to saving asset registry code.
#rb None
#test cook
Change 3222459 on 2016/12/05 by Uriel.Doyon
"Texture Streaming Build" now updates the map check after execution.
Removed texture streaming data for primitives hidden in game.
Fixed an issue where build all would not rebuild texture streaming data.
#rb none
#jira OR-32771
#tests rebuilt texture streaming data in different maps
Change 3222246 on 2016/12/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Suppress warning when converting from int when the dest is floating point and the converted values are the same
#rb none
#tests verified converting -1 to -1.000 no longer results in a warning
#R0BOMERGE-SOURCE: CL 3222245 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3221951 on 2016/12/05 by Daniel.Lamb
More stats into saving asset registry.
#rb None
#test cook paragon
Change 3221518 on 2016/12/05 by Daniel.Lamb
Added some more ini settings parsing stats.
Removed SaveCurrentIniSettings when not using iterative builds as it is slow will reenable when it's fast again.
#rb None
#test Cook paragon
Change 3221475 on 2016/12/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Fix for atrac9 logging issue on PS4
#rb none
#tests compiled PS4 client in unity
#R0BOMERGE-SOURCE: CL 3221474 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3221403 on 2016/12/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3221235
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3221399 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3221247 on 2016/12/05 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Third-try at fixing non-unity compile issue
#rb none
#tests compiled PS4 client
#R0BOMERGE-SOURCE: CL 3221242 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3219738 on 2016/12/02 by Daniel.Lamb
Integrate Dev-Platform -> Dev-General
Added support to rebuild lightmaps commandlet for building lightmaps in seperate files.
#rb Daniel.Wright
#test rebuild lighting Custom QAGame maps.
#jira OR-31907
Change 3219133 on 2016/12/02 by Jason.Bestimt
#R0BOMERGE-AUTHOR: guillaume.abadie
Cherry picks Dev-Rendering's 3209305: Fix contact shadow's assemption on objects thickness
#rb None
#R0BOMERGE-SOURCE: CL 3219131 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3219081 on 2016/12/02 by Andrew.Grant
Merging material fixes in 3208490 from
//UE4/Dev-Rendering/... to //Orion/Dev-General/...
#rb none
#tests compiled WIn64 editor
Change 3218980 on 2016/12/02 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3218942
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3218979 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3218970 on 2016/12/02 by Andrew.Grant
Second attempt at unity / non-unity fix
#rb none
#tests compiled PS4 Client
Change 3218807 on 2016/12/02 by Andrew.Grant
Fix for non-unity issue
#rb none
#tests compiled Win64 editor
Change 3218472 on 2016/12/01 by Andrew.Grant
Temp fix to allow checked-out blueprint to compile
#rb none
#tests none
Change 3218417 on 2016/12/01 by Andrew.Grant
Merging //UE4/Main @ 3205566 through //UE4/Orion-Stating
#rb #tests na
Change 3218140 on 2016/12/01 by Arciel.Rekman
Linux: report server hangs by crashing the hung thread (UE-39164).
#rb Michael.Trepka
#c0der3view Bart.Hawthorne, Andrew.Grant.
#tests none in this branch
(Merging 3218133 from Dev-Platform to to //Orion/Dev-General)
Change 3216959 on 2016/12/01 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3216930
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3216954 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3216341 on 2016/11/30 by Michael.Noland
Engine: Reduced the length of the hitch when turning off ToggleDebugCamera while showdebug was active by removing expired strings from the back of the array instead of the front
(the underlying issue of strings accumulating while not being displayed / processed is covered by UE-39226)
#rb marc.audy
#tests showdebug significancemanager + toggledebugcamera + wait 30 s + toggledebugcamera
Change 3216233 on 2016/11/30 by Andrew.Grant
Generate symbols for PS4 as a post-build UBT step
At runtime do a better job of searching paths for symbols
#rb Marcus.Wassmer
#tests verified symbols are generated and valid
Change 3215522 on 2016/11/30 by David.Ratti
Fixes from Simon for particle significance overriding explicit call to SetEmitterEnabled by game code.
#rb none
#tests pie
#c0der3view Simon.Tovey
Change 3215444 on 2016/11/30 by Aaron.McLeran
OR-19392 (and now) OR-32017 Reintroducing CL 2943174 after it was lost due to integration issues!
