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UnrealEngineUWP/Engine/Source/Runtime/Slate/Public/Framework/Application/MenuStack.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 "Input/PopupMethodReply.h"
#include "Framework/Application/IMenu.h"
#include "Layout/SlateRect.h"
#include "Widgets/SWidget.h"
#include "Types/SlateStructs.h"
#include "Widgets/SWindow.h"
#include "Application/ThrottleManager.h"
class FWidgetPath;
class SMenuPanel;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3219796 on 2016/12/02 by Rolando.Caloca DR - vk - Increase timeout to 60ms Change 3219884 on 2016/12/02 by Daniel.Wright Assert to help track down rare crash locking capsule indirect shadow vertex buffer Change 3219885 on 2016/12/02 by Daniel.Wright Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable' Change 3219886 on 2016/12/02 by Daniel.Wright Don't create projected shadows when r.ShadowQuality is 0 * Fixes crash in the forward path trying to render shadows * In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped Change 3219887 on 2016/12/02 by Daniel.Wright Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing Change 3219893 on 2016/12/02 by Daniel.Wright AMD AGS library with approved TPS Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below) Change 3219913 on 2016/12/02 by Daniel.Wright Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded Change 3220029 on 2016/12/02 by Daniel.Wright Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation). * A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials * Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials * FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet Change 3220108 on 2016/12/02 by Daniel.Wright Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present Change 3220504 on 2016/12/03 by Mark.Satterthwaite Metal Desktop Tessellation support from Unicorn. - Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4). - Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant. - Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation. - Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding. - Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default. - Epic: Various fixes to Layered Rendering for Metal. - Omits Mobile Tessellation support which needs further revision. Change 3220881 on 2016/12/04 by Mark.Satterthwaite Compiles fixes for iOS & static analysis fixes from Windows. Change 3221180 on 2016/12/05 by Guillaume.Abadie Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time. Change 3221217 on 2016/12/05 by Chris.Bunner More NVAPI warning fixups. Change 3221219 on 2016/12/05 by Chris.Bunner When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent. #jira UE-37792 Change 3221220 on 2016/12/05 by Chris.Bunner Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames. #jira UE-35132 Change 3221221 on 2016/12/05 by Chris.Bunner PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser) #jira UE-35760 Change 3221223 on 2016/12/05 by Chris.Bunner Default to include dev-code when compiling material preview stats. #jira UE-20321 Change 3221534 on 2016/12/05 by Rolando.Caloca DR - Added FDynamicRHI::GetName() Change 3221833 on 2016/12/05 by Chris.Bunner Set correct output extent on PostProcessUpscale (allows users to extend chain correctly). #jira UE-36989 Change 3221852 on 2016/12/05 by Chris.Bunner 32-bit/ch EXR screenshot and frame dump output. Fixed row increment bug in 128-bit/px surface format readback. #jira UE-37962 Change 3222059 on 2016/12/05 by Rolando.Caloca DR - vk - Fix memory type not found Change 3222104 on 2016/12/05 by Rolando.Caloca DR - Lambdaize - Added quicker method to check if system textures are initialized Change 3222290 on 2016/12/05 by Mark.Satterthwaite Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist. Change 3222864 on 2016/12/06 by Rolando.Caloca DR - Fix mem leak when exiting Change 3222873 on 2016/12/06 by Rolando.Caloca DR - vk - Minor info to help track down leaks Change 3222875 on 2016/12/06 by Rolando.Caloca DR - Fix mem leak with VisualizeTexture #jira UE-39360 Change 3223226 on 2016/12/06 by Chris.Bunner Static analysis warning workaround. Change 3223235 on 2016/12/06 by Ben.Woodhouse Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D Change 3223343 on 2016/12/06 by Chris.Bunner Moved HLOD persistent data to viewstate to fix per-view compatability. #jira UE-37539 Change 3223349 on 2016/12/06 by Chris.Bunner Fixed HLOD with FreezeRendering command. #jira UE-29839 Change 3223371 on 2016/12/06 by Michael.Trepka Removed obsolete check() in FMetalSurface constructor Change 3223450 on 2016/12/06 by Chris.Bunner Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward. Change 3223638 on 2016/12/06 by Michael.Trepka Restored part of the check() in FMetalSurface constructor removed in CL 3223371 Change 3223642 on 2016/12/06 by Mark.Satterthwaite Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet). - Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs). - Enable with -metaledr command-line argument as it is off-by-default. - Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding. Change 3223830 on 2016/12/06 by Rolando.Caloca DR - vk - Better error when finding an invalid Vulkan driver #jira UE-37495 Change 3223869 on 2016/12/06 by Rolando.Caloca DR - vk - Reuse fences Change 3223906 on 2016/12/06 by Guillaume.Abadie Fix alpha through TempAA artifact causing a small darker edge layouts. Change 3224199 on 2016/12/06 by Mark.Satterthwaite Fix a dumb copy-paste error from the HDR changes to Metal. Change 3224220 on 2016/12/06 by Mark.Satterthwaite Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects. - Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering. Change 3224236 on 2016/12/06 by Mark.Satterthwaite IWYU CIS compile fix for iOS. Change 3224366 on 2016/12/06 by Mark.Satterthwaite Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears. - If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted. - This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo. Change 3224416 on 2016/12/06 by Uriel.Doyon New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds. Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives). Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData. Fix for material texture streaming data not being available on some cooked builds. Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible). This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting. Forced residency are now loaded in two steps (visible, then forced), improving reactiveness. Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them, and also "LastRenderTimeMips" which related to timed primitives. Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency. "Texture Streaming Build" now updates the map check after execution. Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic. Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements. Change 3224532 on 2016/12/07 by Uriel.Doyon Integrated CL 3223965 : Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore. Added more options to allow the user to cancel this build also. Change 3224714 on 2016/12/07 by Ben.Woodhouse Cherry pick CL 3223972 from //fortnite/main: Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms) Change 3224715 on 2016/12/07 by Ben.Woodhouse New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version Change 3224975 on 2016/12/07 by Rolando.Caloca DR - vk - Dump improvements Change 3225012 on 2016/12/07 by Rolando.Caloca DR - Show warning if trying to use num samples != (1,2,4,8,16) Change 3225126 on 2016/12/07 by Chris.Bunner Added 'force 128-bit rendering pipeline' to high-res screenshot tool. #jira UE-39345 Change 3225449 on 2016/12/07 by Chris.Bunner Updated engine rendering defaults to better match current best practices. #jira UE-38081 Change 3225485 on 2016/12/07 by Chris.Bunner Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases. #jira UE-19394 Change 3225486 on 2016/12/07 by Chris.Bunner Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled. Change 3225505 on 2016/12/07 by Daniel.Wright Fixed exponential height fog disappearing with no skybox Change 3225655 on 2016/12/07 by Benjamin.Hyder Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting. Change 3225668 on 2016/12/07 by Chris.Bunner Dirty owning packages when user manually forces regeneration of all reflection captures. #jira UE-38759 Change 3226139 on 2016/12/07 by Rolando.Caloca DR - Fix recompute tangents disabling skin cache - Make some macros into lambdas #jira UE-39143 Change 3226212 on 2016/12/07 by Daniel.Wright Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false Change 3226213 on 2016/12/07 by Daniel.Wright Scene Capture 2D can specify a global clip plane, which is useful for portals * Requires the global clip plane project setting to be enabled Change 3226214 on 2016/12/07 by Daniel.Wright Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass * If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used * Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing * Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost * Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall Change 3226258 on 2016/12/07 by Rolando.Caloca DR - Typo fix Change 3226259 on 2016/12/07 by Rolando.Caloca DR - compile fix #jira UE-39143 Change 3226932 on 2016/12/08 by Chris.Bunner Re-saved Infiltrator maps to update reflection captures. #jira UE-38759 Change 3227063 on 2016/12/08 by Mark.Satterthwaite For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia. #jira UE-37436 Change 3227120 on 2016/12/08 by Gil.Gribb Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering) Change 3227211 on 2016/12/08 by Arne.Schober DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant. Change 3227257 on 2016/12/08 by Marc.Olano Extension to PseudoVolumeTexture for more flexible layout Change by ryan.brucks Change 3227286 on 2016/12/08 by Rolando.Caloca DR - Fix crash when using custom expressions and using reserved keywords #jira UE-39311 Change 3227376 on 2016/12/08 by Mark.Satterthwaite Must not include a private header inside the MenuStack public header as that causes compile errors in plugins. Change 3227415 on 2016/12/08 by Mark.Satterthwaite Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering. Change 3227516 on 2016/12/08 by Daniel.Wright Implemented UWidgetComponent::GetUsedMaterials Change 3227521 on 2016/12/08 by Guillaume.Abadie Fixes post process volume's indirect lighting color. #jira UE-38888 Change 3227567 on 2016/12/08 by Marc.Olano New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask Change 3227628 on 2016/12/08 by Daniel.Wright Removed redundant ResolveSceneDepthTexture from the merge Change 3227635 on 2016/12/08 by Daniel.Wright Forward renderer supports shadowing from movable lights and light functions * Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed * Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned Change 3227660 on 2016/12/08 by Rolando.Caloca DR - vk - Fix r.MobileMSAA on Vulkan - r.MobileMSAA is now read-only (to be fixed on 4.16) - Show time for PSO creation hitches #jira UE-39184 Change 3227704 on 2016/12/08 by Mark.Satterthwaite Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms. Change 3227705 on 2016/12/08 by Daniel.Wright Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426) Change 3227787 on 2016/12/08 by Chris.Bunner Added extent clear to motion blur pass to catch misized buffers bringing in errors. Added early out to clear call when excluded region matches RT region. #jira UE-39437 Change 3228177 on 2016/12/08 by Marc.Olano Fix DCC sqrt(int) error Change 3228285 on 2016/12/08 by Chris.Bunner Back out changelist 3225449. #jira UE-39528 Change 3228680 on 2016/12/09 by Gil.Gribb Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering) Change 3228940 on 2016/12/09 by Mark.Satterthwaite Editor fixes for 4.15: - PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again. - Don't start render-passes without a valid render-target-array in MetalRHI. Change 3228950 on 2016/12/09 by Mark.Satterthwaite Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11. - Fixed the Skeleton editor tree trying to access a widget before it has been constructed. - Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation. #jira UE-39256 Change 3229013 on 2016/12/09 by Mark.Satterthwaite Further tidy up in SSkeletonTreeView as suggested by Nick.A. Change 3229101 on 2016/12/09 by Chris.Bunner Log compile error fix and updated cvar comments. Change 3229236 on 2016/12/09 by Ben.Woodhouse XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles Change 3229430 on 2016/12/09 by Ben.Woodhouse PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov) Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster) Change 3229580 on 2016/12/09 by Marcus.Wassmer DepthBoundsTest for AMD. Change 3229701 on 2016/12/09 by Michael.Trepka Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2 Change 3229706 on 2016/12/09 by Chris.Bunner Added GameUserSettings controls for HDR display output. Removed Metal commandline as this should replace the need for it. Change 3229774 on 2016/12/09 by Michael.Trepka Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit. Change 3229819 on 2016/12/09 by Chris.Bunner Updated engine rendering defaults to better match current best practices. #jira UE-38081 Change 3229948 on 2016/12/09 by Rolando.Caloca DR - Fix d3d debug error #jira UE-39589 Change 3230341 on 2016/12/11 by Mark.Satterthwaite Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled. #jira UE-39613 Change 3230860 on 2016/12/12 by Marcus.Wassmer Experimental Nvidia AFR support. Change 3230930 on 2016/12/12 by Mark.Satterthwaite Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function. Change 3231252 on 2016/12/12 by Marcus.Wassmer Fix NumGPU detection. (SLI only crash) Change 3231486 on 2016/12/12 by Mark.Satterthwaite Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers. Change 3231661 on 2016/12/12 by Mark.Satterthwaite Retain the RHI samplers in MetalRHI to guarantee lifetime. [CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00
class FMenuBase;
typedef TArray<TSharedPtr<SWindow>> FMenuWindowList; // deprecated
Slate: Refactored core Slate implementation into SlateCore module in preparation for UMG. Other Updates: - The WidgetReflector is now in its own module as well. It will be converted to a plug-in later. - The Public API of both Slate and SlateCore has largely been reorganized for better discoverabilty. More cleanup work is needed. - Added a lot of missing API documentation and fixed existing ones. More and better documentation is needed. - Removed dead code, fixed a couple things I stubled upon, and conformed to coding guidelines (NULL vs nullptr, line breaks, etc.) Upgrade Notes: - The Slate Remote Server is currently disabled - will be re-enabled shortly! - If your module previously had a module dependency to 'Slate', it now also needs a PrivateModuleDependency to 'SlateCore' in its Build.cs file. - If your module exposes in any of its Public header files types that are now declared in SlateCore, it needs a PublicModuleDependency to 'SlateCore' - The ToolTip property type on SWidget has changed from SToolTip to IToolTip; change local variables to TSharedPtr<IToolTip> instead of TSharedPtr<SToolTip> where needed - IToolTip is not a widget. If you need access to the actual widget that represents the tool tip, use IToolTip::AsWidget(); If you need access to the tool tip's content, use IToolTip::GetContentWidget() Troubleshooting: - After syncing to this changelist you may have to clean your /Engine/Intermediate/Build/ directory and rebuild your entire project - If in your project you are getting linker errors for unresolved types that are now declared in SlateCore, you may be missing a dependency to 'SlateCore' - If in the Engine code you are getting linker errors for unresolved types that are now declared in SlateCore, you may need to rebuild the entire Engine [CL 2057118 by Max Preussner in Main branch]
2014-04-26 15:07:24 -04:00
#if UE_BUILD_DEBUG
Slate: Refactored core Slate implementation into SlateCore module in preparation for UMG. Other Updates: - The WidgetReflector is now in its own module as well. It will be converted to a plug-in later. - The Public API of both Slate and SlateCore has largely been reorganized for better discoverabilty. More cleanup work is needed. - Added a lot of missing API documentation and fixed existing ones. More and better documentation is needed. - Removed dead code, fixed a couple things I stubled upon, and conformed to coding guidelines (NULL vs nullptr, line breaks, etc.) Upgrade Notes: - The Slate Remote Server is currently disabled - will be re-enabled shortly! - If your module previously had a module dependency to 'Slate', it now also needs a PrivateModuleDependency to 'SlateCore' in its Build.cs file. - If your module exposes in any of its Public header files types that are now declared in SlateCore, it needs a PublicModuleDependency to 'SlateCore' - The ToolTip property type on SWidget has changed from SToolTip to IToolTip; change local variables to TSharedPtr<IToolTip> instead of TSharedPtr<SToolTip> where needed - IToolTip is not a widget. If you need access to the actual widget that represents the tool tip, use IToolTip::AsWidget(); If you need access to the tool tip's content, use IToolTip::GetContentWidget() Troubleshooting: - After syncing to this changelist you may have to clean your /Engine/Intermediate/Build/ directory and rebuild your entire project - If in your project you are getting linker errors for unresolved types that are now declared in SlateCore, you may be missing a dependency to 'SlateCore' - If in the Engine code you are getting linker errors for unresolved types that are now declared in SlateCore, you may need to rebuild the entire Engine [CL 2057118 by Max Preussner in Main branch]
