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UnrealEngineUWP/Engine/Source/Runtime/NavigationSystem/Public/NavLinkCustomInterface.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
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 "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Templates/SubclassOf.h"
#include "UObject/Interface.h"
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 "NavAreas/NavArea.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 "AI/Navigation/NavLinkDefinition.h"
#include "Engine/World.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 "NavLinkCustomInterface.generated.h"
/**
* Interface for custom navigation links
*
* They can affect path finding requests without navmesh rebuilds (e.g. opened/closed doors),
* allows updating their area class without navmesh rebuilds (e.g. dynamic path cost)
* and give hooks for supporting custom movement (e.g. ladders),
*
* Owner is responsible for registering and unregistering links in NavigationSystem:
* - RegisterCustomLink
* - UnregisterCustomLink
*
* See also: NavLinkCustomComponent
*/
UINTERFACE(MinimalAPI, meta=(CannotImplementInterfaceInBlueprint))
class UNavLinkCustomInterface : public UInterface
{
GENERATED_UINTERFACE_BODY()
};
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
class NAVIGATIONSYSTEM_API INavLinkCustomInterface
{
GENERATED_IINTERFACE_BODY()
/** Get basic link data: two points (relative to owner) and direction */
virtual void GetLinkData(FVector& LeftPt, FVector& RightPt, ENavLinkDirection::Type& Direction) const {};
/** Get agents supported by this link */
virtual void GetSupportedAgents(FNavAgentSelector& OutSupportedAgents) const {};
/** Get basic link data: area class (null = default walkable) */
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
virtual TSubclassOf<UNavArea> GetLinkAreaClass() const { return nullptr; }
/** Get unique ID number for custom link
* Owner should get its unique ID by calling INavLinkCustomInterface::GetUniqueId() and store it
*/
virtual uint32 GetLinkId() const { return 0; }
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3293188) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3207429 on 2016/11/22 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3207285 Change 3252627 on 2017/01/10 by Lukasz.Furman removed duplicated entries from visual logger shape rendering #ue4 Change 3252675 on 2017/01/10 by Ori.Cohen Add support for tagged memory regions (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3252686 on 2017/01/10 by Ori.Cohen Refactor BodySetup to make it easier to reuse shape creation (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) 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 3252887 on 2017/01/10 by Dan.Reynolds Increased modes to include: Harmonic minor Melodic minor (going up) Pentatonic (Major) Pentatonic (minor) Whole Tone Diminished (WH) and Blues Change 3252895 on 2017/01/10 by Aaron.McLeran update to music utilities. Change 3253060 on 2017/01/10 by Aaron.McLeran Updates to synthesis plugin and some new features to DSP objects Change 3253061 on 2017/01/10 by Aaron.McLeran Updates to music maps Change 3253078 on 2017/01/10 by Aaron.McLeran Removing pragma optimization code accidentally checked in Change 3253110 on 2017/01/10 by Ori.Cohen First iteration of immediate mode ragdoll node (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3253315 on 2017/01/10 by Aaron.McLeran Fixing a few bugs in DSP objects - Added a new types file EpicSynth1 and EpicSynth1 component can share enums Change 3253577 on 2017/01/11 by Aaron.McLeran Checking in updates to assets for music -- celestial manager for rotating objects like planets, new ambient map Change 3254052 on 2017/01/11 by Ori.Cohen Fix build. Change 3254059 on 2017/01/11 by Ori.Cohen Turn off html5 trying to build apex. Change 3254095 on 2017/01/11 by Ori.Cohen Fix build Change 3254200 on 2017/01/11 by Jon.Nabozny Make vectorized FTransform Accumulate (with blend) and AccumulateWithAdditive (with blend) consistent with the non-vectorized version and comments. #JIRA UE-40469 Change 3254334 on 2017/01/11 by Marc.Audy Put in missing virtual Change 3254397 on 2017/01/11 by dan.reynolds Updates to OtonOkeMap Change 3254410 on 2017/01/11 by Marc.Audy Cleanup autos Change 3254420 on 2017/01/11 by Marc.Audy PR #3110: Add missing IsInAudioThread check (Contributed by projectgheist) Modified somewhat, but based on what PR indicated as a problem. #jira UE-40369 Change 3254423 on 2017/01/11 by Marc.Audy Optimize GetDefaultSubobjectByName and GetDefaultSubobjects Remove autos Change 3254826 on 2017/01/11 by