#rb none
#tests none
Change 3215110 on 2016/11/30 by jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3215050
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3215097 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
#R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Rampage/Skins/Rampage_v001_IceBlue/M_RampageV001_MASTER.uasset
#c0der3view: jason.bestimt
Change 3213268 on 2016/11/29 by jason.bestimt
#ORION_MAIN - Merge 35.2 @ CL 3213062
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3213118 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
#R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//R0BOMERGE_ORION_Dev_General/OrionGame/Source/BlueprintContext/Private/BannerContext.cpp
#c0der3view: jason.bestimt
Change 3212226 on 2016/11/28 by Aaron.McLeran
OR-32363 Client ensure with USoundWave::GetResourceSize() v35 DevGen
Ensure is not valid since it's possible for the sound wave to have its resource size queried before its finished decoded in the case of precache on load.
Rather than report ResourceSize (the compressed asset size), we're going to just report the fully decompressed data size (RawPCMDataSize) since that's what it will be when it finishes decoding.
#tests none
#rb zak.middleton
Change 3208273 on 2016/11/22 by Tim.Elek
Fix for Tonemapping sharpen black border for HDR
#rb marc.olano
#c0der3view marcus.wassmer, jordan.walker, andrew.grant
Change 3207881 on 2016/11/22 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
If a requested package can't be found and async loading is not an option, load the object instead of hoping that FlushAsyncLoading() will make things right...
This flaw was spotted while investigating OR-31699 which was due to a different issue, but should have been handled by this codepath.
#rb none
#tests Faked a condition where a package wasn't loaded on the client but became referenced by a object from the server
[c0der3viewed] Ben.Ziegler
#R0BOMERGE-SOURCE: CL 3207880 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3207807 on 2016/11/22 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Fix for OR-31699
While preloading packages check that a package has actually been loaded. Previously this could result in a package failing to load because FindObjectFast would return it to itself (!)
#rb none
[c0der3viewed] Michael.Noland
#tests verified can load into Monolith and get the shadow buff
#R0BOMERGE-SOURCE: CL 3207806 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3207756 on 2016/11/22 by David.Ratti
rollback networking changes since they seem to be causing side effects and v35 isnt the version to take chances on
#rb none
#tests compile
Change 3206348 on 2016/11/21 by Dan.Hertzka
Re-added lost type checking changes to the widget BP compiler when evaluating whether to bind a widget
Also added the type check when renaming a widget - if the property name is taken by a BindWidget property, but the widget isn't of a valid type, the rename now fails
#c0der3view Nick.Darnell
#rb Nick.Darnell
#tests Widget BP binding
Change 3205882 on 2016/11/21 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3205612
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3205880 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3205802 on 2016/11/21 by Daniel.Lamb
Fixed commandlet used for diffing cooked packages and generating serialization callstacks.
#rb None
#test Diff cooked package commandlet
Change 3204959 on 2016/11/18 by Ryan.Gerleve
World time is no longer adjusted when scrubbing in replays. Fixes several issues related to deathcam. Originally done to to fix ability cooldowns in replays, but shouldn't be necessary.
#rb john.pollard
#jira OR-30918, OR-31268, OR-31302
#tests golden path, deathcam, replays
Change 3204805 on 2016/11/18 by Frank.Gigliotti
Don't clamp root motion finish velocity if it doesn't need it.
#RB None
#Tests PIE
Change 3204327 on 2016/11/18 by Mieszko.Zielinski
Extended UBTDecorator_IsAtLocation with an option of using regular geometric distances rather than pathfollowing-based test #UE4
#rb Lukasz.Furman
#test golden path
Change 3204078 on 2016/11/18 by Ryan.Gerleve
Flip incorrect sort when there are multiple viewpoints in the significance manager (duplicate of CL 3203997 from Dev-Framework).
Fixes objects having incorrect significance in deathcam playback.
#rb marc.audy
#tests golden path, deathcam
Change 3204041 on 2016/11/18 by John.Pollard
Fix issue where old player controller from draft lobby was hanging around, causing replication warnings
#rb BartH
#tests Replays
Change 3203971 on 2016/11/18 by John.Pollard
Fix assert that can occur in player controller iterator when last element cast's to nullptr
#rb BartH
#tests Live + replays
Change 3203843 on 2016/11/18 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3203682
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3203842 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3202948 on 2016/11/17 by Daniel.Lamb
Disabled warning about invalidating cook due to unparsable ini setting.
This occurs when you don't have any previously cooked content (like on build machine).
#jira OR-31916
#rb trivial
#test cook paragon
Change 3202798 on 2016/11/17 by David.Ratti
Fix logic error around bSuppressGameplayCues
#rb none
#tests compile
Change 3202761 on 2016/11/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: david.ratti
Use FObjectKey instead of UClass* for function acceleration map. Speculative fix for rare client crash.