2014-04-26 15:07:24 -04:00
// Debugging is harder with the inline allocator
typedef TArray<TSharedPtr<IMenu>> FMenuList;
#else
typedef TArray<TSharedPtr<IMenu>, TInlineAllocator<4>> FMenuList;
#endif
/** Describes a simple animation for popup window introductions */
struct FPopupTransitionEffect
{
/** Direction to slide in from */
enum ESlideDirection
{
/** No sliding */
None,
/** Sliding direction for a combo button */
ComboButton,
/** Sliding direction for a top-level pull-down menu or combo box */
TopMenu,
/** Sliding direction for a sub-menu */
SubMenu,
/** Sliding direction for a popup that lets the user type in data */
TypeInPopup,
/** Sliding direction preferred for context menu popups */
ContextMenu,
} SlideDirection;
/** Constructor */
FPopupTransitionEffect( const ESlideDirection InitSlideDirection )
Slate: Refactored core Slate implementation into SlateCore module in preparation for UMG. Other Updates: - The WidgetReflector is now in its own module as well. It will be converted to a plug-in later. - The Public API of both Slate and SlateCore has largely been reorganized for better discoverabilty. More cleanup work is needed. - Added a lot of missing API documentation and fixed existing ones. More and better documentation is needed. - Removed dead code, fixed a couple things I stubled upon, and conformed to coding guidelines (NULL vs nullptr, line breaks, etc.) Upgrade Notes: - The Slate Remote Server is currently disabled - will be re-enabled shortly! - If your module previously had a module dependency to 'Slate', it now also needs a PrivateModuleDependency to 'SlateCore' in its Build.cs file. - If your module exposes in any of its Public header files types that are now declared in SlateCore, it needs a PublicModuleDependency to 'SlateCore' - The ToolTip property type on SWidget has changed from SToolTip to IToolTip; change local variables to TSharedPtr<IToolTip> instead of TSharedPtr<SToolTip> where needed - IToolTip is not a widget. If you need access to the actual widget that represents the tool tip, use IToolTip::AsWidget(); If you need access to the tool tip's content, use IToolTip::GetContentWidget() Troubleshooting: - After syncing to this changelist you may have to clean your /Engine/Intermediate/Build/ directory and rebuild your entire project - If in your project you are getting linker errors for unresolved types that are now declared in SlateCore, you may be missing a dependency to 'SlateCore' - If in the Engine code you are getting linker errors for unresolved types that are now declared in SlateCore, you may need to rebuild the entire Engine [CL 2057118 by Max Preussner in Main branch]
2014-04-26 15:07:24 -04:00
: SlideDirection(InitSlideDirection)
{ }
};
/**
* Represents a stack of open menus. The last item in the stack is the top most menu
* Menus are described as IMenus. Implementations of IMenu can control how the menus are created and presented (e.g. in their own window)
*/
class FMenuStack
{
public:
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635) ========================== MAJOR FEATURES + CHANGES ========================== Change 2955635 on 2016/04/26 by Max.Chen Sequencer: Fix filtering so that folders that contain filtered nodes will also appear. #jira UE-28213 Change 2955617 on 2016/04/25 by Dmitriy.Dyomin Better fix for: Post processing rendering artifacts Nexus 6 this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment #jira: UE-24067 Change 2955522 on 2016/04/25 by Max.Chen Sequencer: Fix crash when resolving object guid and context is null. #jira UE-29916 Change 2955504 on 2016/04/25 by Alexis.Matte #jira UE-29926 Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do. Change 2955500 on 2016/04/25 by Dan.Oconnor Integration of 2955445 from Dev-BP #jira UE-29012 Change 2955234 on 2016/04/25 by Lina.Halper Fixed tool tip of twist node #jira : UE-29907 Change 2955211 on 2016/04/25 by Ben.Marsh Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default. #jira UE-29842 Change 2955155 on 2016/04/25 by Jamie.Dale Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit #jira UE-28756 Change 2955144 on 2016/04/25 by Jamie.Dale Fixed a case where editable text controls would fail to select their text when focused There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped. #jira UE-29818 #jira UE-29772 Change 2955136 on 2016/04/25 by Chad.Taylor Merging to 4.12: Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed. #jira UE-22581 Change 2955134 on 2016/04/25 by Lina.Halper Removed code that blocks moving actor when they don't have physics asset #jira : UE-29796 #code review: Benn.Gallagher Change 2955130 on 2016/04/25 by Zak.Middleton #ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps. (copy of 2955001 in Main) #jira UE-29531 #lockdown Nick.Penwarden Change 2955098 on 2016/04/25 by Marc.Audy Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client #jira UE-7539 Change 2955049 on 2016/04/25 by Richard.TalbotWatkin Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds. #jira UE-29753 - Add ability to display a SplineComponent in-game Change 2955040 on 2016/04/25 by Chris.Gagnon Fixed Initializer Order Warning in hot reload ctor. #jira UE-28811, UE-28960 Change 2954995 on 2016/04/25 by Marc.Audy Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors #jira UE-29909 Change 2954970 on 2016/04/25 by Peter.Sauerbrei fix for openwrite with O_APPEND flag #jira UE-28417 Change 2954917 on 2016/04/25 by Chris.Gagnon Moved a desired change from Main to 4.12 Added input settings to: - control if the viewport locks the mouse on acquire capture. - control if the viewport acquires capture on the application launch (first window activate). #jira UE-28811, UE-28960 parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this) Change 2954908 on 2016/04/25 by Alexis.Matte #jira UE-29478 Prevent modal dialog to use 100% of a core Change 2954888 on 2016/04/25 by Marcus.Wassmer Fix compile issue with chinese locale #jira UE-29708 Change 2954813 on 2016/04/25 by Lina.Halper Fix when not re-validating the correct asset #jira : UE-29789 #code review: Martin.Wilson Change 2954810 on 2016/04/25 by mason.seay Updated map to improve coverage #jira UE-29618 Change 2954785 on 2016/04/25 by Max.Chen Sequencer: Always spawn sequencer spawnables. Disregard collision settings. #jira UE-29825 Change 2954781 on 2016/04/25 by mason.seay Test map for Audio Occlusion trace channels #jira UE-29618 Change 2954684 on 2016/04/25 by Marc.Audy Add GetIsReplicated accessor to AActor Deprecate specific GameplayAbility class implementations that was exposing bReplicates #jira UE-29897 Change 2954675 on 2016/04/25 by Alexis.Matte #jira UE-25430 Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs Change 2954669 on 2016/04/25 by Alexis.Matte #jira UE-29507 Import of rigid mesh animation is broken Change 2954579 on 2016/04/25 by Ben.Marsh Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later. #jira UE-29842 Change 2954556 on 2016/04/25 by Taizyd.Korambayil #jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class Change 2954552 on 2016/04/25 by Taizyd.Korambayil #jira UE-29877 Deleting BP class Change 2954498 on 2016/04/25 by Ryan.Gerleve Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server. Transition actors to the new level in a second pass after non-transitioning actors are handled. #jira UE-29213 Change 2954446 on 2016/04/25 by Max.Chen Sequencer: Fixed spawning actors with instance or multiple owned components - Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved #jira UE-29774, UE-29859 Change 2954430 on 2016/04/25 by Marc.Audy Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling #jira UE-29118 #jira UE-29747 Change 2954292 on 2016/04/25 by Richard.TalbotWatkin Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella) CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport. #jira UE-29265 - Crash when drag selecting curve keys in matinee Change 2954262 on 2016/04/25 by Graeme.Thornton Fixed a editor crash when destroying linkers half way through a package EndLoad #jira UE-29437 Change 2954239 on 2016/04/25 by Marc.Audy Fix error message #jira UE-00000 Change 2954177 on 2016/04/25 by Dmitriy.Dyomin Fixed: Hidden surface removal is not enabled on PowerVR Android devices #jira UE-29871 Change 2954026 on 2016/04/24 by Josh.Adams [Somehow most files got unchecked in my previous checkin, grr] - ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android) #lockdown nick.penwarden #jira UE-29863 Change 2954025 on 2016/04/24 by Josh.Adams - ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android) #lockdown nick.penwarden #jira UE-29863 Change 2953946 on 2016/04/24 by Max.Chen Sequencer: Fix crash on undo of a sub section. #jira UE-29856 Change 2953898 on 2016/04/23 by mitchell.wilson #jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing Change 2953859 on 2016/04/23 by Maciej.Mroz Merged from Dev-Blueprints 2953858 #jira UE-29790 Editor crashes when opening KiteDemo Change 2953764 on 2016/04/23 by Max.Chen Sequencer: Remove "Experimental" tag on the Level Sequence Actor #jira UETOOl-625 Change 2953763 on 2016/04/23 by Max.Chen Cinematics: Change text to "Edit Existing Cinematics" #jira UE-29102 Change 2953762 on 2016/04/23 by Max.Chen Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges. #jira UE-29658 Change 2953652 on 2016/04/22 by Rolando.Caloca UE4.12 - vk - Workaround driver bugs wrt texture format caps #jira UE-28140 Change 2953596 on 2016/04/22 by Marcus.Wassmer #jira UE-20276 Merging dual normal clearcoat shading model. 2863683 2871229 2876362 2876573 2884007 2901595 Change 2953594 on 2016/04/22 by Chris.Babcock Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver #jira UE-29851 #ue4 #android Change 2953520 on 2016/04/22 by Rolando.Caloca UE4.12 - vk - Enable deferred resource deletion - Added one resource heap per memory type - Improved DumpMemory() - Added ensures for missing format features #jira UE-28140 Change 2953459 on 2016/04/22 by Taizyd.Korambayil #jira UE-29748 Resaved Maps to Fix EC Build Warnings #jira UE-29744 Change 2953448 on 2016/04/22 by Ryan.Gerleve Fix Mac/Linux compile. #jira UE-29545 Change 2953311 on 2016/04/22 by Ryan.Gerleve Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism. Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior. To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call. #jira UE-29545 Change 2953219 on 2016/04/22 by mason.seay Test map for show collision features #jira UE-29618 Change 2953199 on 2016/04/22 by Phillip.Kavan [UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size. change summary: - improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry) - modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization - added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value) - removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above) - modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default) #jira UE-29449 Change 2953195 on 2016/04/22 by Max.Chen Sequencer: Fix crash in actor reference track in the cached guid to actor map. #jira UE-27523 Change 2953124 on 2016/04/22 by Rolando.Caloca UE4.12 - vk - Increase temp frame buffer #jira UE-28140 Change 2953121 on 2016/04/22 by Chris.Babcock Rebuilt lighting for all levels #jira UE-29809 Change 2953073 on 2016/04/22 by mason.seay Test assets for notifies in animation composites and montages #jira UE-29618 Change 2952960 on 2016/04/22 by Richard.TalbotWatkin Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color. #jira UE-28410 - Eye dropper selects color without clicking Change 2952934 on 2016/04/22 by Allan.Bentham Ensure pool's refractive index >= 1 #jira UE-29777 Change 2952881 on 2016/04/22 by Jamie.Dale Better fix for UE-28560 that doesn't regress thumbnail rendering We now just silence the warning if dealing with an inactive world. #jira UE-28560 Change 2952867 on 2016/04/22 by Thomas.Sarkanen Fix issues with matinee-controlled anim instances Regression caused by us no longer saving off the anim sequence between updates. #jira UE-29812 - Protostar Neutrino spawns but does not Animate or move. Change 2952826 on 2016/04/22 by Maciej.Mroz Merged from Dev-Blueprints 2952820 #jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail Change 2952819 on 2016/04/22 by Josh.Adams - Fixed crash in a Vulkan shader printout #lockdown nick.penwarden #jira UE-29820 Change 2952817 on 2016/04/22 by Rolando.Caloca UE4.12 - vk - Revert back to simple layouts #jira UE-28140 Change 2952792 on 2016/04/22 by Jamie.Dale Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before. #jira UE-28560 Change 2952783 on 2016/04/22 by Taizyd.Korambayil #jira UE-28477 Resaved Flying Template Map Change 2952767 on 2016/04/22 by Taizyd.Korambayil #jira UE-29736 Resaved Map to Fix EC Warnings Change 2952762 on 2016/04/22 by Allan.Bentham Update reflection capture to contain only room5 content. #jira UE-29777 Change 2952749 on 2016/04/22 by Taizyd.Korambayil #jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error Change 2952688 on 2016/04/22 by Martin.Wilson Fix for BP notifies not displaying when they derive from an abstract base class #jira UE-28556 Change 2952685 on 2016/04/22 by Thomas.Sarkanen Fix CIS for non-editor builds #jira UE-29308 - Fix crash from GC-ed animation asset Change 2952664 on 2016/04/22 by Thomas.Sarkanen Made up/down behaviour for console history consistent and reverted to old ordering by default Pressing up or down now brings up history. Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes. #jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating Change 2952655 on 2016/04/22 by Jamie.Dale Changed the class filter to use an expression evaluator This makes it consistent with the other filters in the editor #jira UE-29811 Change 2952647 on 2016/04/22 by Allan.Bentham Back out changelist 2951539 #jira UE-29777 Change 2952618 on 2016/04/22 by Benn.Gallagher Fixed naming error in rotation multiplier node #jira UE-29583 Change 2952612 on 2016/04/22 by Thomas.Sarkanen Fix garbage collection and undo/redo issues with anim instance proxy UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases. Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now). #jira UE-29308 - Fix crash from GC-ed animation asset Change 2952608 on 2016/04/22 by Richard.TalbotWatkin Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes. #jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects. Change 2952599 on 2016/04/22 by Dmitriy.Dyomin Disabled vulkan pipeline cache as it causes rendering artifacts right now #jira UE-29807 Change 2952540 on 2016/04/22 by Maciej.Mroz #jira UE-29787 Obsolete nativized files are never removed merged from Dev-Blueprints 2952531 Change 2952372 on 2016/04/21 by Josh.Adams - Fixed Vk memory allocations when reusing free pages #lockdown nick.penwarden #jira ue-29802 Change 2952350 on 2016/04/21 by Eric.Newman Added support for UEReleaseTesting backends to Orion and Ocean #jira op-3640 Change 2952140 on 2016/04/21 by Dan.Oconnor Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12 #jira UE-28971 Change 2952135 on 2016/04/21 by Jeff.Farris Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly. Manual re-implementation of CL 2948123 in 4.12 branch. #jira UE-29634 Change 2952121 on 2016/04/21 by Lee.Clark PS4 - 4.12 - Fix staging and deploying of system prxs #jira UE-29801 Change 2952120 on 2016/04/21 by Rolando.Caloca UE4.12 - vk - Move descriptor allocation to BSS #jira UE-21840 Change 2952027 on 2016/04/21 by Rolando.Caloca UE4.12 - vk - Fix descriptor sets lifetimes - Fix crash with null texture #jira UE-28140 Change 2951890 on 2016/04/21 by Eric.Newman Updating locked common dependencies for OrionService #jira OP-3640 Change 2951863 on 2016/04/21 by Eric.Newman Updating locked dependencies for UE 4.12 OrionService #jira OP-3640 Change 2951852 on 2016/04/21 by Owen.Stupka Fixed meteors destruct location #jira UE-29714 Change 2951739 on 2016/04/21 by Max.Chen Sequencer: Follow up for integral keys. #jira UE-29791 Change 2951717 on 2016/04/21 by Rolando.Caloca UE4.12 - Fix shader platform names #jira UE-28140 Change 2951714 on 2016/04/21 by Max.Chen Sequencer: Fix setting a key if it already exists at the current time. #jira UE-29791 Change 2951708 on 2016/04/21 by Rolando.Caloca UE4.12 - vk - Separate upload cmd buffer #jira UE-28140 Change 2951653 on 2016/04/21 by Marc.Audy If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future Remove now unused bRenameRequired parameter #jira UE-29612 Change 2951619 on 2016/04/21 by Chris.Babcock Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR #jira UE-29786 #ue4 Change 2951603 on 2016/04/21 by Cody.Albert #jira UE-29785 Revert Github readme page back to original Change 2951599 on 2016/04/21 by Ryan.Gerleve Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter) #jira UE-29778 Change 2951558 on 2016/04/21 by Chris.Babcock Always rename destroyed child actor #jira UE-29709 #ue4 Change 2951552 on 2016/04/21 by James.Golding Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision' #jira UE-29303 Change 2951539 on 2016/04/21 by Allan.Bentham Use screenuv for distortion with ES2/31. #jira UE-29777 Change 2951535 on 2016/04/21 by Max.Chen We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded. #jira UE-29711 Change 2951521 on 2016/04/21 by Taizyd.Korambayil #jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM Change 2951492 on 2016/04/21 by Jeremiah.Waldron Fix for Android IAP information reporting back incorrectly. #jira UE-29776 Change 2951486 on 2016/04/21 by Taizyd.Korambayil #jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map Change 2951450 on 2016/04/21 by Gareth.Martin Fix non-editor build #jira UE-16525 Change 2951380 on 2016/04/21 by Gareth.Martin Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa #jira UE-16525 Change 2951357 on 2016/04/21 by Richard.TalbotWatkin Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed. #jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field Change 2951352 on 2016/04/21 by Richard.TalbotWatkin Added slider bar thickness as a new property in FSliderStyle. #jira UE-19173 - SSlider is not fully stylable Change 2951344 on 2016/04/21 by Gareth.Martin Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker. - Also fixes landscape spline lines not showing up on a flat landscape #jira UE-25114 Change 2951326 on 2016/04/21 by Taizyd.Korambayil #jira UE-28477 Resaving Maps Change 2951271 on 2016/04/21 by Jamie.Dale Fixed a crash when pasting a path containing a class into the asset view of the Content Browser #jira UE-29616 Change 2951237 on 2016/04/21 by Jack.Porter Fix black screen on PC due to planar reflections #jira UE-29664 Change 2951184 on 2016/04/21 by Jamie.Dale Fixed crash in FCurveStructCustomization when no objects were selected for editing #jira UE-29638 Change 2951177 on 2016/04/21 by Ben.Marsh Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858. #jira UE-29757 Change 2951171 on 2016/04/21 by Matthew.Griffin Fixed issue with Rebuild not working when installed in Program Files (x86) The brackets seem to cause lots of problems in combination with the if/else ones #jira UE-29648 Change 2951163 on 2016/04/21 by Jamie.Dale Changed the text customization to use the property handle functions to get/set the text value That ensures that it both transacts and notifies correctly. Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API: - FPropertyHandleBase::SetPerObjectValue - FPropertyHandleBase::GetPerObjectValue - FPropertyHandleBase::GetNumPerObjectValues These replace the need to cache the raw pointers. #jira UE-20223 Change 2951103 on 2016/04/21 by Thomas.Sarkanen Un-deprecated blueprint functions for attachment/detachment Renamed functions to <FuncName> (Deprecated). Hid functions in the BP context menu so new ones cant be added. #jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled. Change 2951101 on 2016/04/21 by Allan.Bentham Enable mobile HQ DoF #jira UE-29765 Change 2951097 on 2016/04/21 by Thomas.Sarkanen Standalone games now benefit from parallel anim update if possible We now simply use the fact we want root motion to determine if we need to run immediately. #jira UE-29431 - Parallel anim update does not work in non-multiplayer games Change 2951036 on 2016/04/21 by Lee.Clark PS4 - Fix WinDualShock working with VS2015 #jira UE-29088 Change 2951034 on 2016/04/21 by Jack.Porter ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues #jira UE-29666 Change 2950995 on 2016/04/21 by Jack.Porter ProtoStar - delete unneeded maps #jira UE-29665 Change 2950787 on 2016/04/20 by Nick.Darnell SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd. #jira UE-29749 #codeview Ben.Marsh Change 2950786 on 2016/04/20 by Nick.Darnell Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference. #jira UE-29749 Change 2950769 on 2016/04/20 by Ben.Marsh Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release. Change 2950724 on 2016/04/20 by Lina.Halper Support for negative scaling for mirroring - Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12 #jira: UE-27453 Change 2950293 on 2016/04/20 by andrew.porter Correcting sequencer test content #jira UE-29618 Change 2950283 on 2016/04/20 by Marc.Audy Don't route FlushPressedKeys on PIE shut down #jira UE-28734 Change 2950071 on 2016/04/20 by mason.seay Adjusted translation retargeting on head bone of UE4_Mannequin -Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted. #jira UE-29618 Change 2950049 on 2016/04/20 by Mark.Satterthwaite Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006. #jira UE-29006 #jira UE-29140 Change 2949977 on 2016/04/20 by Max.Chen Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor. #jira UE-29660 Change 2949836 on 2016/04/20 by Gareth.Martin Fix landscape components flickering when perfectly flat (bounds size is 0) - This often happens for newly created landscapes #jira UE-29262 Change 2949768 on 2016/04/20 by Thomas.Sarkanen Moving parent & grouped child actors now does not result in deltas being applied twice Grouping and attachment now interact correctly. Also fixed up according to coding standard. Discovered and proposed by David.Bliss2 (Rocksteady). #jira UE-29233 - Delta applied twice when moving parent and grouped child actors From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html Change 2949759 on 2016/04/20 by Thomas.Sarkanen Fix split pins not working as anim graph node inputs Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier. #jira UE-12326 - Splitting a struct in an Anim Blueprint does not work Change 2949739 on 2016/04/20 by Thomas.Sarkanen Fix layered bone per blend accessed from a struct in the fast-path Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call). Covered struct source->array dest case. Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data. #jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct. Change 2949715 on 2016/04/20 by Max.Chen Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position) #jira UE-29661 Change 2949712 on 2016/04/20 by Taizyd.Korambayil #jira UE-28544 adjusted Player crosshair to be centered Change 2949710 on 2016/04/20 by Alexis.Matte #jira UE-29477 Pixel Inspector, UI get polish and adding "scene color" inspect property Change 2949706 on 2016/04/20 by Alexis.Matte #jira UE-29475 #jira UE-29476 Favorite allow all UProperty to be favorite (the FStruct is now supported) Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite Change 2949691 on 2016/04/20 by Mark.Satterthwaite Fix typo from previous commit - retain not release... #jira UE-29140 Change 2949690 on 2016/04/20 by Mark.Satterthwaite Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal. #jira UE-29140 Change 2949616 on 2016/04/20 by Marc.Audy 'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12 #jira UE-00000 Change 2949572 on 2016/04/20 by Jamie.Dale Fixed crash undoing a text property changed caused by a null entry in the array #jira UE-20223 Change 2949562 on 2016/04/20 by Alexis.Matte #jira UE-29447 Fix the batch fbx import "not show options" dialog where some option can be different. Change 2949560 on 2016/04/20 by Alexis.Matte #jira UE-28898 Avoid importing multiple static mesh in the same package Change 2949547 on 2016/04/20 by Mark.Satterthwaite You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically. #jira UE-29672 Change 2949443 on 2016/04/20 by Allan.Bentham Disable sRGB textures when ES31 feature level is set. Only use vk's sRGB formats when feature level > ES3_1 #jira UE-29623 Change 2949428 on 2016/04/20 by Allan.Bentham Back out changelist 2949405 #jira UE-29623 Change 2949405 on 2016/04/20 by Allan.Bentham Disable sRGB textures when ES31 feature level is set. Only use vk's sRGB formats when feature level > ES3_1 #jira UE-29623 Merging using Dev-Mobile_->_Release-4.12 Change 2949391 on 2016/04/20 by Richard.TalbotWatkin PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client. #jira UE-26037 - Cumbersome workflow when running PIE with 2 clients #jira UE-26905 - First client window does not gain focus or mouse control when launching two clients Change 2949389 on 2016/04/20 by Richard.TalbotWatkin Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports. #jira UE-29058 - Viewport settings are not saved after shutting down editor Change 2949388 on 2016/04/20 by Richard.TalbotWatkin Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport. #jira UE-29257 - Auto import does not import assets Change 2949203 on 2016/04/19 by Max.Chen Sequencer: Fix spawnables not getting default tracks. #jira UE-29644 Change 2949202 on 2016/04/19 by Max.Chen Sequencer: Fix particles not firing on loop. #jira UE-27881 Change 2949201 on 2016/04/19 by Max.Chen Sequencer: Fix multiple labels support #jira UE-26812 Change 2949200 on 2016/04/19 by Max.Chen Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages. #jira UE-29516 Change 2949197 on 2016/04/19 by Max.Chen Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest. #jira UE-22228 Change 2949196 on 2016/04/19 by Max.Chen Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up. #jira UE-29657 Change 2949195 on 2016/04/19 by Max.Chen MovieSceneCapture: Default image compression quality to 100 (rather than 75). #jira UE-29657 Change 2949194 on 2016/04/19 by Max.Chen Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion. #jira UETOOL-467 Change 2949193 on 2016/04/19 by Max.Chen Sequencer - Fix issues with level visibility. + Don't mark sub-levels as dirty when the track evaluates. + Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails. + Null check for when an objects world is null but the track is still evaluating. + Remove UnrealEd references. #jira UE-25668 Change 2948990 on 2016/04/19 by Aaron.McLeran #jira UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2948890 on 2016/04/19 by Jamie.Dale Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists #jira UE-28858 Change 2948860 on 2016/04/19 by Mike.Beach Mirroring CL 2940334 (from Dev-Blueprints): Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.) #jira UE-28911 Change 2948857 on 2016/04/19 by Jamie.Dale Added an Asset Localization context menu to the Content Browser This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset. #jira UE-29493 Change 2948854 on 2016/04/19 by Jamie.Dale UAT now stages all project translation targets #jira UE-20248 Change 2948831 on 2016/04/19 by Mike.Beach Mirroring CL 2945994 (from Dev-Blueprints): Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes). #jira UE-29035 Change 2948825 on 2016/04/19 by Jamie.Dale Fixed shadow warning #jira UE-29212 Change 2948812 on 2016/04/19 by Marc.Audy Gracefully handle failure to load configurable engine classes #jira UE-26527 Change 2948791 on 2016/04/19 by Jamie.Dale Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed #jira UE-29494 #jira UE-28886 Change 2948761 on 2016/04/19 by Jamie.Dale Sub-fonts are now only used when they contain the character to be rendered #jira UE-29212 Change 2948718 on 2016/04/19 by Jamie.Dale Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset). #jira UE-29649 Change 2948717 on 2016/04/19 by Jamie.Dale Removed the AssetRegistry's dependency on MessageLog It was only there to add a category that was only ever used by the AssetTools module. #jira UE-29649 Change 2948683 on 2016/04/19 by Phillip.Kavan [UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes. change summary: - modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types. #jira UE-18419 Change 2948681 on 2016/04/19 by Phillip.Kavan [UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well. change summary: - added external linkage to UK2Node_GetClassDefaults::FindClassPin(). - added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h. - added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl. - modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected. - modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types. #jira UE-17794 Change 2948638 on 2016/04/19 by Lee.Clark PS4 - Fix SDK compile warnings #jira UE-29647 Change 2948401 on 2016/04/19 by Taizyd.Korambayil #jira UE-29250 Revuilt Lighting for Landscapes Map Change 2948398 on 2016/04/19 by Mark.Satterthwaite Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame. #jira UE-29170 Change 2948366 on 2016/04/19 by Taizyd.Korambayil #jira UE-29109 Replaced Box Mesh with BSP Floor Change 2948360 on 2016/04/19 by Maciej.Mroz merged from Dev-Blueprints 2947488 #jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial #jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing #jira UE-29559 - fixed private enum access - fixed private bitfield access - removed forced PostLoad - add BodyInstance.FixupData call to fix ResponseChannels - ignored RelativeLocation and RelativeRotation in converted root component - fixed AttachToComponent (UE-29559) Change 2948358 on 2016/04/19 by Maciej.Mroz merged from Dev-Blueprints 2947953 #jira UE-29605 Wrong bullet trails in nativized ShowUp Fixed USimpleConstructionScript::GetSceneRootComponentTemplate. Change 2948357 on 2016/04/19 by Maciej.Mroz merged from Dev-Blueprints 2947984 #jira UE-29374 Crash when hovering over Create Widget node in blueprints Safe UK2Node_ConstructObjectFromClass::GetPinHoverText. Change 2948353 on 2016/04/19 by Maciej.Mroz merged from Dev-Blueprints 2948095 #jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile "Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs" Change 2948332 on 2016/04/19 by Benn.Gallagher Fixed old pins being left as non-transactional #jira UE-13801 Change 2948203 on 2016/04/19 by Lee.Clark PS4 - Use SDK 3.508.031 #jira UEPLAT-1225 Change 2948168 on 2016/04/19 by mason.seay Updating test content: -Added Husk AI to level to test placed AI -Updated Spawn Husk BP to destroy itself to prevent spawn spamming #jira UE-29618 Change 2948153 on 2016/04/19 by Benn.Gallagher Missed mesh update for Owen IK fix. #jira UE-22540 Change 2948130 on 2016/04/19 by Benn.Gallagher Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface. #jira UE-22540 Change 2948117 on 2016/04/19 by Taizyd.Korambayil #jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates Change 2948063 on 2016/04/19 by Lina.Halper - Anim composite notify change for better - Fixed all nested anim notify - Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12 #jira : UE-29101 Change 2948060 on 2016/04/19 by Lina.Halper Fix for composite section metadata saving for montage Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12 #jira : UE-29228 Change 2948029 on 2016/04/19 by Ben.Marsh EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once. Change 2947986 on 2016/04/19 by Benn.Gallagher Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics. #jira UE-27783 Change 2947976 on 2016/04/19 by Mark.Satterthwaite Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring. #jira UE-29006 Change 2947975 on 2016/04/19 by Mark.Satterthwaite Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format. #jira UE-29150 Change 2947679 on 2016/04/19 by Jack.Porter Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK #jira UE-29601 Change 2947657 on 2016/04/18 by Jack.Porter Update protostar reflection capture contents #jira UE-29600 Change 2947301 on 2016/04/18 by Ben.Marsh EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference. Change 2947263 on 2016/04/18 by Marc.Audy Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12 Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient #jira UE-29209 Change 2946984 on 2016/04/18 by Ben.Marsh GUBP: Allow Ocean cooks in the release branch (fixes build startup failures) Change 2946870 on 2016/04/18 by Ben.Marsh Remaking CL 2946810 to fix compile error in ShooterGame editor. Change 2946859 on 2016/04/18 by Ben.Marsh GUBP: Don't exclude Ocean from builds in the release branch. Change 2946847 on 2016/04/18 by Ben.Marsh GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing. Change 2946771 on 2016/04/18 by Ben.Marsh EC: Correct initial agent type for release branches. Causing full branch syncs on all agents. Change 2946641 on 2016/04/18 by Ben.Marsh EC: Remove rogue comma causing branch definition parsing to fail. Change 2946592 on 2016/04/18 by Ben.Marsh EC: Adding branch definition for 4.12 release #lockdown Nick.Penwarden [CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
/** Constructor */
FMenuStack()
: bHostWindowGuard(false)
{}
/**
* Pushes a new menu onto the stack. The widget path will be searched for existing menus and the new menu will be parented appropriately.