Aaron.McLeran Bringing optimizations to dev-framework Change 3254831 on 2017/01/11 by dan.reynolds Modified MidiSynthTestBP to use Program Change events to pull a Preset from a Preset Bank--added a Data Blueprint Object ES1Bank_Default (containing Preset arrays) with children classes for different classifications of Presets. Change 3254833 on 2017/01/11 by dan.reynolds Updating MidiSynthTestBP's default SynthPreset pan value. Change 3254851 on 2017/01/11 by dan.reynolds Updating ES1Bank_Bass Updating OtonOkeMap Change 3254854 on 2017/01/11 by Aaron.McLeran Some fixups for pan modulation Change 3255682 on 2017/01/12 by aaron.mcleran Turning the bass down a bit on OtonOkeMap Change 3255721 on 2017/01/12 by Marc.Audy Fix spelling error Change 3255790 on 2017/01/12 by Marc.Audy Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3256263 on 2017/01/12 by Ori.Cohen Refactor immediate mode api to take PxD6Joint and PxRigidActor instead. 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 3256360 on 2017/01/12 by Ori.Cohen Make sure physx actors passed into immediate mode are done so with proper locks (can probably improve this in the case where the actor is not even in the scene) Change 3256846 on 2017/01/13 by Marc.Audy Deprecate FBox/FBox2D int32 constructor because it makes no sense if you pass in a non 0 value. Use ForceInit instead. Change 3256954 on 2017/01/13 by Marc.Audy Fix missed fixup of deprecated constructor use Change 3257167 on 2017/01/13 by Jon.Nabozny Fix check in FBodyInstance::SetCollisionEnabled. Create convenience methods for HasPhysics and HasQuery. #jira UE-39633 Change 3257181 on 2017/01/13 by Zak.Parrish Adding input map and some testing content to Xenakis Change 3257183 on 2017/01/13 by Mieszko.Zielinski Implemented an improved navigation projection BP function that retrieves both projected locaiton as well as a boolean indicating if the projection succeeded #UE4 Also, did similar changes to GetRandomReachablePointInRadius and GetRandomPointInNavigableRadius #jira UE-40368 Change 3257211 on 2017/01/13 by Jon.Nabozny Fix CIS issue caused by 3257167. Change 3257220 on 2017/01/13 by Marc.Audy Additional FBox constructor deprecation fixups Change 3257236 on 2017/01/13 by zak.parrish Fixed error on Xenakis input pawn Change 3257242 on 2017/01/13 by zak.parrish Update to InputListener Change 3257273 on 2017/01/13 by Marc.Audy No reason to pass simple types by reference Change 3257418 on 2017/01/13 by Ori.Cohen Attempt to turn android physx libs back to static libs. Change 3257445 on 2017/01/13 by Ori.Cohen Turn android libs back to OBJ and removed unreal side linking as it seems we are now just merging into a single physx lib Change 3257903 on 2017/01/14 by Aaron.McLeran Additions to synth module and updates to dsp objects - Adding ability to create arbitrary modular patches from modulating sources to modulation destinations - DSP objects define their default depths but patches can override - Creating new SynthesisEditor module for synthesis plugin so we can create synthesis preset assets - Adding a preset bank type so we can store a bank of presets (aka factory presets) Change 3258179 on 2017/01/15 by Seth.Weedin Duplicating input test map for some FX work Change 3258181 on 2017/01/15 by Seth.Weedin Modify skybox in test map to be dark and spooky Change 3258183 on 2017/01/15 by aaron.johnson substituted classes, changed wind speed and adjusted level lighting Change 3258190 on 2017/01/15 by aaron.johnson substituted triplet pawn and motion controller classes, enabled grabbing animations Change 3258191 on 2017/01/15 by Aaron.McLeran Getting source effects working for GDC demo - Added new synthesis editor module to create instances of user-created source effects - Added code to do source effects - Modified old design to a newer, more simpler design for calling into client code to set parameters. No longer using the complex struct reflection design and instead just pass in the uobject preset the user created. They'll then cast it to the type that has the actual settings. - Tweaks and fixes to existing dsp objects to get source effects working - Modified existing engine code to allow for playing out source effect tails - Only supporting mono and stereo assets for source effect processing. Multi-channel effect processing is overly complex for this feature though we may extend the capabilities in the future. - Fixed issue of pitching with stereo delay effect on setting first interpolated param - Moving synth/dsp stuff in synthesis plugins into appropriate public/private folders in plugin/module - Deleting some cruft files no