#rb none
#test pie
#R0BOMERGE-SOURCE: CL 3202552 in //Orion/Release-34.3/... via CL 3202760
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3202688 on 2016/11/17 by Michael.Noland
Engine: Adding stats to performance assassians GetAllActorsWithInterface and GetAllActorsWithTag to make them clearer in dumphitches reports (also in GetAllActorsOfClass, which is usually fine unless used with something really broad like AActor or AStaticMeshActor)
#rb none
#tests Compiled and ran on PS4
Change 3202687 on 2016/11/17 by Michael.Noland
Engine: Changed console variables and commands to allow using ? immediately following the command (without a space) to bring up the help text, in addition to the existing behavior of using ? as the first parameter
#tests Tested with/without spaces on both a console variable and a console command
#rb nick.darnell
Change 3202686 on 2016/11/17 by Michael.Noland
Engine: Made help console command open the generated HTML file via LaunchURL on windows
#tests Tested help command on Windows (LaunchURL with file:// use is only enabled for Windows now, but will be tested on Mac and possibly enabled later)
#rb nick.darnell
Change 3202622 on 2016/11/17 by Ryan.Gerleve
Support duplication of UReflectionCaptureComponents that were loaded from cooked data. Needed to support deathcam in Monolith.
#rb daniel.wright
#tests golden path on monolith with deathcam enabled on PS4
Change 3202575 on 2016/11/17 by Dan.Hertzka
Blur widget updates
- Renamed to SBackgroundBlur/UBackgroundBlur
- Split SBackgroundBlur out into its own file
- Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha
- Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set
- Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version)
- Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image
#c0der3view Matt.Kuhlenschmidt
#rb none
#tests PIE & widget designer
Change 3202533 on 2016/11/17 by Mieszko.Zielinski
Fixed new toggleable nav links not working in client-server environment #Orion
#rb none
#test golden path
Change 3202456 on 2016/11/17 by Mieszko.Zielinski
Introduced a new constant to Recast soruces to be used as initial value of tile salt variables #UE4
#rb none
#test golden path
Change 3202414 on 2016/11/17 by Chris.Bunner
Clamp eye adapation working area to match scene viewrect.
#rb Marcus.Wassmer
#tests Editor
#jira OR-31821
Change 3202205 on 2016/11/17 by David.Ratti
Networking fix:
-Fix ensure about Delayed Prediction Key being flushed while invalid
-Fix issue where predicted GE would be removed due to prediction key catch up, but would be added to the removed predicted GE list, causing the later replicated GE to be ignored incorrrectly. This can cause cooldowns to not appear on client, making abilities appear to not function.
#rb none
#tests golden path, latency
#c0der3view Frank.Gigliotti
Change 3202063 on 2016/11/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: nicholas.davies
#jira OR-31641 Chat logs overlap text box when pressing enter
Jamie Dale fix for adjusting text spacing when lines are removed from TextLayouts
[c0der3viewed] Jamie.Dale
#RB Jamie.Dale
#TESTS Chat should no longer overlap when more than 40 messages have been added
#R0BOMERGE-SOURCE: CL 3202062 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3201964 on 2016/11/17 by Jason.Bestimt
#R0BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3201880
#RB:none
#Tests:none
#R0BOMERGE-SOURCE: CL 3201956 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3201426 on 2016/11/16 by Mieszko.Zielinski
Implemented a generic way to set up simple point navigation links that could be disabled at runtime on static navmesh #Orion
#rb none
#test golden path
Change 3201174 on 2016/11/16 by John.Pollard
Increase number of retries when refreshing viewer fails + refactor so that a refresh doesn't starve other REST calls
#rb BartH
#tests Replays
Change 3200669 on 2016/11/16 by Jason.Bestimt
#R0BOMERGE-AUTHOR: andrew.grant
Merging test framework changes from Release-34 to resolve some known conflicts
#rb #tests na
#R0BOMERGE-SOURCE: CL 3200668 in //Orion/Main/...
#R0BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3199192 on 2016/11/15 by Lina.Halper
Extra ensure for the crash with OR-31795
#jira: OR-31795
#rb: Laurent.Delayen
#tests: cooked, and test AI_Test with 9 bots
Change 3199187 on 2016/11/15 by Aaron.McLeran
UE-35533 Implementing from CL 3112097 Dev-Framework for joey
#tests Perform tests described in JIRA
#rb Jeff.Campeau
Change 3199094 on 2016/11/15 by Eric.Newman
Only ping Slate last interaction time for analog input outside the deadzone
Orion now only reports handled for analog movements outside the deadzone
#c0der3view matt.kulhenschmidt,chris.gagnon
#rb cody.haskell
#tests golden path w/ ps4 controller on PC
Change 3199085 on 2016/11/15 by Laurent.Delayen
Potential fix for https://jira.it.epicgames.net/browse/OR-31795
#rb lina.halper
#tests twinblast ult multiPIE
Change 3198934 on 2016/11/15 by Frank.Gigliotti
Fixed out of sync root motion ability tasks;
* Root motion ability tasks were out of sync and ending before the root motion was finished. The tasks now wait for the root motion to say it is done.