* Menus are always auto-sized. Use fixed-size content if a fixed size is required.
*
* @param InOwnerPath The widget path for the parent widget of this menu.
* @param InContent The menu's content
* @param SummonLocation Location in screen-space where the menu should appear
* @param TransitionEffect Animation to use when the popup appears
* @param bFocusImmediately Should the popup steal focus when shown?
* @param SummonLocationSize An optional size around the summon location which describes an area in which the menu may not appear
* @param InMethod An optional popup method that will override the default method for the widgets in InOwnerPath
* @param bIsCollapsedByParent Is this menu collapsed when a parent menu receives focus/activation? If false, only focus/activation outside the entire stack will auto collapse it.
* @param bEnablePerPixelTransparency Does the menu's content require per pixel transparency?
*/
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3167359) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3152124 on 2016/10/05 by Jamie.Dale Fixed SOutputLog filter not handling OnTextCommitted Change 3152255 on 2016/10/05 by Michael.Dupuis #jira UE-28173 Support \" properly in FName Change 3152273 on 2016/10/05 by Nick.Darnell Core - The module manager is now thread safer, we had a critical section around the internal module list - but we were incrementing/decrementing shared pointers to module data shared pointers that were not thread safe outside of the critical section. Ran into a crash working on some heavily threaded code in automation. Change 3152314 on 2016/10/05 by Nick.Darnell Automation - Continued work to rough out the automation workflow for screenshot. Still lots of work remaining, but it appears the basic of approving images might be working as of this CL. Change 3152316 on 2016/10/05 by Michael.Dupuis #jira UE-30346 Update selection when in tree view mode Change 3152317 on 2016/10/05 by Nick.Darnell Automation - Adding some test shots to compare against to EngineTest for screenshot approval. Change 3152319 on 2016/10/05 by Michael.Dupuis #jira UE-29817 StringAssetReference will now only open an Asset picker (not actor picker) as the goal is to reference an asset Change 3152521 on 2016/10/05 by Nick.Darnell Automation - Fixing some issues with where it reads the screenshot compare rules. Change 3152536 on 2016/10/05 by Alexis.Matte Fix FBX automation test. - Make sure the fbx test can avoid automatic detection of the mesh type - Avoid to log the warning when the importer set the material usage after creating a material for skeletalmesh. Change 3152572 on 2016/10/05 by Nick.Darnell Automation - The GameProjectAutomationTests now do some pre-run house cleaning to make sure the project doesn't already exist, and tries to remove it if it was created previously but not deleted. Change 3152591 on 2016/10/05 by Nick.Darnell Automation - Changing the game project errors to be errors. Change 3153115 on 2016/10/06 by Jamie.Dale Removed superflous padding when SPropertyEditorAsset had no buttons Change 3153215 on 2016/10/06 by Michael.Dupuis Fixed build warning Change 3153248 on 2016/10/06 by Nick.Darnell Automation - Working on solving projects not being generated, suspect UBT isn't built or isn't available. Change 3153255 on 2016/10/06 by Nick.Darnell PR #2835: Fix TestEqual AddError Message in FAutomationTestBase (Contributed by dorgonman) #jira UE-36922 Change 3153300 on 2016/10/06 by Nick.Darnell Automation - Enabled verbose logging to automation build farm. Change 3153343 on 2016/10/06 by Matt.Kuhlenschmidt PR #2825: More project launcher progress improvements (Contributed by projectgheist) Change 3153506 on 2016/10/06 by Gareth.Martin Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled #jira UE-36933 Change 3153752 on 2016/10/06 by tim.gautier Add toggle button to UMG_Behavior. Set Level Blueprint for TM-UMG to AllWidget Change 3153763 on 2016/10/06 by Nick.Darnell Automation - Disable verbose logging. Change 3153778 on 2016/10/06 by Nick.Darnell PR #2837: Fixed engine compilation with defined LOG_SLATE_EVENTS (Contributed by Pierdek) #jira UE-36940 Change 3153943 on 2016/10/06 by Nick.Darnell Automation - Disabling some broken tests. Change 3154035 on 2016/10/06 by Nick.Darnell Automation - Fixing re-runs for tests that want them. Previously this wasn't working for any test that was run using the Reprostring method of being executed. Change 3154039 on 2016/10/06 by Nick.Darnell Automation - Updating some test assets in the EngineTest project. Change 3154476 on 2016/10/07 by Richard.TalbotWatkin Fix to regression where vertex color view in Mesh Paint Mode no longer worked correctly. We now allow selected static meshes to go down the dynamic path if VertexColors show mode is active. #jira UE-36772 - Selecting a channel in Vertex Paint mode does not show the channel color Change 3154650 on 2016/10/07 by Alexis.Matte Add new front axis facing X option to fbx importer Change 3154785 on 2016/10/07 by Nick.Darnell Automation - Continued work on automation, ripping out the message bus from the screenshot manager, that's causing the screenshot manager to recieve shots from every machine ever running tests. The Automation Controller is now in charge, and will tell the screenshot manager whatever it needs. Change 3155131 on 2016/10/07 by Michael.Dupuis #jira UE-36509 Do not disabled inverse filter when doing a sync to asset Change 3155141 on 2016/10/07 by Michael.Dupuis #jira UE-36056 Do not open the Actor Picker if we're working on an archetype object Change 3155262 on 2016/10/07 by Michael.Dupuis #jira UE-19737 reset ctrl key when resetting state to None Change 3156326 on 2016/10/09 by Matt.Kuhlenschmidt Fixed crash when asset picker is used without a property editor (usually a heavily customized property). Change 3156473 on 2016/10/10 by Richard.TalbotWatkin Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265. #jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538] Change 3156479 on 2016/10/10 by Richard.TalbotWatkin Fixed non-editor build. Change 3156579 on 2016/10/10 by Alexis.Matte Add a check to make sure curve pointer is valid. #jira UE-36177 Change 3156585 on 2016/10/10 by Ben.Marsh Fix line endings for screenshot settings. Change 3156617 on 2016/10/10 by Matt.Kuhlenschmidt Disable per-pixel blending of menus by default. Causes artifacts on windows versions and we are not using it. Change 3156674 on 2016/10/10 by Nick.Darnell Automation - Continued work on the automation workflow. Now screenshot functional test actors actually have the screenshot processed for differences during the test back on the test controller machine, and then waits for the results of the comparison to be performed. Change 3156709 on 2016/10/10 by Alexis.Matte #jira UE-16337 Make sure the base mesh import data transform is used when we import a LOD. Change 3156714 on 2016/10/10 by Nick.Darnell Automation - Fixing -game crash due to TestName being null in functional test. Change 3156721 on 2016/10/10 by Nick.Darnell Automation - FunctionalAITest now implements IsReady to check if the navigation mesh has finished being built. Change 3156748 on 2016/10/10 by Nick.Darnell Autopmation - Fixing a warning. Change 3156943 on 2016/10/10 by Alex.Delesky Fixed an issue where closing out the "Add Code" window with an active toast stating that an IDE was downloading would prevent the toast from clearing correctly. #jira none Change 3156946 on 2016/10/10 by Alex.Delesky #jira UE-36414 - Adding support for the P4Changelist command line argument to the P4 operations that were missing it. Change 3158215 on 2016/10/11 by Nick.Darnell Automation - Continued work on the screenshot comparison, fixed a crash, the system now reports if the screenshot was new, as well as similar, so that the script can react and warn when new screenshots are produced. Manually fired screenshots now properly wait until they've been compared before the test moves forward. Change 3158322 on 2016/10/11 by Michael.Dupuis #jira UE-36063 If the collection is not shown when trying to save one, force show them so the user understand what is going on Change 3158333 on 2016/10/11 by Alex.Delesky #jira UE-36829 - Rebuilt SVN 1.9.4 libs for Windows with CyrusSASL 2.1.26 and SWIG 3.0.10 support. Change 3158399 on 2016/10/11 by Nick.Darnell Automation - TTF Font log statements that were not warnings are no longer warnings. Change 3158406 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Change 3158419 on 2016/10/11 by Alex.Delesky #jira UE-36829 - SVN 1.9.4 libraries, but also with Java 8u101 support. Change 3158537 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Adding some missing files. Change 3158726 on 2016/10/11 by Michael.Dupuis #jira UE-37001 Perform manual migration of UICurve to proper config category Change 3158728 on 2016/10/11 by Nick.Darnell Automation - Fixing some warnings. Adding more testing to the Domino map to serve as a better example. Change 3158753 on 2016/10/11 by Michael.Dupuis #jira UE-26261 change it's by its Change 3158984 on 2016/10/11 by Alexis.Matte Fix D&D folder import in content browser. We have to expand the root directory to have the correct path. #jira UE-32155 Change 3159640 on 2016/10/12 by Jamie.Dale Split localized package redirection out of FCoreDelegates::PackageNameResolvers They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name. #jira UE-37119 Change 3159741 on 2016/10/12 by Nick.Darnell Slate - Fixing the SGraphPanel's mouse offset calculations so that it works with HDPI mode. Change 3159762 on 2016/10/12 by Nick.Darnell Automation - Adding a way to take a screenshot with the UI, not great yet - it doesn't really obey the rules of resolution, because of the method it uses. Change 3160210 on 2016/10/12 by Gareth.Martin Fixed crash when changing Landscape LOD while using "Grass use Landscape Lightmap" Change 3160216 on 2016/10/12 by Gareth.Martin Removed unused FLandscapeComponentSceneProxy::LayerNames and made LayerColors editor-only Fixed negative LODBias on landscape components to actually do anything Change 3160239 on 2016/10/12 by Gareth.Martin Removed an unused variable Change 3160455 on 2016/10/12 by Jamie.Dale Fixed FText properties exported to asset tags displaying in their NSLOCTEXT form in the asset tooltips Change 3160457 on 2016/10/12 by Jamie.Dale Localization automation now groups everything into a single CL and reverts PO files without significant changes Change 3160554 on 2016/10/12 by Nick.Darnell UMG - Fixing some panning logic to work with HDPI mode in the designer. Change 3161712 on 2016/10/13 by Jamie.Dale Fixed TSharedMapView using hard-coded types Change 3163044 on 2016/10/14 by Jamie.Dale Fixed line-break iterators incorrectly breaking words in CJK Change 3163046 on 2016/10/14 by Jamie.Dale Text layout no longer creates break candidates when wrapping is disabled Change 3163217 on 2016/10/14 by Jamie.Dale Fixed ensure caused by FMediaTextureResource::GetResourceSizeEx Change 3163641 on 2016/10/14 by Alex.Delesky #jira UE-36829 - Updated Mac SVN libraries, along with a more accurate changelog for Windows SVN libs Change 3164428 on 2016/10/17 by Nick.Darnell Slate - Making the FReply for SetMousePos easier to debug, since that option is potentially very frustrating to debug when someone is changing it. Change 3164833 on 2016/10/17 by Jamie.Dale Fixed ParseNumber consuming strings with multiple sequential dots as valid numbers, eg) "10..." Change 3164868 on 2016/10/17 by Alexis.Matte Remove re-import material and LOD import material #jira UE-36640 Change 3164874 on 2016/10/17 by Alexis.Matte Fix fbx scene re-import of staticmesh loosing there materials #jira UE-37032 Change 3165080 on 2016/10/17 by Alexis.Matte Remove skinxx workflow for static mesh #jira UE-37262 Change 3165232 on 2016/10/17 by Nick.Darnell Automation - Adding some sub-level testing. Change 3165822 on 2016/10/18 by Nick.Darnell Slate - Add a counter to track how much time we spend drawing custom verts each frame. Change 3165934 on 2016/10/18 by Nick.Darnell Slate - Addding cycle counters to SInvalidationPanel's Tick and Paint. Change 3165947 on 2016/10/18 by Nick.Darnell Slate - Addding very verbose slate stats behind a compiler flag to avoid the large overhead of these stats. To enable them you'll need to set WITH_VERY_VERBOSE_SLATE_STATS to 1, added a guide on debugging slate performance to the SlateGlobals.h // HOW TO GET AN IN-DEPTH PERFORMANCE ANALYSIS OF SLATE // // Step 1) // Set WITH_VERY_VERBOSE_SLATE_STATS to 1. // // Step 2) // When running the game (outside of the editor), run these commandline options // in order and you'll get a large dump of where all the time is going in Slate. // // stat group enable slateverbose // stat group enable slateveryverbose // stat dumpave -root=stat_slate -num=120 -ms=0 Change 3165962 on 2016/10/18 by Nick.Darnell UMG - Play first frame of sequence in UMG immediately when told to play an animation. Change 3165981 on 2016/10/18 by Nick.Darnell Core - GetDisplayNameText now stores the FName for DisplayName in a static instead of using TEXT("DisplayName"). Change 3166000 on 2016/10/18 by Jamie.Dale Removed bulk-data from fonts The main complaints about composite fonts have always been: 1) They use too much memory at runtime. 2) They bloat if you use the same font face twice. 3) They often break when used outside the game thread. This change aims to address all of these issues by removing bulk-data from fonts (which was the cause of the memory bloat and threading issues), and introduces UFontFace assets (which allow you to re-use the same font face in different entries within a composite font). No existing font data is lost during this transition, however you must manually update your UFont assets to reference external UFontFace assets before you're able to edit the existing data (which is automatically upgraded to UFontFace assets *within* the UFont package). This upgrade can be done via the composite font editor. During cook these UFontFace assets write out the actual TTF/OTF font data as a .ufont file, which is what FreeType actually loads at runtime (the internals of the Slate font cache are now completely independent of UObjects and their lifetimes and loading concerns). Since we're now always loading files from disk, we can also give the user an option of whether to "pre-load" (which will load the entire font into memory, like bulk-data always used to), or "stream" the font from disk (which has minimal memory overhead, but needs decent I/O performance). Change 3166001 on 2016/10/18 by Jamie.Dale Updated the Launcher to no longer use bulk-data for fonts Change 3166003 on 2016/10/18 by Jamie.Dale Updated the Engine fonts to use UFontFace assets Change 3166028 on 2016/10/18 by Alex.Delesky #jira UE-37021 - The scrollbar will now remain at the bottom of the output log after specifying a filter. Change 3166071 on 2016/10/18 by Nick.Darnell Slate - Fixing a warning about hiding an inherited member. Change 3166213 on 2016/10/18 by Jamie.Dale Fixing crash caused by accessing a zeroed FText Change 3166222 on 2016/10/18 by Nick.Darnell Automation - Adding some code to end the sub level test when it starts. Change 3166231 on 2016/10/18 by Nick.Darnell Editor - Fixing the build warning, SOutputLog.cpp:748:4: warning: field 'TextLayout' will be initialized after field 'CachedNumMessages' Change 3166717 on 2016/10/18 by Nick.Darnell Automation - Removing references to old options that are no longer file paths, and are now StringAssetReferences these options were not being used by anyone as far as I can tell. #jira UE-37482 Change 3167279 on 2016/10/19 by Jamie.Dale Fixed text render component regression with custom MIDs #jira UE-37305 Change 3167356 on 2016/10/19 by Alexis.Matte Make sure the old asset are build correctly #jira UE-37461 Change 3167359 on 2016/10/19 by Alexis.Matte Fix re-import of mesh material assignment regression #jira UE-37479 [CL 3168049 by Matt Kuhlenschmidt in Main branch]
2016-10-19 15:01:48 -04:00
TSharedRef<IMenu> Push(const FWidgetPath& InOwnerPath, const TSharedRef<SWidget>& InContent, const FVector2D& SummonLocation, const FPopupTransitionEffect& TransitionEffect, const bool bFocusImmediately = true, const FVector2D& SummonLocationSize = FVector2D::ZeroVector, TOptional<EPopupMethod> InMethod = TOptional<EPopupMethod>(), const bool bIsCollapsedByParent = true, const bool bEnablePerPixelTransparency = false);
/**
* Pushes a new child menu onto the stack.