longer needed Change 3258201 on 2017/01/15 by Seth.Weedin C++ and BP classes for managing grid cells. Initial grid mapping tests. #rb none Change 3258206 on 2017/01/15 by aaron.johnson map push, triplets interface created, debug widget placed in level Change 3258222 on 2017/01/15 by Aaron.McLeran Fixing crash when there's a null entry in the source effect chain Fixed some zippering introduced by applying volume twice. Change 3258225 on 2017/01/15 by aaron.johnson Interface changes, pawn output values wip Change 3258228 on 2017/01/15 by aaron.johnson Pawn should be outputting all correct values for Tripletsinterface Change 3258242 on 2017/01/15 by Stanley.Hayes Edge lights and Spherical Density Materials Change 3258251 on 2017/01/16 by Seth.Weedin More progress on grid FX. Add curve strength modifiers, begin hooking up interaction. #rb none Change 3258284 on 2017/01/16 by Aaron.McLeran Fixing CIS build error Surprised that MSVC allows that... Change 3258525 on 2017/01/16 by Mieszko.Zielinski Made UGameplayTask::ResourceOverlapPolicy configurable via ini files #UE4 Change 3258537 on 2017/01/16 by Lukasz.Furman fixed duplicated & undo operations not updating navigation area in nav link proxy and nav link component #ue4 Change 3258595 on 2017/01/16 by Marc.Audy Fix static analysis warning Change 3259364 on 2017/01/16 by Mieszko.Zielinski BTTask_RotateToFaceBBEntry comment spelling fix #UE4 #jira UE-40669 Change 3259683 on 2017/01/16 by dan.reynolds Updated Preset Bank System implemented in MidiSynthTestBP and 4 Preset Banks have been started Change 3260244 on 2017/01/17 by Lina.Halper #anim - optimize layer blend node to not create mask weights in run-time but in compile time. #code review: Martin.Wilson Change 3260617 on 2017/01/17 by Ori.Cohen Immediate mode spawns its own actors. Change 3260701 on 2017/01/17 by Ori.Cohen Don't bother blending physics with animation when physics is QueryOnly Change 3260796 on 2017/01/17 by Ori.Cohen EndPhysics tick will no longer be scheduled if QueryOnly is used on a ragdoll. Change 3261207 on 2017/01/17 by Ori.Cohen First iteration of contact enabling/disabling for immediate mode. Change 3262010 on 2017/01/18 by Marc.Audy Remove some autos Change 3262525 on 2017/01/18 by Lina.Halper Fix crash with required bones index not using property indexing #jira: UE-40786 Change 3263658 on 2017/01/19 by Martin.Wilson Add AnimTechDemo to dev-framework (base third person + feng mao) Change 3263684 on 2017/01/19 by Lina.Halper #anim : layer node - fix allocation change I made by mistake Change 3264523 on 2017/01/19 by Ori.Cohen Immediate mode can now add static geometry it finds in the world. Also improve contact gen by caching iteration order Change 3264701 on 2017/01/19 by Ori.Cohen Make it so that immediate mode ragdolls collide with the ground in persona.This is a bit of an editor only hack which allows immediate mode to find non-static actors Change 3264980 on 2017/01/19 by Ori.Cohen Make sure physics asset collision disabled works in immediate mode. Change 3265011 on 2017/01/19 by Ori.Cohen Added the ability to override physics asset for immediate mode Change 3265030 on 2017/01/19 by Ori.Cohen Added override gravity for immediate mode. Change 3265650 on 2017/01/20 by Benn.Gallagher NvCloth Source Change 3265652 on 2017/01/20 by Benn.Gallagher NvCloth Lib #rnx Change 3265653 on 2017/01/20 by Benn.Gallagher NvCloth Bin #rnx Change 3266195 on 2017/01/20 by Danny.Bouimad Initial ClothTest Assets for NCloth Before and after comparison TM-MultiClothTest (Under Maps>Framework>Cloth) Change 3266377 on 2017/01/20 by Marc.Audy Ensure that OrphanedDataOnly and TrashClass blueprint generated classes are correctly considered a blueprint class for disregard for GC purposes. Change 3267873 on 2017/01/23 by Jon.Nabozny Fix SceneProxy shadowing in UGeometryCacheComponent. Change 3268025 on 2017/01/23 by Benn.Gallagher IWYU change, platform PCH generation seemed to hide this one. Change 3268026 on 2017/01/23 by Benn.Gallagher Fixed LOCTEXT_NAMESPACE being inconsistently scoped in an #if block #rnx Change 3268630 on 2017/01/23 by Zak.Parrish Updating to add MIGS shooter content, as well as audio interaction Blueprints Change 3268663 on 2017/01/23 by Ori.Cohen Ragdoll animnode uses raw physics asset pointer to ensure it makes a hard reference. Change 3268811 on 2017/01/23 by Ori.Cohen Added component space sim for immediate mode Change 3269369 on 2017/01/24 by Benn.Gallagher Copying //Tasks/UE4/Dev-UEFW-11-NewClothingPipeline to Dev-Framework (//UE4/Dev-Framework) Replaced clothing with new simulation framework Change 3269417 on 