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UnrealEngineUWP/Engine/Source/Runtime/UMG/Private/Components/PanelWidget.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
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 "Components/PanelWidget.h"
#define LOCTEXT_NAMESPACE "UMG"
/////////////////////////////////////////////////////
// UPanelWidget
UPanelWidget::UPanelWidget(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, bCanHaveMultipleChildren(true)
{
}
void UPanelWidget::ReleaseSlateResources(bool bReleaseChildren)
{
Super::ReleaseSlateResources(bReleaseChildren);
if ( bReleaseChildren )
{
for ( int32 SlotIndex = 0; SlotIndex < Slots.Num(); SlotIndex++ )
{
if ( Slots[SlotIndex] && Slots[SlotIndex]->Content != nullptr )
{
Slots[SlotIndex]->ReleaseSlateResources(bReleaseChildren);
}
}
}
}
int32 UPanelWidget::GetChildrenCount() const
{
return Slots.Num();
}
UWidget* UPanelWidget::GetChildAt(int32 Index) const
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3807299) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3564359 by Yannick.Lange Back out part of changelist 3528776: Revert allowing thumbnails to be captured from a viewport to fix UE-47827 & UE-47785. #jira UE-47785, UE-47827 Change 3740671 by Matt.Kuhlenschmidt Make the font editor canvas respect dpi scale Change 3740810 by Josh.Engebretson PR #4138: Log GenerateProjectFiles to file when using UVS (Contributed by projectgheist) #jira UE-51358 Change 3740939 by Cody.Albert Fixing some #ifdefs that should be #ifs Change 3741089 by Alexis.Matte Make sure bImportBoneTracks is set to true when importing into level #jira UE-51999 Change 3741101 by Alexis.Matte Fix the import material search #jira UE-51857 Change 3741690 by Jamie.Dale Guard against an invalid index in SLocalizationCommandletExecutor::Tick #jira UE-52067 Change 3741710 by Jamie.Dale Made a static variable also const Change 3741724 by Michael.Dupuis Added missing shader cache Change 3742037 by Lauren.Ridge Details panels can now "own" a color picker so a different details panel refreshing doesn't close it. Also fixed refreshing state of the graph after changing texture or color parameter values Change 3742250 by Matt.Kuhlenschmidt PR #4185: Output Log Filter tooltip shows %s instead of category. (Contributed by LordNed) Change 3742308 by Lauren.Ridge Adding axis input to the material editor's viewport client Change 3742380 by Matt.Kuhlenschmidt USD importer improvements - USD now stores source file information for reimports - Fixed bug where no geometry would be imported if an exporter had set a time code even without animated data - Prevent a crash if a mesh doesnt have enough valid data to be imported Change 3742536 by Matt.Kuhlenschmidt Remove usd wrapper test project Change 3743564 by Alexis.Matte Fix skeletal mesh screen size auto set value when importing a LOD #test none #jira UE-52100 Change 3743582 by Lauren.Ridge Fixing non-desktop compiles Change 3743598 by Lauren.Ridge Fixing shadowed variable by renaming the global color picker weak ptr variable. Change 3743636 by Lauren.Ridge Creating a new parameter immediately allows naming Change 3743855 by Michael.Dupuis Added missing shader from cache Change 3744277 by Lauren.Ridge Don't show empty Global group if it only contained the material layer param. Change 3744330 by Lauren.Ridge Clarifying "no parameter" text Change 3744529 by Lauren.Ridge Making Save to Child and Save To Sibling buttons work for material layer params, show on material layer param panel Change 3744668 by Chris.Bunner Added shared layer input collection asset, a list of float/texture redirectors that allow setting globally in a material graph then retrieving within layer/blend graphs. Added output for number of unique shaders generated by a particular material instance. Show instruction counts when working on a material layer. Relaxed restrictions on material layers, base MA input is now optional. #jira UETOOL-1271, UETOOL-1278, UETOOL-1279 Change 3744669 by Chris.Bunner