#RB Laurent.Delayen
#Tests PIE
Change 3198486 on 2016/11/15 by David.Ratti
Iniitalize EffectContext to default ASC EffectContext when no context is specified in AddGameplayCue_Internal. Fixes some GC translation issues.
#rb none
#tests pie
Change 3198424 on 2016/11/15 by Rob.Cannaday
Fix JSON_SERIALIZE_OBJECT_SERIALIZABLE macro in write mode not beginning a JSON object
#rb ian.fox
#tests class using JSON macros that writes a named subobject (BEGIN_JSON_SERIALIZER/JSON_SERIALIZE_OBJECT_SERIALIZABLE("name", obj)/END_JSON_SERIALIZER)
Change 3198418 on 2016/11/15 by Rob.Cannaday
More profiling for hitch when receiving friend request
#jira OR-30503
#rb ian.fox
#tests front end add/remove friend
#lockdown nicholas.davies
Change 3198214 on 2016/11/15 by David.Ratti
Ability System: Added support for some advanced client prediction with the intention of removing latency from the effective duration of predictive gameplay effects.
1. Predicted GameplayEffect reconciliation.
Predicted GEs are now reconciled with their replicated counter parts. Previously the predicted GE would be removed when the replicated one came in. Now we reconcile the predicted GE with the replicated GE, and throw out the replicated GE as if it was never added. To the outside, the predicted GE becomes the replicated GE seamlessly.
2. Server retry client activation fails.
When a client ability activation fails on the server, the server can retry the activation for a few frames before officially failing it. This is to combat minor discrepencies caused by different server frame rate or jitter in networking conditions. The common example is that we handle RPCs at the top of the frame, before we update timer manager and removed expired GEs or end animations.
Both features can be disabled with -DisableAdvancedClientPrediction. They can be toggled individually via config file.
#QAr3view:
1. Verify ping time no longer affects attack speed OR-30123. We still expect packet loss to have some effect on rate of fire.
2. Be on the look out for "ability stuck" type of issues
3. If there are resources, I would like to get 2 people to give qualitative feedback on this. Have them lane 1v1 for ~7 minutes with 200 ms of ping (no packet loss). Do this twice, once normally and again with -DisableAdvancedClientPrediction on both client AND server. Do it blind: don't tell them which run has which setting, just see if they notice differences. The hope is that your LMB attacks feel consistent with respect to timing and match what the UI shows in terms of cooldown. I would recommend testing with Murdock and maybe a melee like Crunch
#rb frank
#c0der3view Frank.Gigliotti, Billy.Bramer, Fred.Kimberley
#tests pie, golden path
Change 3197309 on 2016/11/14 by Laurent.Delayen
Additional debugging info for https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests riftmage + venus VS riftmage multiPIE
Change 3196654 on 2016/11/14 by Laurent.Delayen
Additional debug info to track down https://jira.it.epicgames.net/browse/OR-31677
#rb none
#tests compiles
[CL 3276432 by Andrew Grant in Main branch]
2017-01-27 23:32:44 -05:00
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if (GridManager)
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{
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FNavLocalGridData GridData(Location, FVector2D(CapsuleRadius + UNavLocalGridManager::GridCellSize * Radius2D, CapsuleRadius + UNavLocalGridManager::GridCellSize * Radius2D));
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GridData.SetHeight(Height + CapsuleHalfHeight);
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GridData.MarkCapsuleObstacle(Location, CapsuleRadius, CapsuleHalfHeight);
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GridId = GridManager->AddGridData(GridData, bRebuildGrids);
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}
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return GridId;
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}
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
|
|
|
void UNavLocalGridManager::RemoveLocalNavigationGrid(UObject* WorldContextObject, int32 GridId, bool bRebuildGrids)
|
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
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|
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{
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
|
|
|
UNavLocalGridManager* GridManager = UNavLocalGridManager::GetCurrent(WorldContextObject);
|
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
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if (GridManager)
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{
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GridManager->RemoveGridData(GridId, bRebuildGrids);
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}
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
|
|
|
bool UNavLocalGridManager::FindLocalNavigationGridPath(UObject* WorldContextObject, const FVector& Start, const FVector& End, TArray<FVector>& PathPoints)
|
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
|
|
|
{
|
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
|
|
|
UNavLocalGridManager* GridManager = UNavLocalGridManager::GetCurrent(WorldContextObject);
|
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
|
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if (GridManager)
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{
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return GridManager->FindPath(Start, End, PathPoints);
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}
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return false;
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}
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
|
|
|
bool UNavLocalGridManager::SetLocalNavigationGridDensity(UObject* WorldContextObject, float CellSize)
|
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
|
|
|
{
|
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
|
|
|
UNavLocalGridManager* GridManager = UNavLocalGridManager::GetCurrent(WorldContextObject);
|
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
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UNavLocalGridManager* UNavLocalGridManager::GetCurrent(const UObject* WorldContextObject)
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040)
#lockdown Nick.Penwarden
=====================================
MAJOR FEATURES + CHANGES
=====================================
Change 3459524 by Marc.Audy
Get/Set of properties that were previously BPRW/BPRO should error when used
#jira UE-20993
Change 3460004 by Phillip.Kavan
#jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value.