2017/01/24 by danny.bouimad Minor Update to cloth map for test Change 3269420 on 2017/01/24 by Benn.Gallagher Removed APEX simulation from clothing framework (used in testing, not fully complete) Change 3269421 on 2017/01/24 by danny.bouimad Small tweaks Change 3269515 on 2017/01/24 by Lukasz.Furman enabled gameplay debugger's OnSelectionChanged event support for both PIE and SIE modes fixed GameplayAbility debugger's category not using IAbilitySystemInterface #ue4 Change 3269595 on 2017/01/24 by mason.seay Break apart physics asset for crash bug Change 3269819 on 2017/01/24 by Ori.Cohen Make the possibly kinematic actor the first actor in the immediate mode joint. This is consistent with physx vanilla solver. Change 3270364 on 2017/01/24 by Josh.Stoddard upgrade to the latest version of v-HACD: https://github.com/kmammou/v-hacd/tree/master/src/VHACD_Lib commit: 7a09f9d NOTE: only updated windows binaries mac and linux still using old binaries until they can be tested #jira UE-40124 #rb josh.stoddard Change 3271188 on 2017/01/25 by Jurre.deBaare Post-import script support #jira UEFW-80 Change 3271249 on 2017/01/25 by Thomas.Sarkanen Move soundwave-internal curve tables to advanced display Exposing it was confusing to audio people Change 3271586 on 2017/01/25 by Marc.Audy Don't rerun construction scripts twice on a level that has been hidden and reshown #jira UE-40306 Change 3272048 on 2017/01/25 by Ori.Cohen Fix for immediate mode sim when root body is the same as the root bone. Change 3272083 on 2017/01/25 by Ori.Cohen Make sure to warn when component space sim and collision are used together. Also handle it gracefully. Change 3272300 on 2017/01/25 by Ori.Cohen Fix incorrect collision generation when a shape's local pose is not identity. Change 3273195 on 2017/01/26 by Jurre.deBaare Fix for Anim import script crash in GetBonePosesForTime Change 3273204 on 2017/01/26 by Ben.Marsh Ignore PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS and PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS macros between include directives. Fixes CIS warning with IncludeTool. Change 3273378 on 2017/01/26 by James.Golding In AnimBP editor, call CopyNodeDataToPreviewNode when properties are edited, not just pin defaults changed Change 3273381 on 2017/01/26 by James.Golding Big refactor to PoseDriver - RBF logic now moved into its own class/file - Allow editing of transform and radial scaling per-target - Add support for different falloff functions (not just Gaussian) - Allow driving curves directly, rather than always poses - Add details customization for pose driver node - Edits to PoseDriver settings now take immediate effect, don't need to recompile Change 3273826 on 2017/01/26 by Josh.Stoddard modify VHACD to improve quality of hulls generated by convex decomposition NOTE: mac libs not included - mac editor will use legacy libs for now Change 3273902 on 2017/01/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3273433 Change 3274018 on 2017/01/26 by Ori.Cohen Added immediate physics preview in phat. Change 3274165 on 2017/01/26 by Ori.Cohen PhAT now depends on immediate mode plugin. Fix build #JIRA UE-41179 Change 3275001 on 2017/01/27 by Jurre.deBaare Fix for crash in Persona with Anim Modifiers Change 3275297 on 2017/01/27 by Ori.Cohen Big refactor to iterate over shapes instead of bodies (allows multiple shape per body collision) Change 3275340 on 2017/01/27 by Benn.Gallagher Fixed Paragon clothing crashes during clothing upgrade step, fixed bone mapping not getting updated on reimport with different hierarchy #jira UE-41025 #jira UE-41039 Change 3275383 on 2017/01/27 by Benn.Gallagher Blacklisted double promotion warning on ps4 NvCloth build #rnx Change 3275426 on 2017/01/27 by Benn.Gallagher Removed CUDA dependencies from NvCloth cmake files Change 3275670 on 2017/01/27 by Ori.Cohen Fix phat ragdoll in immediate mode updating sketal mesh component transform Change 3275673 on 2017/01/27 by Ori.Cohen Add position/velocity iteration to immediate mode Change 3276001 on 2017/01/27 by Alan.Noon Migrated Immediate Mode Minion Ragdoll Content to GDC AnimTech Project. Updated DefaultInput.ini none Change 3276596 on 2017/01/28 by Aaron.McLeran Removing unused #ifdef Change 3276597 on 2017/01/28 by Aaron.McLeran Getting rid of static analysis warning Change 3277354 on 2017/01/30 by Lukasz.Furman fixed custom navlink Id collisions #ue4 Change 3277356 on 2017/01/30 by Lukasz.Furman fixed comments in GameplayDebugger.h #jira UE-41103 Change 3277371 on 2017/01/30 by mason.seay Test map for spawn sound/force feedback bug. Change 3277445 on 2017/01/30 