Added automated test for material layers, layer/blend instances and shared inputs. Change 3744754 by Laz.Matech Adding localization data to QAGame for the Realtime Preview localization test. #jira none Change 3744860 by Michael.Dupuis #jira UE-52049 : Do not update random stream in most case, only when adding new instances, or filling from built data Change 3744965 by Chris.Bunner Rebuilt lighting in automated test map and updated reflection capture screenshot. Change 3746015 by Michael.Dupuis #jira UE-52090: Added missing shader for forward rendering Change 3746038 by Michael.Dupuis #jira UE-51494: Make sure index is valid for this instance as instances from template and instance could mismatch due to in level changes Change 3746076 by Michael.Dupuis Removed unused code Change 3746998 by Tim.Gautier QAGame: - Renamed UMG_RealtimePreview > UMG_InEditorPreview - Moved UMG_InEditorPreview into UMG > Localization, setting up for future Localization tests Change 3747206 by Arciel.Rekman Linux: make UI scale more coarse to prevent unnecessary scaling (UE-52086). - Monitors whose physical dimensions fall in range of 80-110 DPI should still have scale=1.0. (Edigrating CL 3740942 from Release-4.18 to Dev-Editor) Change 3747211 by Arciel.Rekman Make failure to launch SCW more apparent to the user (UE-47263). - Fixes frequent crash on Linux. (Merging 3747070 from Release-4.18 to Dev-Editor) Change 3747726 by Tim.Gautier QAGame: Resubmitting updated Loc files Change 3747872 by Tim.Gautier QAGame: Resubmitting compiled Loc assets Change 3748118 by Lauren.Ridge Adding help text to the material layers preview tab Change 3748398 by Lauren.Ridge Fixing tooltips for the material layer read-only preview Change 3748565 by Arciel.Rekman Linux: fix RHIs settings being wrong when removed via project properties (UE-51203). - This was a deeper issue with config system than just Linux RHIs. - This is a better fix than one submitted to 4.18 branch in CL 3747086. Change 3749441 by Matt.Kuhlenschmidt PR #4201: Fix a typo in a comment. (Contributed by dneelyep) Change 3749442 by Matt.Kuhlenschmidt PR #4195: Incorrect specifier used for FText::Format (Contributed by projectgheist) Change 3749496 by Matt.Kuhlenschmidt Fix static analysis Change 3749805 by Lauren.Ridge Fixing reset to default on MaterialLayerParam in base material Change 3749838 by Lauren.Ridge Also correctly resetting names and layer states Change 3750442 by Mieszko.Zielinski Added a safety check which addresses the crash #UE4 Note that this is a temp fix. A proper fix is making sure ConvexShapeIndices doesn't contain any duplicates and will be inplemented in Dev-Framework. #jira UE-52123 Change 3752266 by Arciel.Rekman OpenGL: remove PLATFORM_WINDOWS exceptions. - Discrepancy in behavior between Windows and Linux OpenGL is unhelpful for bug reproducibility. - VAB bug should have been fixed long ago (on both platforms). Change 3752929 by Arciel.Rekman Linux: avoid crashing on unknown drivers. - See https://answers.unrealengine.com/questions/724100/crashes-on-startup-after-first-run.html - Checks in IsDeviceIntel() and such fail if the drivers were not detected. Change 3753254 by Michael.Dupuis Added missing shader for shader cache Change 3753426 by Michael.Dupuis #jira UE-5751: Added the possibility to change material instance exposed params at runtime using a MID for texture, vector and scalar for 1 component or all components Change 3753440 by Alexis.Matte Fix fbx scene importer morph target import crash #jira UE-52255 Change 3753457 by Michael.Dupuis build fix Change 3753700 by Chris.Bunner Make GetSharedInput preview fallback always available in editor as this should handle previews, thumbnails and other editor-only cases. Refactor to remove duplicate code in material translator. Material layer expressions are required for client load, fixes cooked builds using layer instances in the base material layer stack. Change 3754760 by Chris.Bunner Tidying up EngineTest/ShaderModels map. Change 