Change summary:
- Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation.
Change 3461210 by Phillip.Kavan
#jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry.
Change summary:
- Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database.
- Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached.
- Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid.
- Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid.
- Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals.
- Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick.
Notes:
- Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor.
Change 3461373 by Lukasz.Furman
fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad
#jira UE-44231
Change 3461409 by Lukasz.Furman
fixed reenabling automatic navmesh generation in Editor Preferences
#ue4
Change 3461550 by Ben.Zeigler
#jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time
Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors
Change 3462625 by Zak.Middleton
#ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come).
github PR #3620
Change 3462796 by Dan.Oconnor
Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame
#jira UE-45434
Change 3462995 by Ben.Zeigler
#jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin
Change 3463099 by Ben.Zeigler
#jira UE-45471 Allow abstract base classes for primary assets
Change 3464809 by Marc.Audy
Expose FVector2D / FVector2D to blueprints
#jira UE-45427
Change 3467254 by Mieszko.Zielinski
Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4
Change 3467644 by Dan.Oconnor
Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing.
#jira UE-45443, UE-45444
Change 3468176 by Dan.Oconnor
Fix dependent blueprints being marked dirty when a blueprint is compiled
Change 3468353 by Michael.Noland
UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game
Change 3470532 by Dan.Oconnor
Re-enable compilation manager
Change 3470572 by Dan.Oconnor
Fix for pin paramters resetting when an archetype was reinstanced
#jira UE-45619
#rnx
Change 3471949 by Mason.Seay
Adding Primary Assets for testing
Change 3472074 by Ben.Zeigler
#jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module
Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache.
Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking
Change 3472079 by Ben.Zeigler
With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here
Change 3473429 by Lukasz.Furman
changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh)
#jira UE-41884
Change 3473476 by Lukasz.Furman
changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh)
#jira UE-41884
Change 3473663 by Ben.Zeigler
Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added
Change 3473679 by Mason.Seay
Slight cleanup of test map and added ability to teleport across level for easy navigation
Change 3473712 by Marc.Audy
Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value
Change 3474055 by Marc.Audy
When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with.
#jira UE-41828
Change 3474119 by mason.seay
Tweaked Force Feedback test
Change 3474156 by Marc.Audy
Actually enable orphan pin retention
Change 3474382 by Ben.Zeigler
Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing
Change 3474386 by Ben.Zeigler
Close popup window when adding asset class to audit window
Change 3474491 by Ben.Zeigler
Remove ability for Worlds to not be saved as assets, this has been the default since 2014.
Change 3475363 by Marc.Audy
Alt-click now works with orphaned pins
#jira UE-45699
Change 3475523 by Marc.Audy
Fixup Fortnite and Paragon content for orphaned pin errors and warnings
Change 3475623 by Phillip.Kavan
#jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor.
Change summary:
- Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value.
Change 3476008 by Dan.Oconnor
Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value.
#jira UE-18765
Change 3476115 by Dan.Oconnor
Fix missing category information for inherited functions when using compilation manager
#jira UE-45660
#rnx
Change 3476577 by Lukasz.Furman
added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms)
#ue4
Change 3476587 by Phillip.Kavan
#jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions.
Change summary:
- Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up.
- Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree).
Notes:
- The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398.
#rnx
Change 3476723 by Dan.Oconnor
Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager
#jira UE-45468
#rnx
Change 3476948 by Michael.Noland
Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing
Change 3476970 by Ben.Zeigler
Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly
Change 3477536 by Marc.Audy
Don't display default value box on linked orphaned input pins
Change 3477835 by Marc.Audy
Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected
#jira UE-45754
Change 3478027 by Marc.Audy
Minor performance optimization
#rnx
Change 3478198 by Phillip.Kavan
#jira UE-42431 - Remove an unnecessary ensure() when pasting an event node.