by Lukasz.Furman fixed compilation warning #ue4 Change 3277560 on 2017/01/30 by Danny.Bouimad Made checkin to Fix Crash that occured due to bad content. Change 3277567 on 2017/01/30 by Ori.Cohen Fix immediate mode crashing when joint is empty. #JIRA UE-41026 Change 3277928 on 2017/01/30 by Ori.Cohen Turn on immediate mode plugin by default Change 3278433 on 2017/01/30 by Ori.Cohen Immediate mode supports heightfield collision. Change 3278449 on 2017/01/30 by Ori.Cohen Fix immediate mode cache not being initialized properly. Change 3278787 on 2017/01/31 by James.Golding Fix CIS error in ImmediatePhysicsSimulation.cpp Change 3279303 on 2017/01/31 by mason.seay Assets for RigidBody node bug Change 3279352 on 2017/01/31 by Benn.Gallagher Fixed inertia blends on self collision cloth assets as we now only have local space simulation and these values weren't used before Change 3279377 on 2017/01/31 by Alan.Noon GDC AnimTech Demo: adjusted minion physics assets none Change 3279425 on 2017/01/31 by james.cobbett Updating QA-Physics map. Made one of the simulated physics objects more user-friendly, able to enable/disable physics on key-press now. Change 3279436 on 2017/01/31 by Benn.Gallagher Fixed inertia scales on Owen mesh Change 3279480 on 2017/01/31 by Benn.Gallagher Fixes for clothing behavior changes #jira UE-41092 Change 3279495 on 2017/01/31 by Ori.Cohen Remove unneeded cache clearing when contact pairs are not skipped, but there is no collision. Change 3279579 on 2017/01/31 by james.cobbett Added new scenario to QA-Physics map. Moving platforms (up/down, left/right) with physics objects on them. Change 3279695 on 2017/01/31 by mason.seay RigidBody node test asset Change 3280105 on 2017/01/31 by Ori.Cohen Prevent query only ragdolls from simulating if their bodysetup is marked as simulated. Also remove slow check in term body for owning components. This is not true for destructibles or immediate mode Change 3280148 on 2017/01/31 by mason.seay First round of assets for force feedback testing Change 3280860 on 2017/02/01 by James.Golding Merge CL 3280853 to Dev-Framework Fix crash with null CurrentSkeleton on AnimInstance when using Re-import button in SkelMesh Editor Change 3281172 on 2017/02/01 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3281156 Change 3281210 on 2017/02/01 by james.cobbett Updated QA-Physics map Added cube that starts off with physics enabled, then disables. Made physics toggleable on that and another cube. Change 3281211 on 2017/02/01 by James.Golding Details customization for editing PoseDriver targets list Change 3281332 on 2017/02/01 by Marc.Audy Fix bad merge Fix file types Change 3281388 on 2017/02/01 by mason.seay Updated Force Feedback asset Change 3281396 on 2017/02/01 by mason.seay moving asset Change 3281987 on 2017/02/01 by Benn.Gallagher Fixed project generation failing after main merge Change 3282047 on 2017/02/01 by Marc.Audy Fix up Target and build cs files after changes from Dev-Build Change 3282214 on 2017/02/01 by Ori.Cohen Expose radial forces to immediate mode Change 3282221 on 2017/02/01 by Alan.Noon Immediate Mode GDC demo content: development on minion anim B, refined Orbital Laser Pawn controls, tweaked laser parameters none Change 3282273 on 2017/02/01 by Ori.Cohen Fix crash when recompiling animbp of immediate mode due to null pointer. Change 3282368 on 2017/02/01 by Ori.Cohen Quick iteration on minion demo Change 3282824 on 2017/02/02 by James.Golding Fix for CIS in RBFSolver.h Change 3282829 on 2017/02/02 by James.Golding Fix CIS in PoseDriverDetails.cpp Fix list UI not refreshing after copying targets from PoseAsset Change 3282834 on 2017/02/02 by Danny.Bouimad Adding Pose driver additive assets Change 3282863 on 2017/02/02 by James.Golding Add Mambo mesh and Skeleton Change 3282892 on 2017/02/02 by James.Golding Copy Aurora (Ice) and Mambo meshes/materials/some anims from Dev-General to AnimTechDemo project in Dev-Framework Change 3283157 on 2017/02/02 by Mieszko.Zielinski Cook Orion Win64 fix #UE4 Had to change the Extent param of K2_ProjectPointToNavigation. Updated the error causing Orion BP Change 3283159 on 2017/02/02 by Marc.Audy Additional CIS fixes Change 3283179 on 2017/02/02 by Marc.Audy More CIS fixes Change 3283197 on 2017/02/02 by Jurre.deBaare Fix for issues importing Fornite geometry cache assets #fix Use actual import number of frames instead of total number of frames in the Alembic Cache Change 3283201 on 2017/02/02 by Marc.Audy Keep fixing CIS Change 3283270 on 2017/02/02 by James.Golding Merging CL 3276013 to Dev-Framework - fix issue with additive pose preview