* Menus are always auto-sized. Use fixed-size content if a fixed size is required.
*
* @param InParentMenu The parent menu for this menu
* @param InContent The menu's content
* @param SummonLocation Location in screen-space where the menu should appear
* @param TransitionEffect Animation to use when the popup appears
* @param bFocusImmediately Should the popup steal focus when shown?
* @param SummonLocationSize An optional size around the summon location which describes an area in which the menu may not appear
* @param bIsCollapsedByParent Is this menu collapsed when a parent menu receives focus/activation? If false, only focus/activation outside the entire stack will auto collapse it.
* @param bEnablePerPixelTransparency Does the menu's content require per pixel transparency?
*/
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3167359) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3152124 on 2016/10/05 by Jamie.Dale Fixed SOutputLog filter not handling OnTextCommitted Change 3152255 on 2016/10/05 by Michael.Dupuis #jira UE-28173 Support \" properly in FName Change 3152273 on 2016/10/05 by Nick.Darnell Core - The module manager is now thread safer, we had a critical section around the internal module list - but we were incrementing/decrementing shared pointers to module data shared pointers that were not thread safe outside of the critical section. Ran into a crash working on some heavily threaded code in automation. Change 3152314 on 2016/10/05 by Nick.Darnell Automation - Continued work to rough out the automation workflow for screenshot. Still lots of work remaining, but it appears the basic of approving images might be working as of this CL. Change 3152316 on 2016/10/05 by Michael.Dupuis #jira UE-30346 Update selection when in tree view mode Change 3152317 on 2016/10/05 by Nick.Darnell Automation - Adding some test shots to compare against to EngineTest for screenshot approval. Change 3152319 on 2016/10/05 by Michael.Dupuis #jira UE-29817 StringAssetReference will now only open an Asset picker (not actor picker) as the goal is to reference an asset Change 3152521 on 2016/10/05 by Nick.Darnell Automation - Fixing some issues with where it reads the screenshot compare rules. Change 3152536 on 2016/10/05 by Alexis.Matte Fix FBX automation test. - Make sure the fbx test can avoid automatic detection of the mesh type - Avoid to log the warning when the importer set the material usage after creating a material for skeletalmesh. Change 3152572 on 2016/10/05 by Nick.Darnell Automation - The GameProjectAutomationTests now do some pre-run house cleaning to make sure the project doesn't already exist, and tries to remove it if it was created previously but not deleted. Change 3152591 on 2016/10/05 by Nick.Darnell Automation - Changing the game project errors to be errors. Change 3153115 on 2016/10/06 by Jamie.Dale Removed superflous padding when SPropertyEditorAsset had no buttons Change 3153215 on 2016/10/06 by Michael.Dupuis Fixed build warning Change 3153248 on 2016/10/06 by Nick.Darnell Automation - Working on solving projects not being generated, suspect UBT isn't built or isn't available. Change 3153255 on 2016/10/06 by Nick.Darnell PR #2835: Fix TestEqual AddError Message in FAutomationTestBase (Contributed by dorgonman) #jira UE-36922 Change 3153300 on 2016/10/06 by Nick.Darnell Automation - Enabled verbose logging to automation build farm. Change 3153343 on 2016/10/06 by Matt.Kuhlenschmidt PR #2825: More project launcher progress improvements (Contributed by projectgheist) Change 3153506 on 2016/10/06 by Gareth.Martin Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled #jira UE-36933 Change 3153752 on 2016/10/06 by tim.gautier Add toggle button to UMG_Behavior. Set Level Blueprint for TM-UMG to AllWidget Change 3153763 on 2016/10/06 by Nick.Darnell Automation - Disable verbose logging. Change 3153778 on 2016/10/06 by Nick.Darnell PR #2837: Fixed engine compilation with defined LOG_SLATE_EVENTS (Contributed by Pierdek) #jira UE-36940 Change 3153943 on 2016/10/06 by Nick.Darnell Automation - Disabling some broken tests. Change 3154035 on 2016/10/06 by Nick.Darnell Automation - Fixing re-runs for tests that want them. Previously this wasn't working for any test that was run using the Reprostring method of being executed. Change 3154039 on 2016/10/06 by Nick.Darnell Automation - Updating some test assets in the EngineTest project. Change 3154476 on 2016/10/07 by Richard.TalbotWatkin Fix to regression where vertex color view in Mesh Paint Mode no longer worked correctly. We now allow selected static meshes to go down the dynamic path if VertexColors show mode is active. #jira UE-36772 - Selecting a channel in Vertex Paint mode does not show the channel color Change 3154650 on 2016/10/07 by Alexis.Matte Add new front axis facing X option to fbx importer Change 3154785 on 2016/10/07 by Nick.Darnell Automation - Continued work on automation, ripping out the message bus from the screenshot manager, that's causing the screenshot manager to recieve shots from every machine ever running tests. The Automation Controller is now in charge, and will tell the screenshot manager whatever it needs. Change 3155131 on 2016/10/07 by Michael.Dupuis #jira UE-36509 Do not disabled inverse filter when doing a sync to asset Change 3155141 on 2016/10/07 by Michael.Dupuis #jira UE-36056 Do not open the Actor Picker if we're working on an archetype object Change 3155262 on 2016/10/07 by Michael.Dupuis #jira UE-19737 reset ctrl key when resetting state to None Change 3156326 on 2016/10/09 by Matt.Kuhlenschmidt Fixed crash when asset picker is used without a property editor (usually a heavily customized property). Change 3156473 on 2016/10/10 by Richard.TalbotWatkin Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265. #jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538] Change 3156479 on 2016/10/10 by Richard.TalbotWatkin Fixed non-editor build. Change 3156579 on 2016/10/10 by Alexis.Matte Add a check to make sure curve pointer is valid. #jira UE-36177 Change 3156585 on 2016/10/10 by Ben.Marsh Fix line endings for screenshot settings. Change 3156617 on 2016/10/10 by Matt.Kuhlenschmidt Disable per-pixel blending of menus by default. Causes artifacts on windows versions and we are not using it. Change 3156674 on 2016/10/10 by Nick.Darnell Automation - Continued work on the automation workflow. Now screenshot functional test actors actually have the screenshot processed for differences during the test back on the test controller machine, and then waits for the results of the comparison to be performed. Change 3156709 on 2016/10/10 by Alexis.Matte #jira UE-16337 Make sure the base mesh import data transform is used when we import a LOD. Change 3156714 on 2016/10/10 by Nick.Darnell Automation - Fixing -game crash due to TestName being null in functional test. Change 3156721 on 2016/10/10 by Nick.Darnell Automation - FunctionalAITest now implements IsReady to check if the navigation mesh has finished being built. Change 3156748 on 2016/10/10 by Nick.Darnell Autopmation - Fixing a warning. Change 3156943 on 2016/10/10 by Alex.Delesky Fixed an issue where closing out the "Add Code" window with an active toast stating that an IDE was downloading would prevent the toast from clearing correctly. #jira none Change 3156946 on 2016/10/10 by Alex.Delesky #jira UE-36414 - Adding support for the P4Changelist command line argument to the P4 operations that were missing it. Change 3158215 on 2016/10/11 by Nick.Darnell Automation - Continued work on the screenshot comparison, fixed a crash, the system now reports if the screenshot was new, as well as similar, so that the script can react and warn when new screenshots are produced. Manually fired screenshots now properly wait until they've been compared before the test moves forward. Change 3158322 on 2016/10/11 by Michael.Dupuis #jira UE-36063 If the collection is not shown when trying to save one, force show them so the user understand what is going on Change 3158333 on 2016/10/11 by Alex.Delesky #jira UE-36829 - Rebuilt SVN 1.9.4 libs for Windows with CyrusSASL 2.1.26 and SWIG 3.0.10 support. Change 3158399 on 2016/10/11 by Nick.Darnell Automation - TTF Font log statements that were not warnings are no longer warnings. Change 3158406 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Change 3158419 on 2016/10/11 by Alex.Delesky #jira UE-36829 - SVN 1.9.4 libraries, but also with Java 8u101 support. Change 3158537 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Adding some missing files. Change 3158726 on 2016/10/11 by Michael.Dupuis #jira UE-37001 Perform manual migration of UICurve to proper config category Change 3158728 on 2016/10/11 by Nick.Darnell Automation - Fixing some warnings. Adding more testing to the Domino map to serve as a better example. Change 3158753 on 2016/10/11 by Michael.Dupuis #jira UE-26261 change it's by its Change 3158984 on 2016/10/11 by Alexis.Matte Fix D&D folder import in content browser. We have to expand the root directory to have the correct path. #jira UE-32155 Change 3159640 on 2016/10/12 by Jamie.Dale Split localized package redirection out of FCoreDelegates::PackageNameResolvers They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name. #jira UE-37119 Change 3159741 on 2016/10/12 by Nick.Darnell Slate - Fixing the SGraphPanel's mouse offset calculations so that it works with HDPI mode. Change 3159762 on 2016/10/12 by Nick.Darnell Automation - Adding a way to take a screenshot with the UI, not great yet - it doesn't really obey the rules of resolution, because of the method it uses. Change 3160210 on 2016/10/12 by Gareth.Martin Fixed crash when changing Landscape LOD while using "Grass use Landscape Lightmap" Change 3160216 on 2016/10/12 by Gareth.Martin Removed unused FLandscapeComponentSceneProxy::LayerNames and made LayerColors editor-only Fixed negative LODBias on landscape components to actually do anything Change 3160239 on 2016/10/12 by Gareth.Martin Removed an unused variable Change 3160455 on 2016/10/12 by Jamie.Dale Fixed FText properties exported to asset tags displaying in their NSLOCTEXT form in the asset tooltips Change 3160457 on 2016/10/12 by Jamie.Dale Localization automation now groups everything into a single CL and reverts PO files without significant changes Change 3160554 on 2016/10/12 by Nick.Darnell UMG - Fixing some panning logic to work with HDPI mode in the designer. Change 3161712 on 2016/10/13 by Jamie.Dale Fixed TSharedMapView using hard-coded types Change 3163044 on 2016/10/14 by Jamie.Dale Fixed line-break iterators incorrectly breaking words in CJK Change 3163046 on 2016/10/14 by Jamie.Dale Text layout no longer creates break candidates when wrapping is disabled Change 3163217 on 2016/10/14 by Jamie.Dale Fixed ensure caused by FMediaTextureResource::GetResourceSizeEx Change 3163641 on 2016/10/14 by Alex.Delesky #jira UE-36829 - Updated Mac SVN libraries, along with a more accurate changelog for Windows SVN libs Change 3164428 on 2016/10/17 by Nick.Darnell Slate - Making the FReply for SetMousePos easier to debug, since that option is potentially very frustrating to debug when someone is changing it. Change 3164833 on 2016/10/17 by Jamie.Dale Fixed ParseNumber consuming strings with multiple sequential dots as valid numbers, eg) "10..." Change 3164868 on 2016/10/17 by Alexis.Matte Remove re-import material and LOD import material #jira UE-36640 Change 3164874 on 2016/10/17 by Alexis.Matte Fix fbx scene re-import of staticmesh loosing there materials #jira UE-37032 Change 3165080 on 2016/10/17 by Alexis.Matte Remove skinxx workflow for static mesh #jira UE-37262 Change 3165232 on 2016/10/17 by Nick.Darnell Automation - Adding some sub-level testing. Change 3165822 on 2016/10/18 by Nick.Darnell Slate - Add a counter to track how much time we spend drawing custom verts each frame. Change 3165934 on 2016/10/18 by Nick.Darnell Slate - Addding cycle counters to SInvalidationPanel's Tick and Paint. Change 3165947 on 2016/10/18 by Nick.Darnell Slate - Addding very verbose slate stats behind a compiler flag to avoid the large overhead of these stats. To enable them you'll need to set WITH_VERY_VERBOSE_SLATE_STATS to 1, added a guide on debugging slate performance to the SlateGlobals.h // HOW TO GET AN IN-DEPTH PERFORMANCE ANALYSIS OF SLATE // // Step 1) // Set WITH_VERY_VERBOSE_SLATE_STATS to 1. // // Step 2) // When running the game (outside of the editor), run these commandline options // in order and you'll get a large dump of where all the time is going in Slate. // // stat group enable slateverbose // stat group enable slateveryverbose // stat dumpave -root=stat_slate -num=120 -ms=0 Change 3165962 on 2016/10/18 by Nick.Darnell UMG - Play first frame of sequence in UMG immediately when told to play an animation. Change 3165981 on 2016/10/18 by Nick.Darnell Core - GetDisplayNameText now stores the FName for DisplayName in a static instead of using TEXT("DisplayName"). Change 3166000 on 2016/10/18 by Jamie.Dale Removed bulk-data from fonts The main complaints about composite fonts have always been: 1) They use too much memory at runtime. 2) They bloat if you use the same font face twice. 3) They often break when used outside the game thread. This change aims to address all of these issues by removing bulk-data from fonts (which was the cause of the memory bloat and threading issues), and introduces UFontFace assets (which allow you to re-use the same font face in different entries within a composite font). No existing font data is lost during this transition, however you must manually update your UFont assets to reference external UFontFace assets before you're able to edit the existing data (which is automatically upgraded to UFontFace assets *within* the UFont package). This upgrade can be done via the composite font editor. During cook these UFontFace assets write out the actual TTF/OTF font data as a .ufont file, which is what FreeType actually loads at runtime (the internals of the Slate font cache are now completely independent of UObjects and their lifetimes and loading concerns). Since we're now always loading files from disk, we can also give the user an option of whether to "pre-load" (which will load the entire font into memory, like bulk-data always used to), or "stream" the font from disk (which has minimal memory overhead, but needs decent I/O performance). Change 3166001 on 2016/10/18 by Jamie.Dale Updated the Launcher to no longer use bulk-data for fonts Change 3166003 on 2016/10/18 by Jamie.Dale Updated the Engine fonts to use UFontFace assets Change 3166028 on 2016/10/18 by Alex.Delesky #jira UE-37021 - The scrollbar will now remain at the bottom of the output log after specifying a filter. Change 3166071 on 2016/10/18 by Nick.Darnell Slate - Fixing a warning about hiding an inherited member. Change 3166213 on 2016/10/18 by Jamie.Dale Fixing crash caused by accessing a zeroed FText Change 3166222 on 2016/10/18 by Nick.Darnell Automation - Adding some code to end the sub level test when it starts. Change 3166231 on 2016/10/18 by Nick.Darnell Editor - Fixing the build warning, SOutputLog.cpp:748:4: warning: field 'TextLayout' will be initialized after field 'CachedNumMessages' Change 3166717 on 2016/10/18 by Nick.Darnell Automation - Removing references to old options that are no longer file paths, and are now StringAssetReferences these options were not being used by anyone as far as I can tell. #jira UE-37482 Change 3167279 on 2016/10/19 by Jamie.Dale Fixed text render component regression with custom MIDs #jira UE-37305 Change 3167356 on 2016/10/19 by Alexis.Matte Make sure the old asset are build correctly #jira UE-37461 Change 3167359 on 2016/10/19 by Alexis.Matte Fix re-import of mesh material assignment regression #jira UE-37479 [CL 3168049 by Matt Kuhlenschmidt in Main branch]
2016-10-19 15:01:48 -04:00
TSharedRef<IMenu> Push(const TSharedPtr<IMenu>& InParentMenu, const TSharedRef<SWidget>& InContent, const FVector2D& SummonLocation, const FPopupTransitionEffect& TransitionEffect, const bool bFocusImmediately = true, const FVector2D& SummonLocationSize = FVector2D::ZeroVector, const bool bIsCollapsedByParent = true, const bool bEnablePerPixelTransparency = false);
/**
* Pushes a new menu onto the stack that is drawn by an external host widget.