Change summary:
- Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node.
Change 3478485 by Marc.Audy
Eliminate extraneous error messages about orphaned pins on get/set nodes
#jira UE-45749
#rnx
Change 3478756 by Marc.Audy
Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums
#jira UE-45721
#rnx
Change 3478926 by Marc.Audy
Non-blueprint type structs can no longer be made/broken
Non-blueprint visible properties in structs will no longer have pins created for them
#jira UE-43122
Change 3478988 by Marc.Audy
DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function.
#jira UE-45524
Change 3479818 by Marc.Audy
Allow ctrl-drag off of orphan pins
#jira UE-45803
Change 3480214 by Marc.Audy
Modifications to user defined enumerations are now transacted
#jira UE-43866
Change 3480579 by Marc.Audy
Maintain all pin properties through transactions.
#rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle.
Change 3481043 by Marc.Audy
Make/Break of structs does not depend on having blueprint exposed properties.
Splitting of a struct pin still requires blueprint exposed properties.
#jira UE-45840
#jira UE-45831
Change 3481271 by Ben.Zeigler
Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0
Clean up ChunkDependencyInfo and make it properly public
Move ShouldSetManager to be WITH_EDITOR
Ported from WEX branch
#RB peter.sauerbrei
Change 3481373 by Dan.Oconnor
Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes
#jira UE-45704
Change 3481380 by Ben.Zeigler
Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful
Change 3482362 by Marc.Audy
Fix properties not exposed to blueprint warnings for input properties on function graphs.
#jira UE-45824
Change 3482406 by Ben.Zeigler
#jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map
Change 3482498 by Ben.Zeigler
Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class
Change 3482517 by Lukasz.Furman
fixed smart navlink update functions removing important flag
#jira UE-45875
Change 3482538 by Marc.Audy
When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float
#jira UE-45846
Change 3482773 by Marc.Audy
Don't show default value or pass by reference for exec pins
#jira UE-45868
Change 3482791 by Ben.Zeigler
#jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization
Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function
Change 3483131 by Zak.Middleton
#ue4 - InterpToMovementComponent:
- Fix velocity not zeroed when interpolation stops.
- Various fixes when calculating velocity and time when substepping is enabled.
- Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact).
#jira UE-45690
Change 3483146 by Phillip.Kavan
#jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints.
Change summary:
- Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP.
- Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling.
- Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature.
Change 3483340 by Ben.Zeigler
Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets
Change 3483548 by Michael.Noland
Epic Friday: Playing around with some prototype traps
Change 3483700 by Phillip.Kavan
Fix CIS cook crash introduced by last submit.
#rnx
Change 3485217 by Ben.Zeigler
#jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function
Change 3485367 by Dan.Oconnor
Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager
#jira UE-45756
Change 3485565 by Ben.Zeigler
#jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable
Change 3485566 by Marc.Audy
Fix crashes caused by undo/redo of user defined struct changes
#jira UE-45775
#jira UE-45781
Change 3485805 by Michael.Noland
PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev)
#jira UE-43747
Change 3485807 by Michael.Noland
PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers)
#jira UE-44041
Change 3485811 by Michael.Noland
Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level)
Change 3485829 by Michael.Noland
Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded
Change 3485830 by Michael.Noland
PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift)
#jira UE-45002
Change 3486039 by Michael.Noland
PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist)
- Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding
- Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible
- Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible
#jira UE-44014
Change 3486093 by Michael.Noland
PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040)
#jira UE-42903
Change 3486139 by Michael.Noland
Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page
#rn
Change 3486154 by Michael.Noland
Framework: Speculative fix for CIS error about FStructOnScope
#rnx
Change 3486180 by Dan.Oconnor
Better match old logic for determining when to skip data only compile
#jira UE-45830
Change 3487276 by Marc.Audy
Fix crash when using Setter with a locally scoped variable
#rnx
Change 3487278 by Marc.Audy
Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected
Change 3487658 by Marc.Audy
Ensure that child actor template is created for subclasses
#jira UE-45985
Change 3487699 by Marc.Audy
Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase
Change 3487813 by Dan.Oconnor
Asset demonstrating a crash
Change 3488101 by Marc.Audy
Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins.
Correctly orphan pins when a node goes to 0 pins.