applying twice Change 3283499 on 2017/02/02 by Marc.Audy More CIS fixes Change 3283543 on 2017/02/02 by Jon.Nabozny Update comment on AActor::GetActorBounds to properly reflect ChildActorComponents aren't included in the calculation. Change 3283663 on 2017/02/02 by Ori.Cohen Fix potential null dereference in ragdoll node Change 3283757 on 2017/02/02 by Marc.Audy May fix remaining CIS issues Change 3283984 on 2017/02/02 by Marc.Audy Fix linux CIS Change 3284039 on 2017/02/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3283913 Change 3284067 on 2017/02/02 by Marc.Audy Fixup mistakes in converting redirects Change 3284187 on 2017/02/02 by Ori.Cohen Immediate mode works with radial force (not just radial impulse) Change 3284358 on 2017/02/02 by Ori.Cohen Update arcblade phys asset for immediate mode Change 3284667 on 2017/02/02 by Marc.Audy Arguments is an array not a string now. Fixing commented out code. Change 3284684 on 2017/02/02 by Marc.Audy Move AVIWriter out in to its own module to avoid any possible unity build issues where xwindows.h got indirectly included through the DirectShow third party library and caused FGenericWindow::IsMaximized and IsMinimized to conflict with a macro. Change 3284707 on 2017/02/02 by Marc.Audy Fix AVIWriter module compilation on Mac Change 3285012 on 2017/02/03 by Benn.Gallagher Fixes for Dx NvCloth shader warnings Change 3285016 on 2017/02/03 by Marc.Audy Fix missing include Change 3285048 on 2017/02/03 by Benn.Gallagher Fixed Persona needing a restart when changing number of clothing assets (import/delete) #jira UE-41323 Change 3285325 on 2017/02/03 by Marc.Audy Properly implement AVIWriter module Change 3285538 on 2017/02/03 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3285499 Change 3285735 on 2017/02/03 by Jon.Nabozny Add IsInAir method to UVehicleWheel. #jira UE-38369 Change 3285862 on 2017/02/03 by Aaron.McLeran UE-41435 Fixing PIE audio - Fixing PIE audio. Recent change to editor preferences from Dev-Editor branch (CL 3234495) caused all audio to be muted in PIE. Change 3285914 on 2017/02/03 by danny.bouimad RecomputeTangents Test Assets Change 3286246 on 2017/02/03 by Mieszko.Zielinski Changes to game-specific BPs containing calls to deprecated NavigationSystem functions #UE4 #jira UE-41527 #jira UE-41518 Change 3286308 on 2017/02/03 by Ori.Cohen Make sure physx trimesh scale is never too small. Fix box clamping being ignored. Fixes cook warnings for Odin. #JIRA UE-41529 Change 3286396 on 2017/02/03 by Ori.Cohen Fix CIS Change 3286479 on 2017/02/03 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3287421 on 2017/02/06 by James.Golding Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3286819 Change 3287427 on 2017/02/06 by James.Golding Fix PoseBlendNode to 'pass through' if no poses are activated Change 3287430 on 2017/02/06 by James.Golding - Add support to PoseDriver for evaluating source bone in the space of a different bone - Fix driven bone adding a scale of 1 - Fix posedriver values 'sticking' (reset all weights to zero each frame) - Move CopyTargetsFromPoseAsset and AutoSetTargetScales from FAnimNode_PoseDriver to UAnimGraphNode_PoseDriver (not required outside editor) - Tranlsation targets now draw larger when selected - 'Copy from pose asset' now also auto-sets radius for you - Remove spammy warnings for missing poses/curves - Add UPoseAsset::GetNumTracks and ::GetFullPose - Remove unused ExtractionContext from UPoseAsset::GetBaseAnimationPose - Remove bIncludeRefPoseAsNeutralPose option (not really useful since we no longer always normalize weights to 1.0) Change 3287496 on 2017/02/06 by Chad.Garyet fixing busted quotes around defaultvalues Change 3287569 on 2017/02/06 by Mieszko.Zielinski Orion BP fixed after deprecating NavigationSystem's BP API #Orion Change 3287595 on 2017/02/06 by Benn.Gallagher BuildPhysX.Automation: Deploying PhysX & NvCloth Win64 Win32 PS4 libs. Built for new NvCloth upgrade Change 3287598 on 2017/02/06 by Benn.Gallagher NvCloth Upgrade to 21604115 Added Linux+Mac support Change 3287710 on 2017/02/06 by Lukasz.Furman added option to disable navlink polys at the end of generated paths #ue4 Change 3287857 on 2017/02/06 by Benn.Gallagher Fixed NvCloth module files to correctly set up linux and mac hopefully Change 3287894 on 2017/02/06 by Benn.Gallagher Another fix to NvCloth build files, didn't get picked up in VS for some reason. Change 3287917 on 2017/02/06 by Lina.Halper Copy from CharacterRigging to Dev-Framework #code review:Thomas.Sarkanen, Martin.Wilson, James.Golding, Andrew.Rodham Change 3287938 on 2017/02/06 by Thomas.Sarkanen