3754765 by Arciel.Rekman Avoid placing tooltip windows under the cursor (UE-12288). - Fixes inability to use some corners of the screen on Linux (the tooltips there aren't click-through). Change 3754788 by Matt.Kuhlenschmidt Fix details panel crash after compiling blueprints that have edit conditon properties Change 3754933 by Christina.TempelaarL Fixed typo in heightLerp (transistion->transition). #jira UE-46736 Change 3754946 by Cody.Albert Update loading movie code to properly calculate delta time when throttled at 60fps Change 3755059 by Jamie.Dale Fixed game preview language not updating in realtime while PIE was enabled #jira UE-52209 Change 3755130 by Jamie.Dale Fixed game preview language not updating from native when switching between preview languages #jira UE-52348 Change 3755664 by Michael.Dupuis Fixed compile warning Change 3755714 by Yannick.Lange Always allow capturing thumbnails from viewport. This also hides the thumbnail editing UI when a thumbnail was captured from a viewport. Change 3755944 by Alexis.Matte Fix crash when importing morph target with "built in" tangent option #jira UE-52319 Change 3756109 by Christina.TempelaarL fixed FBX importer Import Textures tooltip, UMaterial -> Material in tooltip text #jira UE-48389 Change 3756169 by Jamie.Dale Added plural form pattern to SContentBrowser::GetPathText Change 3756493 by Laz.Matech Updating Localization content to further test InEditor Preview Language in UMG #jira none Change 3758336 by Alexis.Matte Fix a crash when importing morph target there was a unsync between some buffer depending on the import options #jira UE-52319 Change 3758947 by Jamie.Dale Fixed cursor position regression in search boxes This was caused by a call to SetText that was added in CL# 3627864 This caused the text to update as it was changed, which made the cursor jump to the end of the text and made it impossible to type in the middle of a search term. This was done as a bound FText value had been passed to the InitalText of SSearchBox, which made the text resolution behave strangely. InitalText should always be a value, and SSearchBox now resolves any bindings during its constructor. #jira UE-48874 Change 3759000 by Laz.Matech Submitting the .PO file for CL 3756493 #jira none Change 3759480 by Matt.Kuhlenschmidt Safe guard against brush details crash #jira UE-52278 Change 3759665 by Matt.Kuhlenschmidt PR #4214: UE-52249: Use valid PreviewShadowsIndicatorMaterialName (Contributed by projectgheist) Change 3761211 by Matt.Kuhlenschmidt Remove the restriction that a level must be writable to be locked/unlocked. Fixed duplicate icons being used by the level browser Change 3761304 by Chris.Bunner MaterialAttributeLayers graph node BaseMA input is no longer required. Note: Requires "Use Preview Value" set to true on inputs. Change 3761307 by Chris.Bunner New material layers and blends will have "Use Preview Value" set to true by default to avoid the need for connected inputs - Missed file on previous commit. Change 3761357 by Chris.Bunner Renamed material shared input enum. Change 3761419 by Chris.Bunner Updating material layers automated test assets after recent changes. Reverted some naming changes so existing screenshot tests can be reused. Change 3762058 by tim.gautier QAGame: Adding Material Layer assets for testing (Content/Materials/LayerFunction) Change 3763328 by Matt.Kuhlenschmidt Fix Slate warning at editor startup Change 3763354 by Alexis.Matte Fix skeletal mesh material assign when reducing a LOD that was import from a file using simplygon reduction #jira UE-52505 Change 3763501 by Matt.Kuhlenschmidt Prevent shared asset thumbnail pools from having their resources forcefully released when they are in use. ReleaseResources is now private and only called on destruction of the pool Change 3763574 by Matt.Kuhlenschmidt Fix slate material box brushes not being keyed off image size #jira UE-40219 Change 3763678 by Jamie.Dale Disable realtime level editor viewport if running under remote