Change 3488337 by Marc.Audy
Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job
#jira UE-46020
Change 3488512 by Dan.Oconnor
ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it
#jira UE-45830, UE-45965
#rnx
Change 3488631 by Michael.Noland
Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level
#jira UE-45630
Change 3488665 by Michael.Noland
Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set
- The category, raw name, and tooltip of the property are now included as part of the filter text as well
- The property tooltip is now displayed when hovering over the property name
- Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate
Change 3489324 by Marc.Audy
Fix recursion causing stack crash
#jira UE-46038
#rnx
Change 3489326 by Marc.Audy
Fix cooking crash
#jira UE-46031
#rnx
Change 3489687 by mason.seay
Assets for testing orphan pins
Change 3489701 by Marc.Audy
Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin.
#jira UE-46051
#jira UE-46052
#rnx
Change 3490352 by Dan.Oconnor
Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint
#jira UE-46062
Change 3490814 by Marc.Audy
Make callfunction/macro instances save all pins in orphan state more similar to previous behavior
#rnx
Change 3491022 by Dan.Oconnor
Properly clean up 'Key' property when we fail to create a value property
#jira UE-45279
Change 3491071 by Ben.Zeigler
#jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory.
Change 3491244 by Michael.Noland
Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors)
#jira UE-32948
Change 3491276 by Michael.Noland
Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable)
- Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places
- Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item
#jira UE-43372
Change 3491562 by Marc.Audy
Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it
#jira UE-46020
#rnx
Change 3491658 by Marc.Audy
Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert
#rnx
Change 3491946 by Marc.Audy
ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented)
RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible)
DestroyImpl now prunes out SubPins that had already been trashed
#rnx
Change 3492040 by Marc.Audy
Discard exec/then pins from a callfunction that has been converted to a pure node
#rnx
Change 3492200 by Zak.Middleton
#ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size.
Fixes possible regression from CL 3359561 that removed the Reset(...) entirely.
#jira UE-46012
Change 3492290 by Ben.Zeigler
#jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed
Change 3492311 by Marc.Audy
Don't clear the pin type if what you're connecting to's pin type is wildcard
#rnx
Change 3492680 by Dan.Oconnor
Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset
Change 3492826 by Marc.Audy
Don't do pin connection list change notifications from DestroyPins while regenerating on load
#jira UE-46112
#rnx
Change 3492851 by Michael.Noland
Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters
Change 3492852 by Michael.Noland
Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class
Change 3492934 by Marc.Audy
Fix ensure and crash delete macro containing orphaned pin
#rnx
Change 3493079 by Dan.Oconnor
Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..)
#rnx
Change 3493346 by Phillip.Kavan
#jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs.
Change summary:
- Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values.
- Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future.
Change 3493938 by Michael.Noland
Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable)
#jira UE-45780
Change 3493945 by Michael.Noland
Blueprints: Fixed GetDelegatePoperty typos
#rnx
Change 3493997 by Michael.Noland
Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes
#jira UE-45760
Change 3493998 by Dan.Oconnor
Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it
Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days
Change 3494025 by Michael.Noland
Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES)
#rnx
Change 3494026 by Michael.Noland
Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer
- Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc...
- Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed
#rnx
Change 3496382 by Ben.Zeigler
Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress
Change 3496688 by Marc.Audy
Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up
#jira UE-46073
Change 3496830 by Michael.Noland
Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata
#rnx
Change 3496840 by Michael.Noland
Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work)
Change 3497038 by Michael.Noland
Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds)
- You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts)
- You can also specify a set of items to grant to your local inventory when it is created
Change 3497204 by Marc.Audy
Fix AbilitySystemComponent not being blueprint readable.
#rnx
Change 3497668 by Mieszko.Zielinski
Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4
#jira UE-43659
Change 3497677 by Mieszko.Zielinski
Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4
Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry
#jira UE-41293
Change 3497678 by Mieszko.Zielinski
Marked AbstractNavData class as transient #UE4
We never want to save it to levels
Change 3497679 by Mieszko.Zielinski
Made NavModifierVolume responsive to editor-time property changes #UE4
#jira UE-32831
Change 3497900 by Dan.Oconnor
Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level
#rnx
Change 3497904 by Dan.Oconnor
Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct
#jira UE-46153
#rnx
Change 3497907 by Dan.Oconnor
Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class
#rnx
#jira UE-46186
Change 3498218 by mason.seay
Updates to pin testing BP's
Change 3498323 by Mieszko.Zielinski
Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4
Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers
#jira UE-44891
Change 3499007 by Marc.Audy
Allow systems to hook Pre and PostCompile to do custom behaviors
Change 3499013 by Mieszko.Zielinski
Made AbstractNavData class non-transient again #UE4
Implemented AbstractNavData instances' transientness in a different manner.
#jira UE-46194
Change 3499204 by Mieszko.Zielinski
Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion
Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation.
#jira UE-43799
Change 3499321 by mason.seay
Updated bp for struct testing
Change 3499388 by Marc.Audy
Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed).