Fix crash opening a media sound wave #jira UE-41582 - Editor crashes when running Automation test Change 3287942 on 2017/02/06 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3287682 Change 3288035 on 2017/02/06 by James.Golding Remove C++ GameMode and pawn classes (replace with floating BP instead) Resave anims to remove Orion refs Add simple AnimBP and map for Mambo testing Change 3288036 on 2017/02/06 by Benn.Gallagher Fix to BuildPhysX task to trigger Mac and Linux builds properly Change 3288125 on 2017/02/06 by Ori.Cohen Change PhysXCommon back to dylib Change 3288127 on 2017/02/06 by Benn.Gallagher Fixed project file identification not working for NvCloth under XCode Change 3288156 on 2017/02/06 by Benn.Gallagher Disable "expansion-to-defined" warning in Linux NvCloth builds Change 3288159 on 2017/02/06 by Lina.Halper potential compile fix for Ocean Editor #code review:Thomas.Sarkanen Change 3288190 on 2017/02/06 by Ori.Cohen Link against static PhysXCommon for mac Change 3288200 on 2017/02/06 by Marc.Audy Fix CIS Change 3288270 on 2017/02/06 by Lina.Halper fix compile error #code review:Thomas.Sarkanen, Marc.Audy Change 3288302 on 2017/02/06 by Thomas.Sarkanen Fixed ensure when deselecting bones in anim BP editor #jira UE-41274 - Ensure when clicking in the viewport of an animation blueprint Change 3288348 on 2017/02/06 by Lina.Halper - Enabled control rig - Changed plugin name to be Control Rig Change 3288490 on 2017/02/06 by Benn.Gallagher Fixes for Mac attempting static links against NvCloth and failing to load dynamic libraries. Worked with MasonS to get Mac editor up and running. Change 3288511 on 2017/02/06 by Lina.Halper compile fix Change 3288513 on 2017/02/06 by Lina.Halper Check in content to work with Change 3288615 on 2017/02/06 by Ori.Cohen Fix skeletal mesh not simulating when using an aggregate. #JIRA UE-41593 Change 3288791 on 2017/02/06 by thomas.sarkanen Exposed transforms to cinematics so they can be animated Change 3288795 on 2017/02/06 by Ori.Cohen Fix lock warnings for physx #JIRA UE-41591 Change 3288817 on 2017/02/06 by Charles.Anderson GDC Arcblade setup tests. Change 3288825 on 2017/02/06 by Lina.Halper Fix build issue of shadow variable Change 3289058 on 2017/02/06 by Ori.Cohen Fix crash when immediate mode constraint generates 0 rows. This is a potentially temporary fix until NVIDIA replies with a better solution. #JIRA UE-41026 Change 3289348 on 2017/02/06 by Lina.Halper fix compile issue Change 3289369 on 2017/02/06 by Lina.Halper Renamed leg control to limb control and will be used for arm/feet. - changed vars. - has unused variables that will be used soon but want to check in so that i don't block content change on BaseHuman. #code review:Thomas.Sakanen Change 3289422 on 2017/02/06 by Lina.Halper Fixed IK sinking issue - or moving #code review:Thomas.Sarkanen Change 3289433 on 2017/02/06 by Lina.Halper Fixed real shadow error Change 3289485 on 2017/02/06 by Lina.Halper fixed build issue Change 3289657 on 2017/02/07 by thomas.sarkanen Added rig bone mapping to Ice's skeletal mesh Change 3289658 on 2017/02/07 by thomas.sarkanen Added ControlRig map with Ice setup to pose Change 3289662 on 2017/02/07 by Thomas.Sarkanen Fixed up static analysis warning Change 3289663 on 2017/02/07 by Thomas.Sarkanen Fixed crash when attempting to bind to skeletal mesh with already-set anim BP Anim instance may not have actually been created when binding, so dont dereference it Change 3289717 on 2017/02/07 by Benn.Gallagher Switch Linux NvCloth to static for Linux builds. Adjust lib directory to match actual directory Change 3289718 on 2017/02/07 by Benn.Gallagher BuildPhysX.Automation: Deploying NvCloth Linux_x86_64-unknown-linux-gnu libs. Change 3289744 on 2017/02/07 by Benn.Gallagher Fixed missing masses causing crash initialising clothing actors #jira UE-41599 Change 3289746 on 2017/02/07 by Danny.Bouimad Adding Some Content for JamesG he wanted some nicer looking Pose driver test files. Change 3289756 on 2017/02/07 by danny.bouimad Changing the asset for JamesG. Change 3289785 on 2017/02/07 by James.Golding Replace old PoseDrive test with Danny's new one Change 3289858 on 2017/02/07 by Lina.Halper fixed issue with undo transaction buffer Change 3289860 on 2017/02/07 by Benn.Gallagher Fixed crash after reimporting a clothing asset with the clothing config open and then changing the confg #jira UE-41655 Change 3289912 on 2017/02/07 by Thomas.Sarkanen Merging using Raven_To_Dev-Framework Originally from CLs 3249471, 3258522, 3260271, 3273791: Sequencer: More work supporting array properties more generically + fixes