desktop This makes the main editor window much more responsive by default under remote desktop Change 3763679 by Jamie.Dale Added asset caching metrics for the loc gather Change 3763693 by Matt.Kuhlenschmidt Changed the code that activates the actor details tab when selection changes to a flash. There are simply too many things that change the selection and steal focus away from a tab being used #jira UE-51754 Change 3763826 by Michael.Dupuis Fixed Fortnite cooking crash Change 3763864 by Harrison.Moore Adding New Default 'LayerBlend' assets Change 3764028 by Christina.TempelaarL #jira UE-47695 Auto LOD bug Moved the sections dropdown to the LOD Picker category and modified Custom cb behavior, based on suggestions from charlie. Change 3764031 by Christina.TempelaarL #jira UE-47695 Auto LOD in StaticMeshViewer moved LOD combo widget to LOD picker category and hide custom checkboxes until custom checked. Change 3764076 by tim.gautier QAGame: Submitting UMG_Multitouch_test for initial Multitouch testing Change 3764263 by Matt.Kuhlenschmidt Fix the floor mesh thumbnail Change 3764284 by Chris.Bunner Removing some asserts for cases that can validly fail and are already handled. Change 3764372 by Matt.Kuhlenschmidt PR #4196: Show edit icons in editor (Contributed by projectgheist) Change 3764388 by Chris.Bunner Fixing logic for material, function and instance updating active materials and instances and their editors. Change 3764674 by Harrison.Moore test materials added, Blend updates Change 3764681 by Harrison.Moore Adding HMtest map Change 3766238 by Chris.Bunner Material layer callers need to let their internal material function calls update their inputs/outputs. Change 3766556 by Jamie.Dale Fixed crashes that could happen if some of the data table panels were closed We now always create the underlying widgets, even if they're currently hidden from view #jira UE-52552 Change 3767753 by Chris.Bunner When rebuilding a material function instance editor we must re-create and re-apply the proxies as the expressions have likely changed. Take care to maintain local parameter changes as these have not been saved yet. Change 3768719 by Michael.Dupuis #jira UE-52521: Prevent possible crash if a segment have no point or invalid point Change 3769157 by Jamie.Dale Fixed incorrect text selection if selecting via double click beyond the bounds of the line It would previously select the second to last word, rather than the last word #jira UE-51609 Change 3769159 by Harrison.Moore Belica Test update, New layer blends updated with texture type fix. Change 3769205 by Jamie.Dale Fixed Windows file save dialog not appending the correct extension when there were multiple options available #jira UE-52180 Change 3769220 by Harrison.Moore Layer blend tweaks Change 3769292 by Jamie.Dale Removing redundant code Applying the correct package ID, only to then strip it off again is rather pointless Change 3769479 by Arciel.Rekman UBT: Use response files for compiler when compiling for Linux. - Some command lines are too long when cross-compiling on Windows. Change 3769920 by Arciel.Rekman Linux: convert yet another initialization crash to a user-friendly message (UE-52457). #jira UE-52457 Change 3771055 by Alexis.Matte Make sure we set the Used by morph target material flag to material use by the morphtarget instead of all skinned mesh component Use the morph vertex factory only for section that has active morph target #jira UE-51483 Change 3771135 by Michael.Dupuis Fixed fortnite cooking Change 3773054 by Yannick.Lange Avoid loading viewport interaction assets when starting the editor. Change 3774184 by Arciel.Rekman Linux: disabled some gdb visualizers until the issue is fixed. - CL 3773942 by CengizT. Change 3774303 by Matt.Kuhlenschmidt Pull requests to fix various typos Change 3774305 by Matt.Kuhlenschmidt PR #4237: Visual Studio Repeatedly Opens (UE-51608) (Contributed by LordNed) #jira UE-51608 Change 3774701 by Arciel.Rekman OpenGL: fix ARB callback errors when