Change 3499390 by Marc.Audy
Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted.
#rnx
Change 3499420 by Michael.Noland
Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses
The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want:
- ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully
- LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully
- Assert: Asserts, the calling code is not expecting to handle a failure gracefully
- Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern
- Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert
- Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked)
- Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread
The typical recommended call pattern is to use something like:
if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull))
{
... Do something with World
}
Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr.
#jira UE-42458
Change 3499429 by Michael.Noland
Engine: Removed a bogus TODO (the problematic code had already been reworked)
#rnx
Change 3499470 by Michael.Noland
Core: Improved and corrected the comment for ensure()
- It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?)
- It now only fires once per ensure() by default, added a note about ensureAlways()
#rnx
Change 3499643 by Marc.Audy
Use TGuardValue instead of manually managing it
#rnx
Change 3499874 by Marc.Audy
Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log
Change 3499875 by Marc.Audy
When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites)
#jira UE-46224
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3499953 by Michael.Noland
Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage)
- These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions
Change 3499957 by Michael.Noland
Animation: Added runtime errors for nullptr ControlRigs passed into BP methods
#rnx
Change 3499958 by Michael.Noland
Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error
#rnx
Change 3499959 by Michael.Noland
Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints
Change 3499960 by Michael.Noland
AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object
Change 3499968 by Michael.Noland
Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues
#rnx
Change 3499969 by Michael.Noland
Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack
#rnx
Change 3499973 by Michael.Noland
Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject
- Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget
Change 3499979 by Michael.Noland
Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material
Change 3499984 by Michael.Noland
Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected
Change 3499993 by Michael.Noland
Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters
- This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in'
- These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>)
- Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS
Change 3500009 by Michael.Noland
Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM)
#rnx
Change 3500011 by Michael.Noland
Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms
Change 3500012 by Michael.Noland
Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset
Change 3500014 by Michael.Noland
Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that)
Change 3500019 by Michael.Noland
Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters
- It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments
Change 3500020 by Michael.Noland
Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world)
Change 3501062 by Marc.Audy
MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function
Fix inability to undo/redo pin additions to sequence node
Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used
#jira UE-46164
#jira UE-46270
Change 3501330 by Michael.Noland
AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place)
#jira UE-46271
Change 3501356 by Marc.Audy
Fix crash when multi-editing actor blueprints
#jira UE-46248
Change 3501408 by Michael.Noland
Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack)
Change 3501457 by Phillip.Kavan
#jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node.
Change summary:
- Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass.
- Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl).
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects.
Change 3502741 by Phillip.Kavan
#jira UE-45782 - Fix undo for index pin type changes.
Change summary:
- Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed.
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3503087 by Marc.Audy
Re-fixed ocean content as editor had also changed so had to take theirs and redo
#rnx
Change 3503266 by Ben.Zeigler
#jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory
Change 3503325 by mason.seay
updated Anim BP to prep for pin testing
Change 3503445 by Marc.Audy
Fix crash caused by OldPins being destroyed before rewiring
#rnx
Change 3505024 by Marc.Audy
Fix NodeEffectsPanel blueprint as it was using pins that no longer existed
#rnx
Change 3505254 by Marc.Audy
Don't include orphan pins when gather source property names
If a property doesn't exist for a source property name just skip the property rather than crashing
#jira UE-46345
#rnx
Change 3506125 by Ben.Zeigler
#jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place
Change 3506334 by Dan.Oconnor
Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints
#jira UE-46411
Change 3506439 by Dan.Oconnor
Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo
#jira UE-46308
Change 3506468 by Dan.Oconnor
Return to pre 3488512 behavior, as it causes bad default values
#jira UE-46414
#rnx
Change 3506733 by Marc.Audy
Use the most up to date class to determine whether a property still exists when adding pins during reconstruction
#jira UE-45965
#author Dan.OConnor
#rnx
Change 3507531 by Ben.Zeigler
#jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays
Change 3507924 by mason.seay
Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues
Change 3507962 by Marc.Audy
Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958
#rnx
Change 3509131 by Dan.Oconnor
Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table
#jira UE-46311
Change 3509345 by Marc.Audy
CVar to disable orphan pins if necessary
#rnx
Change 3509959 by Marc.Audy
Protect against crashing due to large values in Timespan From functions
#jira UE-43840
Change 3510040 by Marc.Audy
Remove all the old unneeded ShooterGame test maps
#rnx
[CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
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UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
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UAISystem* AISys = World ? UAISystem::GetCurrent(*World) : nullptr;
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#if WITH_ENGINE
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UWorld* UNavLocalGridManager::GetWorld() const
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{
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
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#endif // WITH_ENGINE
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