Change 3289962 on 2017/02/07 by James.Golding Add thickness option to DrawWireDiamond Change 3289963 on 2017/02/07 by James.Golding Add spin option to VectorInputBox Change 3289966 on 2017/02/07 by James.Golding Add weight bar chart to PoseDriver details Stop drawing pose weight text in viewport Fix position targets not drawing larger when selected Change 3290094 on 2017/02/07 by Thomas.Sarkanen Fixed typo in filename (fallout from search and replace) Change 3290119 on 2017/02/07 by Thomas.Sarkanen Manipulators can now have their IK/FK space set on them They are not drawn when the space for the chain that they control is not the same as their setting Also fixed a crash with invalid objects when reloading maps. Change 3290145 on 2017/02/07 by Thomas.Sarkanen CIS fix for fallout from Raven changes #jira UE-41670 - Mac editor fails to compile with PropertyTrackEditor errors Change 3290319 on 2017/02/07 by Marc.Audy Make sound player nodes hard reference the assets unless they are in a chain below a quality node. Change 3290484 on 2017/02/07 by Richard.Hinckley Fixing grammar in popup messages. Change 3290533 on 2017/02/07 by Marc.Audy Make GetAIController BlueprintPure #jira UE-41654 Change 3290624 on 2017/02/07 by Marc.Audy Reorder header to avoid include tool warnings Change 3290697 on 2017/02/07 by Lina.Halper - support FK manipulator being in local space - fixed FK key spamming issue for making blend weight to be not keyable - this creates conflicts with enum #code review: Thomas.Sarkanen Change 3290748 on 2017/02/07 by Ori.Cohen Touch immediate mode file to force physx re-link Change 3290807 on 2017/02/07 by Richard.Hinckley #jira UE-39891 Updates to assist in automatic documentation generation. Change 3290946 on 2017/02/07 by Lina.Halper Fix issue of notify looping. #jira: UE-31463 #Code review:Martin.Wilson Change 3291553 on 2017/02/07 by Lina.Halper Rename/move file(s) - modified mesh mapping controller window to be Control Rig Change 3291571 on 2017/02/07 by Lina.Halper added set up spine option #code review:Thomas.Sarkanen Change 3291581 on 2017/02/07 by Ori.Cohen Temporarily turn off phat immediate mode preview which crashes. Change 3291949 on 2017/02/08 by James.Golding Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3291819 Change 3291966 on 2017/02/08 by Lina.Halper Fix issue with notify looping bug #jira: UE-31463 Change 3292247 on 2017/02/08 by Marc.Audy Clean up bad merge caused by Fortnite integration to main Change 3292326 on 2017/02/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3292313 Change 3292409 on 2017/02/08 by Marc.Audy Resubmit FortPawn.cpp with proper code even though perforce doesn't think there is a difference since when you sync it, the contents are wrong. Change 3292481 on 2017/02/08 by Ori.Cohen Fix for convex hull cooking (from Josh.S) #JIRA UE-41656 Change 3292492 on 2017/02/08 by Mieszko.Zielinski Redone replacement of deprecated navigation system's BP functions in Fortnite BPs #Fortnite Change 3292778 on 2017/02/08 by Ori.Cohen Touch physx DDC key for new cooking. #JIRA UE-41656 [CL 3293329 by Marc Audy in Main branch]
2017-02-08 17:53:41 -05:00
/** Update unique ID number for custom link by navigation system */
virtual void UpdateLinkId(uint32 NewUniqueId) { }
/** Get object owner of navigation link, used for creating containers with multiple links */
virtual UObject* GetLinkOwner() const;
/** Check if link allows path finding
* Querier is usually an AIController trying to find path
*/
virtual bool IsLinkPathfindingAllowed(const UObject* Querier) const { return true; }
/** Notify called when agent starts using this link for movement.
* returns true = custom movement, path following will NOT update velocity until FinishUsingCustomLink() is called on it
*/
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
virtual bool OnLinkMoveStarted(class UObject* PathComp, const FVector& DestPoint) { return false; }
/** Notify called when agent finishes using this link for movement */
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
virtual void OnLinkMoveFinished(class UObject* PathComp) {}
/** Helper function: returns unique ID number for custom links */
static uint32 GetUniqueId();
/** Helper function: bump unique ID numbers above given one */
static void UpdateUniqueId(uint32 AlreadyUsedId);
/** Helper function: create modifier for navigation data export */
static FNavigationLink GetModifier(const INavLinkCustomInterface* CustomNavLink);
static void OnPreWorldInitialization(UWorld* World, const UWorld::InitializationValues IVS);
static void ResetUniqueId();
static uint32 NextUniqueId;
};