hitting Build Lighting. - Merged from 4.18 shelf. Change 3775812 by Matt.Kuhlenschmidt Fix One-off crash undo-ing while working with Material Params / Material Functions #jira UE-52680 Change 3775849 by Matt.Kuhlenschmidt More info for UE-52610 Change 3775850 by Matt.Kuhlenschmidt Guard against mesh paint crashes #jira UE-52618 Change 3775904 by Matt.Kuhlenschmidt Added logging to track down window shutdown issues Change 3775913 by Matt.Kuhlenschmidt Pull requests for typos #jira UE-52751, UE-52748 Change 3776676 by Jamie.Dale Fixed being able to insert tabs into spin boxes with units #jira UE-52776 Change 3777006 by Michael.Trepka Process Mac windowDidBecomeMain and windowDidResignMain notifications immediately instead of deferring them. This solves issues with Slate code that closes and immediately opens new menu windows. Previously closing a window would schedule menu parent's activation event that could be processed after another menu's creation, making it immediately disappear. #jira UE-52145 Change 3777170 by Arciel.Rekman Linux: use Xft.dpi (most desktop environments expose their scale through that) as a DPI value (UE-52086, UE-52766). - Change by Brandon.Schaefer. - Limitation: no per-monitor DPI. (Edigrating CL 3776509 //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3777292 by Arciel.Rekman Linux: fix symbol collision causing problems with AMD drivers (UE-51843). - We cannot have elf_end() hidden, because libcuda.so calls elf_end from libnvidia-fatbinaryloader.so and this breaks linking monolithic binaries ("hidden symbol referenced in DSO"). - We cannot have elf_end() visible, because of a name collision with a different libelf used by AMD drivers. - The only possible workaround is to have elf_end() renamed. (Edigrating CL 3777242 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3777686 by Joe.Conley Blueprint editor variable type tooltips: fix case mismatch that was preventing type name to be displayed properly in soft object/class reference tooltips. Change 3778180 by Jamie.Dale Avoid a crash if a regex pattern or matcher outlive ICU during shutdown #jira UE-52770 Change 3778182 by Jamie.Dale Avoid a crash if a break iterator outlives ICU during shutdown Change 3778368 by Jamie.Dale Added missing pragma once Change 3778560 by Matt.Kuhlenschmidt Prevent non-shared DDC notification from triggering for epic internal builds Change 3778709 by Lauren.Ridge Copying 4.18.2 array reordering propagating to children fix (originally 3778547) Change 3779205 by Lauren.Ridge Duplicating 3776649 to fix a crash on compile due to partial GC of a widget. #jira UE-52260 Change 3779217 by Brandon.Schaefer GitHub #3678 Fix Setup.sh handling of special characters in PNG path #jira UE-46103 Change 3779341 by Brandon.Schaefer GitHub #3012 Use elemtry OS versions to set the ubuntu versions for depencies #jira UE-39364 Change 3780274 by Joe.Conley DataTables: Add documentation tooltips showing type information to header columns Change 3780840 by Alexis.Matte Do a re-import when user re-import LOD 0 Prevent importing more then MAX_SKELETAL_MESH_LODS #jira UE-52373 Change 3781067 by Arciel.Rekman Linux: fix OSSSteam cross-compilation (and CIS). - Broken by previous change that put compile-time arguments into response file and bulk-replaced \ with /, which affected things like Definitions.Add("STEAM_SDK_VER_PATH=TEXT(\"Steam" + SteamVersion + "\")"); Change 3781110 by Christina.TempelaarL #jira UE-47695 moved Static Mesh Editor LOD menu from tools to viewport tool bar Change 3781531 by Christina.TempelaarL #jira UE-47695 added LOD menu to Static Mesh Editor viewport Change 3781663 by Alexis.Matte Fix for cancel export fbx when previewing animation sequence export #jira UE-49743 Change 3782007 by Jamie.Dale Improved the ability to lockdown available game languages In addition to the previous "DisabledCultures" array, you can now add an array of "EnabledCultures" (using the same per-build config filters) to explicitly list the cultures that