* The widget path will be searched for existing menus and the new menu will be parented appropriately.
* Menus are always auto-sized. Use fixed-size content if a fixed size is required.
*
* @param InOwnerPath The widget path for the parent widget of this menu
* @param InMenuHost The host widget that draws the menu's content
* @param InContent The menu's content
* @param OutWrappedContent Returns the InContent wrapped with widgets needed by the menu stack system. This is what should be drawn by the host after this call.
* @param TransitionEffect Animation to use when the popup appears
* @param bIsCollapsedByParent Is this menu collapsed when a parent menu receives focus/activation? If false, only focus/activation outside the entire stack will auto collapse it.
*/
TSharedRef<IMenu> PushHosted(const FWidgetPath& InOwnerPath, const TSharedRef<IMenuHost>& InMenuHost, const TSharedRef<SWidget>& InContent, TSharedPtr<SWidget>& OutWrappedContent, const FPopupTransitionEffect& TransitionEffect, EShouldThrottle ShouldThrottle, const bool bIsCollapsedByParent = true);
/**
* Pushes a new child menu onto the stack that is drawn by an external host widget.
* Menus are always auto-sized. Use fixed-size content if a fixed size is required.
*
* @param InParentMenu The parent menu for this menu
* @param InMenuHost The host widget that draws the menu's content
* @param InContent The menu's content
* @param OutWrappedContent Returns the InContent wrapped with widgets needed by the menu stack system. This is what should be drawn by the host after this call.
* @param TransitionEffect Animation to use when the popup appears
* @param bIsCollapsedByParent Is this menu collapsed when a parent menu receives focus/activation? If false, only focus/activation outside the entire stack will auto collapse it.
*/
TSharedRef<IMenu> PushHosted(const TSharedPtr<IMenu>& InParentMenu, const TSharedRef<IMenuHost>& InMenuHost, const TSharedRef<SWidget>& InContent, TSharedPtr<SWidget>& OutWrappedContent, const FPopupTransitionEffect& TransitionEffect, EShouldThrottle ShouldThrottle, const bool bIsCollapsedByParent = true);
/**
* Dismisses the menu stack including InFromMenu and all its child menus
* Dismisses in reverse order (children first)
*
* @param InFromMenu The menu to remove along with its children
*/
void DismissFrom(const TSharedPtr<IMenu>& InFromMenu);
/**
* Dismisses the entire menu stack
*/
void DismissAll();
/**
* Called by the application when any window is destroyed.
*
* @param InWindow The window that was destroyed
*/
void OnWindowDestroyed(TSharedRef<SWindow> InWindow);
/**
* Notifies the stack that a new window was activated. The menu stack will be dismissed if the activated window is not a menu in the stack
*
* @param ActivatedWindow The window that was just activated
*/
void OnWindowActivated( TSharedRef<SWindow> ActivatedWindow );
/**
* Finds a menu in the stack that owns InWindow.
* Although this method isn't deprecated, it is intended for private use inside FMenuStack
* and its use as a public method should be avoided. Menus should be identified in client code as IMenu interfaces.
*
* @param InWindow The window to look for
* @return The menu in the stack that owns InWindow, or an invalid ptr if not found
*/
TSharedPtr<IMenu> FindMenuFromWindow(TSharedRef<SWindow> InWindow) const;
/**
* Searches from bottom to top of the widget path for a menu in the stack.
* If the widget at the end of PathToQuery is inside a menu, there will be a menu content wrapper widget in the path.
*
* @param PathToQuery The widget path to search for a menu
* @return The menu in the stack that contains the widget at the end of PathToQuery, or an invalid ptr if not found
*/
TSharedPtr<IMenu> FindMenuInWidgetPath(const FWidgetPath& PathToQuery) const;
/**
* Called by the application when showing tooltips. It prevents tooltips from drawing over menu items. If the resulting bool is false, the resulting OutSlateRect will be [0,0,0,0] and should not be used.
*
* @param InMenu A menu in the stack, used to generate the force field rect
* @param InPathContainingMenu A widget path containing InMenu. This could be generated but the application has the path so it helps performance to pass it in here.
* @param OutSlateRect The output rectangle enclosing the menu's children (created from the clipping rects in the geometry in PathContainingMenu)
* @return A bool indicating whether a solution was found. If false, the resulting OutSlateRect will be [0,0,0,0] and should not be used.
*/
bool GetToolTipForceFieldRect(const TSharedRef<IMenu>& InMenu, const FWidgetPath& InPathContainingMenu, FSlateRect& OutSlateRect) const;
/**
* @return Returns the window that is the parent of everything in the stack, if any. If the stack is empty, returns an invalid ptr.
*/
TSharedPtr<SWindow> GetHostWindow() const;
/**
* @return Returns the widget that is the parent widget that initially created the menu in the stack
*/
TSharedPtr<SWidget> GetHostWidget() const;
/**
* @return True if the stack has one or more menus in it, false if it is empty.
*/
bool HasMenus() const;
/**
* @return Returns whether the menu has child menus. If the menu isn't in the stack, returns false.
*/
bool HasOpenSubMenus(TSharedPtr<IMenu> InMenu) const;
private:
/**
* Queries the widgets in the path for a menu popup method.
*
* @param PathToQuery The path to query
*
* @return The popup method chosen by a widget in the path. Defaults to EPopupMethod::CreateNewWindow if no widgets in the path have a preference.
*/
FPopupMethodReply QueryPopupMethod(const FWidgetPath& PathToQuery);
Slate: Refactored core Slate implementation into SlateCore module in preparation for UMG. Other Updates: - The WidgetReflector is now in its own module as well. It will be converted to a plug-in later. - The Public API of both Slate and SlateCore has largely been reorganized for better discoverabilty. More cleanup work is needed. - Added a lot of missing API documentation and fixed existing ones. More and better documentation is needed. - Removed dead code, fixed a couple things I stubled upon, and conformed to coding guidelines (NULL vs nullptr, line breaks, etc.) Upgrade Notes: - The Slate Remote Server is currently disabled - will be re-enabled shortly! - If your module previously had a module dependency to 'Slate', it now also needs a PrivateModuleDependency to 'SlateCore' in its Build.cs file. - If your module exposes in any of its Public header files types that are now declared in SlateCore, it needs a PublicModuleDependency to 'SlateCore' - The ToolTip property type on SWidget has changed from SToolTip to IToolTip; change local variables to TSharedPtr<IToolTip> instead of TSharedPtr<SToolTip> where needed - IToolTip is not a widget. If you need access to the actual widget that represents the tool tip, use IToolTip::AsWidget(); If you need access to the tool tip's content, use IToolTip::GetContentWidget() Troubleshooting: - After syncing to this changelist you may have to clean your /Engine/Intermediate/Build/ directory and rebuild your entire project - If in your project you are getting linker errors for unresolved types that are now declared in SlateCore, you may be missing a dependency to 'SlateCore' - If in the Engine code you are getting linker errors for unresolved types that are now declared in SlateCore, you may need to rebuild the entire Engine [CL 2057118 by Max Preussner in Main branch]
2014-04-26 15:07:24 -04:00
/**
* Called by public Dismiss methods. Dismisses all menus in the stack from FirstStackIndexToRemove and below.
*
* @param FirstStackIndexToRemove Index into the stack from which menus are dismissed.
*/
void DismissInternal(int32 FirstStackIndexToRemove);
/**
* Handles changes to the owner path, potentially locating and establishing the new host. Makes sure overlay slots are added/removed as appropriate.
*/
void SetHostPath(const FWidgetPath& InOwnerPath);
/**
* Callback method called by all menus when they are dismissed. Handles changes to the stack state when a menu is destroyed.
*
* @param InMenu The menu that was destroyed.
*/
void OnMenuDestroyed(TSharedRef<IMenu> InMenu);
/**
* Callback method called by all menus when they lose focus. Handles dismissing menus that have lost focus.
*
* @param InFocussedPath The new focus path.
*/
void OnMenuContentLostFocus(const FWidgetPath& InFocussedPath);
/**
* Called by all menus during creation. Handles wrapping content in SMenuContentWrapper that acts as a marker in widget paths and in a box that sets minimum size.
*
* @param InContent The unwrapped content.
* @param OptionalMinWidth Optional minimum width for the wrapped content.
* @param OptionalMinHeight Optional minimum height for the wrapped content.
*/
TSharedRef<SWidget> WrapContent(TSharedRef<SWidget> InContent, FOptionalSize OptionalMinWidth = FOptionalSize(), FOptionalSize OptionalMinHeight = FOptionalSize());
/** Contains all the options passed to the pre-push stage of the menu creation process */
struct FPrePushArgs
{
FPrePushArgs() : TransitionEffect(FPopupTransitionEffect::None) {}
TSharedPtr<SWidget> Content;
FSlateRect Anchor;
FPopupTransitionEffect TransitionEffect;
bool bFocusImmediately;
bool bIsCollapsedByParent;
};
/** Contains all the options returned from the pre-push stage of the menu creation process */
struct FPrePushResults
{
TSharedPtr<SWidget> WrappedContent;
TSharedPtr<SWidget> WidgetToFocus;
FVector2D AnimStartLocation;
FVector2D AnimFinalLocation;
bool bAnchorSetsMinWidth;
FVector2D ExpectedSize;
bool bAllowAnimations;
bool bFocusImmediately;
bool bIsCollapsedByParent;
};
/**
* This is the pre-push stage of menu creation.
* It is responsible for wrapping content and calculating menu positioning. This stage is not used by "hosted" menus.
*
* @param InArgs Pre-push options.
*
* @return Pre-push results.
*/
FPrePushResults PrePush(const FPrePushArgs& InArgs);
/**
* This is the common code used during menu creation. This stage is not used by "hosted" menus.
* It handles pre-push, actual menu creation and post-push stack updates.
*
* @param InParentMenu The parent menu for this menu
* @param InContent The menu's content
* @param Anchor The anchor location for the menu (rect around the parent widget that is summoning the menu)
* @param TransitionEffect Animation to use when the popup appears
* @param bFocusImmediately Should the popup steal focus when shown?
* @param bIsCollapsedByParent Is this menu collapsed when a parent menu receives focus/activation? If false, only focus/activation outside the entire stack will auto collapse it.
*
* @return The newly created menu.
*/
TSharedRef<IMenu> PushInternal(const TSharedPtr<IMenu>& InParentMenu, const TSharedRef<SWidget>& InContent, FSlateRect Anchor, const FPopupTransitionEffect& TransitionEffect, const bool bFocusImmediately, EShouldThrottle ShouldThrottle, const bool bIsCollapsedByParent, const bool bEnablePerPixelTransparency);
/**
* This is the actual menu object creation method for FMenuInWindow menus.
* It creates a new SWindow and new FMenuInWindow that uses it.
*
* @param InParentMenu The parent menu for this menu
* @param InPrePushResults The results of the pre-push stage
*
* @return The newly created FMenuInWindow menu.
*/
TSharedRef<FMenuBase> PushNewWindow(TSharedPtr<IMenu> InParentMenu, const FPrePushResults& InPrePushResults, const bool bEnablePerPixelTransparency);
/**
* This is the actual menu object creation method for FMenuInPopup menus.
* It creates a new FMenuInWindow and adds it into the overlay layer on the host window.
*
* @param InParentMenu The parent menu for this menu
* @param InPrePushResults The results of the pre-push stage
*
* @return The newly created FMenuInPopup menu.
*/
TSharedRef<FMenuBase> PushPopup(TSharedPtr<IMenu> InParentMenu, const FPrePushResults& InPrePushResults);
/**
* This is the post-push stage of menu creation.
* It is responsible for updating the stack with the new menu and removing any that it replaces.