are allowed to be used in your build (if the list is empty, then everything is allowed unless otherwise disabled). This also stops the game from attempting to fallback to the native language if the native language has been disabled (we will fallback to the first available language instead). Change 3782122 by Jordan.Walker test assets for material layers Change 3782131 by Joe.Graf Added support for IOS and TVOS targets when generating CMake files on Mac Change 3782218 by Christina.TempelaarL fixing include paths and capitalization causing build errors. Change 3783171 by Michael.Dupuis Added the possibility to override default LOD rules for visible primitive and whole scene shadow casting primitive Added the possibility to store Custom data per view for the frame duration Change 3783172 by Michael.Dupuis #jira UE-35097 : Refactored landscape rendering logic to improve general performance while using new custom data and custom lod feature Exposed many new settings to control component using sub sections rendering, tessellated component, shadow should be include into tessellation, tessellation falloff based on camera location Changed how LOD distribution is done to be in screen size instead of distance. Give the possibility to have a different distribution for LOD0 vs the other one. Change 3783174 by Michael.Dupuis missing file to landscape refactor Change 3783315 by Lauren.Ridge Changing a parameter in the Material Parameter Panel now dirties the material correctly. Changing a layer parameter in the Material Instance Editor now refreshes the details panel as well. Change 3783374 by Chris.Bunner Adding MaterialSharedInputCollection to hidden list when MaterialLayers disabled. Change 3783617 by Chris.Bunner Added a Channel Mask material expression parameter. Wraps up a vector parameter and dot product with a single channel selection interface, internally a regular vector parameter. Fixed GetSharedInput failing to return the preview texture in the Function Instance editor. Change 3783676 by Lauren.Ridge Adding access to a material function instance's parent in the Material Instance Editor Change 3783751 by Michael.Trepka PR #4248: Fixed C++ std in generated Xcode project to match rest of engine (C++14) (Contributed by Bo98) Change 3783971 by Brandon.Schaefer Rename/Move all deploy/Deploy folder/files into AlembicDeploy. Due to case sensitivity on linux, need to maintain the correct case. #jira UE-37631 Change 3783992 by Michael.Dupuis #jira UE-35097: Remove tessellation on editor tools Fixed a case where tessellation multiplier at 0 would cause the component to not be visible Fixed minor tessellation falloff calculation error Change 3784502 by Chris.Bunner Restored missing bool setter. Coding standards fix. Change 3784614 by Arciel.Rekman Linux: better error message when running out of inotify watches (UE-50459). #jira UE-50459 Change 3784620 by Chris.Bunner Updated LayerBlend_TextureMask to use new ChannelMask parameter. Change 3784725 by Lauren.Ridge Fixing groups not sorting correctly Change 3785645 by Chris.Bunner Non-editor compile fix. Change 3785666 by Arciel.Rekman Linux: restore ability to use Wayland instead of X11. - SDL libs recompiled and Wayland version is set to lower one to be compatible with the compositor shipped on Ubuntu 16.04 LTS - Change by Anthony.Bills. Change 3785708 by Arciel.Rekman Linux: implement voice capture using SDL (non-server only) (UE-51298). - Based on pull request #4131 by mkirzinger. Change 3785878 by Arciel.Rekman UBT: add VSCode to default generators on Linux. Change 3786058 by Arciel.Rekman Do not add dependencies on other RHIs for servers (UE-48894). - Pull request #3944 contributed by pfoote. #jira UE-48894 Change 3786845 by Arciel.Rekman Code changes to make gcc support easier (UE-51978). - Contributed by a licensee (pull request #4181 by tomwardio "Collection of fixes to allow UE4 to be compiled by GCC on Linux"). Change 3786871 by Matt.Kuhlenschmidt Fix static analysis Change 3786883 by