*
* @param InParentMenu The parent menu for this menu
* @param InMenu A newly created menu
* @param ShouldThrottle Should pushing this menu enable throttling of the engine for a more responsive UI
* @param bInInsertAfterDismiss Avoid unwanted delete due to dismissing another menu causing all menus in stack to be dismissed
*/
void PostPush(TSharedPtr<IMenu> InParentMenu, TSharedRef<FMenuBase> InMenu, EShouldThrottle ShouldThrottle, bool bInInsertAfterDismiss=false);
/** The popup method currently used by the whole stack. It can only use one at a time */
FPopupMethodReply ActiveMethod;
/** The parent window of the root menu in the stack. NOT the actual menu window if it's a CreateNewWindow */
TSharedPtr<SWindow> HostWindow;
/** The parent widget of the root menu in the stack */
TWeakPtr<SWidget> HostWidget;
/** The parent window of the root menu in the stack. NOT the actual menu window if it's a CreateNewWindow */
TSharedPtr<SMenuPanel> HostWindowPopupPanel;
/** The popup layer that contains our HostWindowPopupPanel. */
TSharedPtr<FPopupLayer> HostPopupLayer;
/** The array of menus in the stack */
TArray<TSharedPtr<class FMenuBase>> Stack;
/** Maps top-level content widgets (should always be SMenuContentWrappers) to menus in the stack */
TMap<TSharedPtr<const SWidget>, TSharedPtr<class FMenuBase>> CachedContentMap;
Slate: Refactored core Slate implementation into SlateCore module in preparation for UMG. Other Updates: - The WidgetReflector is now in its own module as well. It will be converted to a plug-in later. - The Public API of both Slate and SlateCore has largely been reorganized for better discoverabilty. More cleanup work is needed. - Added a lot of missing API documentation and fixed existing ones. More and better documentation is needed. - Removed dead code, fixed a couple things I stubled upon, and conformed to coding guidelines (NULL vs nullptr, line breaks, etc.) Upgrade Notes: - The Slate Remote Server is currently disabled - will be re-enabled shortly! - If your module previously had a module dependency to 'Slate', it now also needs a PrivateModuleDependency to 'SlateCore' in its Build.cs file. - If your module exposes in any of its Public header files types that are now declared in SlateCore, it needs a PublicModuleDependency to 'SlateCore' - The ToolTip property type on SWidget has changed from SToolTip to IToolTip; change local variables to TSharedPtr<IToolTip> instead of TSharedPtr<SToolTip> where needed - IToolTip is not a widget. If you need access to the actual widget that represents the tool tip, use IToolTip::AsWidget(); If you need access to the tool tip's content, use IToolTip::GetContentWidget() Troubleshooting: - After syncing to this changelist you may have to clean your /Engine/Intermediate/Build/ directory and rebuild your entire project - If in your project you are getting linker errors for unresolved types that are now declared in SlateCore, you may be missing a dependency to 'SlateCore' - If in the Engine code you are getting linker errors for unresolved types that are now declared in SlateCore, you may need to rebuild the entire Engine [CL 2057118 by Max Preussner in Main branch]
2014-04-26 15:07:24 -04:00
/** Handle to a throttle request made to ensure the menu is responsive in low FPS situations */
FThrottleRequest ThrottleHandle;
/** Temporary ptr to a new window created during the menu creation process. Nulled before the Push() call returns. Stops activation of the new window collapsing the stack. */
TSharedPtr<SWindow> PendingNewWindow;
/** Temporary ptr to a new menu created during the menu creation process. Nulled before the Push() call returns. Stops it collapsing the stack when it gets focus. */
TSharedPtr<class FMenuBase> PendingNewMenu;
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635) ========================== MAJOR FEATURES + CHANGES ========================== Change 2955635 on 2016/04/26 by Max.Chen Sequencer: Fix filtering so that folders that contain filtered nodes will also appear. #jira UE-28213 Change 2955617 on 2016/04/25 by Dmitriy.Dyomin Better fix for: Post processing rendering artifacts Nexus 6 this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment #jira: UE-24067 Change 2955522 on 2016/04/25 by Max.Chen Sequencer: Fix crash when resolving object guid and context is null. #jira UE-29916 Change 2955504 on 2016/04/25 by Alexis.Matte #jira UE-29926 Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do. Change 2955500 on 2016/04/25 by Dan.Oconnor Integration of 2955445 from Dev-BP #jira UE-29012 Change 2955234 on 2016/04/25 by Lina.Halper Fixed tool tip of twist node #jira : UE-29907 Change 2955211 on 2016/04/25 by Ben.Marsh Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default. #jira UE-29842 Change 2955155 on 2016/04/25 by Jamie.Dale Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit #jira UE-28756 Change 2955144 on 2016/04/25 by Jamie.Dale Fixed a case where editable text controls would fail to select their text when focused There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped. #jira UE-29818 #jira UE-29772 Change 2955136 on 2016/04/25 by Chad.Taylor Merging to 4.12: Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed. #jira UE-22581 Change 2955134 on 2016/04/25 by Lina.Halper Removed code that blocks moving actor when they don't have physics asset #jira : UE-29796 #code review: Benn.Gallagher Change 2955130 on 2016/04/25 by Zak.Middleton #ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps. (copy of 2955001 in Main) #jira UE-29531 #lockdown Nick.Penwarden Change 2955098 on 2016/04/25 by Marc.Audy Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client #jira UE-7539 Change 2955049 on 2016/04/25 by Richard.TalbotWatkin Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds. #jira UE-29753 - Add ability to display a SplineComponent in-game Change 2955040 on 2016/04/25 by Chris.Gagnon Fixed Initializer Order Warning in hot reload ctor. #jira UE-28811, UE-28960 Change 2954995 on 2016/04/25 by Marc.Audy Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors #jira UE-29909 Change 2954970 on 2016/04/25 by Peter.Sauerbrei fix for openwrite with O_APPEND flag #jira UE-28417 Change 2954917 on 2016/04/25 by Chris.Gagnon Moved a desired change from Main to 4.12 Added input settings to: - control if the viewport locks the mouse on acquire capture. - control if the viewport acquires capture on the application launch (first window activate). #jira UE-28811, UE-28960 parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this) Change 2954908 on 2016/04/25 by Alexis.Matte #jira UE-29478 Prevent modal dialog to use 100% of a core Change 2954888 on 2016/04/25 by Marcus.Wassmer Fix compile issue with chinese locale #jira UE-29708 Change 2954813 on 2016/04/25 by Lina.Halper Fix when not re-validating the correct asset #jira : UE-29789 #code review: Martin.Wilson Change 2954810 on 2016/04/25 by mason.seay Updated map to improve coverage #jira UE-29618 Change 2954785 on 2016/04/25 by Max.Chen Sequencer: Always spawn sequencer spawnables. Disregard collision settings. #jira UE-29825 Change 2954781 on 2016/04/25 by mason.seay Test map for Audio Occlusion trace channels #jira UE-29618 Change 2954684 on 2016/04/25 by Marc.Audy Add GetIsReplicated accessor to AActor Deprecate specific GameplayAbility class implementations that was exposing bReplicates #jira UE-29897 Change 2954675 on 2016/04/25 by Alexis.Matte #jira UE-25430 Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs Change 2954669 on 2016/04/25 by Alexis.Matte #jira UE-29507 Import of rigid mesh animation is broken Change 2954579 on 2016/04/25 by Ben.Marsh Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later. #jira UE-29842 Change 2954556 on 2016/04/25 by Taizyd.Korambayil #jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class Change 2954552 on 2016/04/25 by Taizyd.Korambayil #jira UE-29877 Deleting BP class Change 2954498 on 2016/04/25 by Ryan.Gerleve Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server. Transition actors to the new level in a second pass after non-transitioning actors are handled. #jira UE-29213 Change 2954446 on 2016/04/25 by Max.Chen Sequencer: Fixed spawning actors with instance or multiple owned components - Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved #jira UE-29774, UE-29859 Change 2954430 on 2016/04/25 by Marc.Audy Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling #jira UE-29118 #jira UE-29747 Change 2954292 on 2016/04/25 by Richard.TalbotWatkin Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella) CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport. #jira UE-29265 - Crash when drag selecting curve keys in matinee Change 2954262 on 2016/04/25 by Graeme.Thornton Fixed a editor crash when destroying linkers half way through a package EndLoad #jira UE-29437 Change 2954239 on 2016/04/25 by Marc.Audy Fix error message #jira UE-00000 Change 2954177 on 2016/04/25 by Dmitriy.Dyomin Fixed: Hidden surface removal is not enabled on PowerVR Android devices #jira UE-29871 Change 2954026 on 2016/04/24 by Josh.Adams [Somehow most files got unchecked in my previous checkin, grr] - ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android) #lockdown nick.penwarden #jira UE-29863 Change 2954025 on 2016/04/24 by Josh.Adams - ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android) #lockdown nick.penwarden #jira UE-29863 Change 2953946 on 2016/04/24 by Max.Chen Sequencer: Fix crash on undo of a sub section. #jira UE-29856 Change 2953898 on 2016/04/23 by mitchell.wilson #jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing Change 2953859 on 2016/04/23 by Maciej.Mroz Merged from Dev-Blueprints 2953858 #jira UE-29790 Editor crashes when opening KiteDemo Change 2953764 on 2016/04/23 by Max.Chen Sequencer: Remove "Experimental" tag on the Level Sequence Actor #jira UETOOl-625 Change 2953763 on 2016/04/23 by Max.Chen Cinematics: Change text to "Edit Existing Cinematics" #jira UE-29102 Change 2953762 on 2016/04/23 by Max.Chen Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges. #jira UE-29658 Change 2953652 on 2016/04/22 by Rolando.Caloca UE4.12 - vk - Workaround driver bugs wrt texture format caps #jira UE-28140 Change 2953596 on 2016/04/22 by Marcus.Wassmer #jira UE-20276 Merging dual normal clearcoat shading model. 2863683 2871229 2876362 2876573 2884007 2901595 Change 2953594 on 2016/04/22 by Chris.Babcock Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver #jira UE-29851 #ue4 #android Change 2953520 on 2016/04/22 by Rolando.Caloca UE4.12 - vk - Enable deferred resource deletion - Added one resource heap per memory type - Improved DumpMemory() - Added ensures for missing format features #jira UE-28140 Change 2953459 on 2016/04/22 by Taizyd.Korambayil #jira UE-29748 Resaved Maps to Fix EC Build Warnings #jira UE-29744 Change 2953448 on 2016/04/22 by Ryan.Gerleve Fix Mac/Linux compile. #jira UE-29545 Change 2953311 on 2016/04/22 by Ryan.Gerleve Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism. Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior. To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call. #jira UE-29545 Change 2953219 on 2016/04/22 by mason.seay Test map for show collision features #jira UE-29618 Change 2953199 on 2016/04/22 by Phillip.Kavan [UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size. change summary: - improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry) - modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization - added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value) - removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above) - modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default) #jira UE-29449 Change 2953195 on 2016/04/22 by Max.Chen Sequencer: Fix crash in actor reference track in the cached guid to actor map. #jira UE-27523 Change 2953124 on 2016/04/22 by Rolando.Caloca UE4.12 - vk - Increase temp frame buffer #jira UE-28140 Change 2953121 on 2016/04/22 by Chris.Babcock Rebuilt lighting for all levels #jira UE-29809 Change 2953073 on 2016/04/22 by mason.seay Test assets for notifies in animation composites and montages #jira UE-29618 Change 2952960 on 2016/04/22 by Richard.TalbotWatkin Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color. #jira UE-28410 - Eye dropper selects color without clicking Change 2952934 on 2016/04/22 by Allan.Bentham Ensure pool's refractive index >= 1 #jira UE-29777 Change 2952881 on 2016/04/22 by Jamie.Dale Better fix for UE-28560 that doesn't regress thumbnail rendering We now just silence the warning if dealing with an inactive world. #jira UE-28560 Change 2952867 on 2016/04/22 by Thomas.Sarkanen Fix issues with matinee-controlled anim instances Regression caused by us no longer saving off the anim sequence between updates. #jira UE-29812 - Protostar Neutrino spawns but does not Animate or move. Change 2952826 on 2016/04/22 by Maciej.Mroz Merged from Dev-Blueprints 2952820 #jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail Change 2952819 on 2016/04/22 by Josh.Adams - Fixed crash in a Vulkan shader printout #lockdown nick.penwarden #jira UE-29820 Change 2952817 on 2016/04/22 by Rolando.Caloca UE4.12 - vk - Revert back to simple layouts #jira UE-28140 Change 2952792 on 2016/04/22 by Jamie.Dale Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before. #jira UE-28560 Change 2952783 on 2016/04/22 by Taizyd.Korambayil #jira UE-28477 Resaved Flying Template Map Change 2952767 on 2016/04/22 by Taizyd.Korambayil #jira UE-29736 Resaved Map to Fix EC Warnings Change 2952762 on 2016/04/22 by Allan.Bentham Update reflection capture to contain only room5 content. #jira UE-29777 Change 2952749 on 2016/04/22 by Taizyd.Korambayil #jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error Change 2952688 on 2016/04/22 by Martin.Wilson Fix for BP notifies not displaying when they derive from an abstract base class #jira UE-28556 Change 2952685 on 2016/04/22 by Thomas.Sarkanen Fix CIS for non-editor builds #jira UE-29308 - Fix crash from GC-ed animation asset Change 2952664 on 2016/04/22 by Thomas.Sarkanen Made up/down behaviour for console history consistent and reverted to old ordering by default Pressing up or down now brings up history. Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes. #jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating Change 2952655 on 2016/04/22 by Jamie.Dale Changed the class filter to use an expression evaluator This makes it consistent with the other filters in the editor #jira UE-29811 Change 2952647 on 2016/04/22 by Allan.Bentham Back out changelist 2951539 #jira UE-29777 Change 2952618 on 2016/04/22 by Benn.Gallagher Fixed naming error in rotation multiplier node #jira UE-29583 Change 2952612 on 2016/04/22 by Thomas.Sarkanen Fix garbage collection and undo/redo issues with anim instance proxy UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases. Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now). #jira UE-29308 - Fix crash from GC-ed animation asset Change 2952608 on 2016/04/22 by Richard.TalbotWatkin Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes. #jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects. Change 2952599 on 2016/04/22 by Dmitriy.Dyomin Disabled vulkan pipeline cache as it causes rendering artifacts right now #jira UE-29807 Change 2952540 on 2016/04/22 by Maciej.Mroz #jira UE-29787 Obsolete nativized files are never removed merged from Dev-Blueprints 2952531 Change 2952372 on 2016/04/21 by Josh.Adams - Fixed Vk memory allocations when reusing free pages #lockdown nick.penwarden #jira ue-29802 Change 2952350 on 2016/04/21 by Eric.Newman Added support for UEReleaseTesting backends to Orion and Ocean #jira op-3640 Change 2952140 on 2016/04/21 by Dan.Oconnor Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12 #jira UE-28971 Change 2952135 on 2016/04/21 by Jeff.Farris Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly. Manual re-implementation of CL 2948123 in 4.12 branch. #jira UE-29634 Change 2952121 on 2016/04/21 by Lee.Clark PS4 - 4.12 - Fix staging and deploying of system prxs #jira UE-29801 Change 2952120 on 2016/04/21 by Rolando.Caloca UE4.12 - vk - Move descriptor allocation to BSS #jira UE-21840 Change 2952027 on 2016/04/21 by Rolando.Caloca UE4.12 - vk - Fix descriptor sets lifetimes - Fix crash with null texture #jira UE-28140 Change 2951890 on 2016/04/21 by Eric.Newman Updating locked common dependencies for OrionService #jira OP-3640 Change 2951863 on 2016/04/21 by Eric.Newman Updating locked dependencies for UE 4.12 OrionService #jira OP-3640 Change 2951852 on 2016/04/21 by Owen.Stupka Fixed meteors destruct location #jira UE-29714 Change 2951739 on 2016/04/21 by Max.Chen Sequencer: Follow up for integral keys. #jira UE-29791 Change 2951717 on 2016/04/21 by Rolando.Caloca UE4.12 - Fix shader platform names #jira UE-28140 Change 2951714 on 2016/04/21 by Max.Chen Sequencer: Fix setting a key if it already exists at the current time. #jira UE-29791 Change 2951708 on 2016/04/21 by Rolando.Caloca UE4.12 - vk - Separate upload cmd buffer #jira UE-28140 Change 2951653 on 2016/04/21 by Marc.Audy If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future Remove now unused bRenameRequired parameter #jira UE-29612 Change 2951619 on 2016/04/21 by Chris.Babcock Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR #jira UE-29786 #ue4 Change 2951603 on 2016/04/21 by Cody.Albert #jira UE-29785 Revert Github readme page back to original Change 2951599 on 2016/04/21 by Ryan.Gerleve Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter) #jira UE-29778 Change 2951558 on 2016/04/21 by Chris.Babcock Always rename destroyed child actor #jira UE-29709 #ue4 Change 2951552 on 2016/04/21 by James.Golding Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision' #jira UE-29303 Change 2951539 on 2016/04/21 by Allan.Bentham Use screenuv for distortion with ES2/31. #jira UE-29777 Change 2951535 on 2016/04/21 by Max.Chen We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded. #jira UE-29711 Change 2951521 on 2016/04/21 by Taizyd.Korambayil #jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM Change 2951492 on 2016/04/21 by Jeremiah.Waldron Fix for Android IAP information reporting back incorrectly. #jira UE-29776 Change 2951486 on 2016/04/21 by Taizyd.Korambayil #jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map Change 2951450 on 2016/04/21 by Gareth.Martin Fix non-editor build #jira UE-16525 Change 2951380 on 2016/04/21 by Gareth.Martin Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa #jira UE-16525 Change 2951357 on 2016/04/21 by Richard.TalbotWatkin Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed. #jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field Change 2951352 on 2016/04/21 by Richard.TalbotWatkin Added slider bar thickness as a new property in FSliderStyle. #jira UE-19173 - SSlider is not fully stylable Change 2951344 on 2016/04/21 by Gareth.Martin Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker. - Also fixes landscape spline lines not showing up on a flat landscape #jira UE-25114 Change 2951326 on 2016/04/21 by Taizyd.Korambayil #jira UE-28477 Resaving Maps Change 2951271 on 2016/04/21 by Jamie.Dale Fixed a crash when pasting a path containing a class into the asset view of the Content Browser #jira UE-29616 Change 2951237 on 2016/04/21 by Jack.Porter Fix black screen on PC due to planar reflections #jira UE-29664 Change 2951184 on 2016/04/21 by Jamie.Dale Fixed crash in FCurveStructCustomization when no objects were selected for editing #jira UE-29638 Change 2951177 on 2016/04/21 by Ben.Marsh Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858. #jira UE-29757 Change 2951171 on 2016/04/21 by Matthew.Griffin Fixed issue with Rebuild not working when installed in Program Files (x86) The brackets seem to cause lots of problems in combination with the if/else ones #jira UE-29648 Change 2951163 on 2016/04/21 by Jamie.Dale Changed the text customization to use the property handle functions to get/set the text value That ensures that it both transacts and notifies correctly. Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API: - FPropertyHandleBase::SetPerObjectValue - FPropertyHandleBase::GetPerObjectValue - FPropertyHandleBase::GetNumPerObjectValues These replace the need to cache the raw pointers. #jira UE-20223 Change 2951103 on 2016/04/21 by Thomas.Sarkanen Un-deprecated blueprint functions for attachment/detachment Renamed functions to <FuncName> (Deprecated). Hid functions in the BP context menu so new ones cant be added. #jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled. Change 2951101 on 2016/04/21 by Allan.Bentham Enable mobile HQ DoF #jira UE-29765 Change 2951097 on 2016/04/21 by Thomas.Sarkanen Standalone games now benefit from parallel anim update if possible We now simply use the fact we want root motion to determine if we need to run immediately. #jira UE-29431 - Parallel anim update does not work in non-multiplayer games Change 2951036 on 2016/04/21 by Lee.Clark PS4 - Fix WinDualShock working with VS2015 #jira UE-29088 Change 2951034 on 2016/04/21 by Jack.Porter ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues #jira UE-29666 Change 2950995 on 2016/04/21 by Jack.Porter ProtoStar - delete unneeded maps #jira UE-29665 Change 2950787 on 2016/04/20 by Nick.Darnell SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd. #jira UE-29749 #codeview Ben.Marsh Change 2950786 on 2016/04/20 by Nick.Darnell Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference. #jira UE-29749 Change 2950769 on 2016/04/20 by Ben.Marsh Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release. Change 2950724 on 2016/04/20 by Lina.Halper Support for negative scaling for mirroring - Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12 #jira: UE-27453 Change 2950293 on 2016/04/20 by andrew.porter Correcting sequencer test content #jira UE-29618 Change 2950283 on 2016/04/20 by Marc.Audy Don't route FlushPressedKeys on PIE shut down #jira UE-28734 Change 2950071 on 2016/04/20 by mason.seay Adjusted translation retargeting on head bone of UE4_Mannequin -Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted. #jira UE-29618 Change 2950049 on 2016/04/20 by Mark.Satterthwaite Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006. #jira UE-29006 #jira UE-29140 Change 2949977 on 2016/04/20 by Max.Chen Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor. #jira UE-29660 Change 2949836 on 2016/04/20 by Gareth.Martin Fix landscape components flickering when perfectly flat (bounds size is 0) - This often happens for newly created landscapes #jira UE-29262 Change 2949768 on 2016/04/20 by Thomas.Sarkanen Moving parent & grouped child actors now does not result in deltas being applied twice Grouping and attachment now interact correctly. Also fixed up according to coding standard. Discovered and proposed by David.Bliss2 (Rocksteady). #jira UE-29233 - Delta applied twice when moving parent and grouped child actors From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html Change 2949759 on 2016/04/20 by Thomas.Sarkanen Fix split pins not working as anim graph node inputs Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier. #jira UE-12326 - Splitting a struct in an Anim Blueprint does not work Change 2949739 on 2016/04/20 by Thomas.Sarkanen Fix layered bone per blend accessed from a struct in the fast-path Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call). Covered struct source->array dest case. Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data. #jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct. Change 2949715 on 2016/04/20 by Max.Chen Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position) #jira UE-29661 Change 2949712 on 2016/04/20 by Taizyd.Korambayil #jira UE-28544 adjusted Player crosshair to be centered Change 2949710 on 2016/04/20 by Alexis.Matte #jira UE-29477 Pixel Inspector, UI get polish and adding "scene color" inspect property Change 2949706 on 2016/04/20 by Alexis.Matte #jira UE-29475 #jira UE-29476 Favorite allow all UProperty to be favorite (the FStruct is now supported) Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite Change 2949691 on 2016/04/20 by Mark.Satterthwaite Fix typo from previous commit - retain not release... #jira UE-29140 Change 2949690 on 2016/04/20 by Mark.Satterthwaite Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal. #jira UE-29140 Change 2949616 on 2016/04/20 by Marc.Audy 'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12 #jira UE-00000 Change 2949572 on 2016/04/20 by Jamie.Dale Fixed crash undoing a text property changed caused by a null entry in the array #jira UE-20223 Change 2949562 on 2016/04/20 by Alexis.Matte #jira UE-29447 Fix the batch fbx import "not show options" dialog where some option can be different. Change 2949560 on 2016/04/20 by Alexis.Matte #jira UE-28898 Avoid importing multiple static mesh in the same package Change 2949547 on 2016/04/20 by Mark.Satterthwaite You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically. #jira UE-29672 Change 2949443 on 2016/04/20 by Allan.Bentham Disable sRGB textures when ES31 feature level is set. Only use vk's sRGB formats when feature level > ES3_1 #jira UE-29623 Change 2949428 on 2016/04/20 by Allan.Bentham Back out changelist 2949405 #jira UE-29623 Change 2949405 on 2016/04/20 by Allan.Bentham Disable sRGB textures when ES31 feature level is set. Only use vk's sRGB formats when feature level > ES3_1 #jira UE-29623 Merging using Dev-Mobile_->_Release-4.12 Change 2949391 on 2016/04/20 by Richard.TalbotWatkin PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client. #jira UE-26037 - Cumbersome workflow when running PIE with 2 clients #jira UE-26905 - First client window does not gain focus or mouse control when launching two clients Change 2949389 on 2016/04/20 by Richard.TalbotWatkin Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports. #jira UE-29058 - Viewport settings are not saved after shutting down editor Change 2949388 on 2016/04/20 by Richard.TalbotWatkin Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport. #jira UE-29257 - Auto import does not import assets Change 2949203 on 2016/04/19 by Max.Chen Sequencer: Fix spawnables not getting default tracks. #jira UE-29644 Change 2949202 on 2016/04/19 by Max.Chen Sequencer: Fix particles not firing on loop. #jira UE-27881 Change 2949201 on 2016/04/19 by Max.Chen Sequencer: Fix multiple labels support #jira UE-26812 Change 2949200 on 2016/04/19 by Max.Chen Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages. #jira UE-29516 Change 2949197 on 2016/04/19 by Max.Chen Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest. #jira UE-22228 Change 2949196 on 2016/04/19 by Max.Chen Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up. #jira UE-29657 Change 2949195 on 2016/04/19 by Max.Chen MovieSceneCapture: Default image compression quality to 100 (rather than 75). #jira UE-29657 Change 2949194 on 2016/04/19 by Max.Chen Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion. #jira UETOOL-467 Change 2949193 on 2016/04/19 by Max.Chen Sequencer - Fix issues with level visibility. + Don't mark sub-levels as dirty when the track evaluates. + Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails. + Null check for when an objects world is null but the track is still evaluating. + Remove UnrealEd references. #jira UE-25668 Change 2948990 on 2016/04/19 by Aaron.McLeran #jira UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2948890 on 2016/04/19 by Jamie.Dale Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists #jira UE-28858 Change 2948860 on 2016/04/19 by Mike.Beach Mirroring CL 2940334 (from Dev-Blueprints): Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.) #jira UE-28911 Change 2948857 on 2016/04/19 by Jamie.Dale Added an Asset Localization context menu to the Content Browser This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset. #jira UE-29493 Change 2948854 on 2016/04/19 by Jamie.Dale UAT now stages all project translation targets #jira UE-20248 Change 2948831 on 2016/04/19 by Mike.Beach Mirroring CL 2945994 (from Dev-Blueprints): Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes). #jira UE-29035 Change 2948825 on 2016/04/19 by Jamie.Dale Fixed shadow warning #jira UE-29212 Change 2948812 on 2016/04/19 by Marc.Audy Gracefully handle failure to load configurable engine classes #jira UE-26527 Change 2948791 on 2016/04/19 by Jamie.Dale Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed #jira UE-29494 #jira UE-28886 Change 2948761 on 2016/04/19 by Jamie.Dale Sub-fonts are now only used when they contain the character to be rendered #jira UE-29212 Change 2948718 on 2016/04/19 by Jamie.Dale Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset). #jira UE-29649 Change 2948717 on 2016/04/19 by Jamie.Dale Removed the AssetRegistry's dependency on MessageLog It was only there to add a category that was only ever used by the AssetTools module. #jira UE-29649 Change 2948683 on 2016/04/19 by Phillip.Kavan [UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes. change summary: - modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types. #jira UE-18419 Change 2948681 on 2016/04/19 by Phillip.Kavan [UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well. change summary: - added external linkage to UK2Node_GetClassDefaults::FindClassPin(). - added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h. - added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl. - modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected. - modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types. #jira UE-17794 Change 2948638 on 2016/04/19 by Lee.Clark PS4 - Fix SDK compile warnings #jira UE-29647 Change 2948401 on 2016/04/19 by Taizyd.Korambayil #jira UE-29250 Revuilt Lighting for Landscapes Map Change 2948398 on 2016/04/19 by Mark.Satterthwaite Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame. #jira UE-29170 Change 2948366 on 2016/04/19 by Taizyd.Korambayil #jira UE-29109 Replaced Box Mesh with BSP Floor Change 2948360 on 2016/04/19 by Maciej.Mroz merged from Dev-Blueprints 2947488 #jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial #jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing #jira UE-29559 - fixed private enum access - fixed private bitfield access - removed forced PostLoad - add BodyInstance.FixupData call to fix ResponseChannels - ignored RelativeLocation and RelativeRotation in converted root component - fixed AttachToComponent (UE-29559) Change 2948358 on 2016/04/19 by Maciej.Mroz merged from Dev-Blueprints 2947953 #jira UE-29605 Wrong bullet trails in nativized ShowUp Fixed USimpleConstructionScript::GetSceneRootComponentTemplate. Change 2948357 on 2016/04/19 by Maciej.Mroz merged from Dev-Blueprints 2947984 #jira UE-29374 Crash when hovering over Create Widget node in blueprints Safe UK2Node_ConstructObjectFromClass::GetPinHoverText. Change 2948353 on 2016/04/19 by Maciej.Mroz merged from Dev-Blueprints 2948095 #jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile "Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs" Change 2948332 on 2016/04/19 by Benn.Gallagher Fixed old pins being left as non-transactional #jira UE-13801 Change 2948203 on 2016/04/19 by Lee.Clark PS4 - Use SDK 3.508.031 #jira UEPLAT-1225 Change 2948168 on 2016/04/19 by mason.seay Updating test content: -Added Husk AI to level to test placed AI -Updated Spawn Husk BP to destroy itself to prevent spawn spamming #jira UE-29618 Change 2948153 on 2016/04/19 by Benn.Gallagher Missed mesh update for Owen IK fix. #jira UE-22540 Change 2948130 on 2016/04/19 by Benn.Gallagher Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface. #jira UE-22540 Change 2948117 on 2016/04/19 by Taizyd.Korambayil #jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates Change 2948063 on 2016/04/19 by Lina.Halper - Anim composite notify change for better - Fixed all nested anim notify - Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12 #jira : UE-29101 Change 2948060 on 2016/04/19 by Lina.Halper Fix for composite section metadata saving for montage Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12 #jira : UE-29228 Change 2948029 on 2016/04/19 by Ben.Marsh EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once. Change 2947986 on 2016/04/19 by Benn.Gallagher Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics. #jira UE-27783 Change 2947976 on 2016/04/19 by Mark.Satterthwaite Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring. #jira UE-29006 Change 2947975 on 2016/04/19 by Mark.Satterthwaite Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format. #jira UE-29150 Change 2947679 on 2016/04/19 by Jack.Porter Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK #jira UE-29601 Change 2947657 on 2016/04/18 by Jack.Porter Update protostar reflection capture contents #jira UE-29600 Change 2947301 on 2016/04/18 by Ben.Marsh EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference. Change 2947263 on 2016/04/18 by Marc.Audy Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12 Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient #jira UE-29209 Change 2946984 on 2016/04/18 by Ben.Marsh GUBP: Allow Ocean cooks in the release branch (fixes build startup failures) Change 2946870 on 2016/04/18 by Ben.Marsh Remaking CL 2946810 to fix compile error in ShooterGame editor. Change 2946859 on 2016/04/18 by Ben.Marsh GUBP: Don't exclude Ocean from builds in the release branch. Change 2946847 on 2016/04/18 by Ben.Marsh GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing. Change 2946771 on 2016/04/18 by Ben.Marsh EC: Correct initial agent type for release branches. Causing full branch syncs on all agents. Change 2946641 on 2016/04/18 by Ben.Marsh EC: Remove rogue comma causing branch definition parsing to fail. Change 2946592 on 2016/04/18 by Ben.Marsh EC: Adding branch definition for 4.12 release #lockdown Nick.Penwarden [CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
/** Guard to prevent the HostWindow and HostWindowPopupPanel being set reentrantly */
bool bHostWindowGuard;
};