Matt.Kuhlenschmidt Fix HTML5 Change 3786923 by Matt.Kuhlenschmidt Fix engine layer blend asset referencing game content. This is not allowed #jira UE-52888 Change 3786927 by Brandon.Schaefer Linux: Alembic support #jira: UE-37631 Change 3786994 by Arciel.Rekman Remove support for /-prefixed switches (UE-47429). - They collide with absolute file paths on Mac/Linux and a source of inconsistencies between platforms. #jira UE-47429 Change 3787032 by Michael.Trepka Initial support for building and running Niagara on Mac Change 3787035 by Brandon.Schaefer GitHub #4166 Undef GL entrypoint macros after use #jira UE-51663 Change 3787144 by Lauren.Ridge Fixing material parameter group association resetting after undo #jira UE-52514 Change 3787839 by Jordan.Walker updated engine level layer blends to not include game content switched them to use Chris B's new mask selection node Change 3787967 by Lauren.Ridge Fix for broken layer groups, related crash Change 3787991 by Lauren.Ridge Fixing thumbnails for material function instances, resolving not being able to delete new function instances #jira UE-52967 Change 3788226 by Michael.Trepka Fixed a deadlock when closing Mac CrashReportClient which resulted from changes in CL 3777006 #jira UE-53002 Change 3788557 by Brandon.Schaefer Fix shadow compiler warnings around our includes Change 3789700 by Lauren.Ridge Experimental setting for turning on Material Layers - off by default. Change 3789703 by Jamie.Dale Harden the LocMeta and LocRes loading to prevent loading files that are too new Change 3789706 by Jamie.Dale Added localization ID to the package summary This will allow the localization gatherer to query it without having to load the entire package Change 3789708 by Jamie.Dale Added a way to display and reset the package localization ID via the Content Browser Change 3789709 by Jamie.Dale Added warning for duplicate package localization IDs when gathering asset localization Change 3789713 by Jamie.Dale Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph Change 3789736 by Christina.TempelaarL Fixed recently-introduced StaticMeshEditor bug - changing LOD dropdown menu selection was not changing LOD sections category. Change 3789853 by Chris.Bunner Material instances should return overridden values when the caller is requesting the default, not leaving the request to fall through to the base material. #jira UE-52796 Change 3790185 by Brandon.Schaefer Add better error handling when using new SDK for linux on windows. #jira UE-50527 Change 3790195 by Jamie.Dale Fixed line-ending inconsistency when retrieving rich-text We were using LINE_TERMINATOR when getting the offsets, but \n when getting the text Change 3790473 by Chris.Bunner When finding expression by GUID, only return FunctionCall result if expression was found. Fixes cases where searched-for expression is after a FunctionCall in the expressions list. #jira UE-52729 Change 3790650 by Arciel.Rekman UBT: Linux: print build details first before refusing to build. - Tweak to the previous feature that we forgot. Change 3790681 by Arciel.Rekman UBT: Linux: tweaks to wording (SDK -> toolchain). Change 3791459 by Brandon.Schaefer Linux: libcurl rebuild for version 7.57 #jira OGS-870 Change 3791533 by Arciel.Rekman Better error messaging when UMB is unusable (UE-50658). - Should be replaced by a better fix, but merging this workaround in case the better fix will not be done in time for 4.19. (Edigrating CL 3789387, 3789787 from Release-4.18 to Dev-Editor) Change 3791885 by Matt.Kuhlenschmidt Fix static analysis #jira UE-53097 Change 3791910 by Brandon.Schaefer Fix for not using proper libraries on x86_64 for libcurl #jira OGS-870 Change 3792017 by Jamie.Dale Fixed a conflict between the path settings and favorite settings Change 3792022 by Jamie.Dale Fixed a crash that could happen when performing ARO on the property chains of a struct #jira UE-52999 Change 3792025 by Jamie.Dale Changed package summary localization ID to be versioned by the object version to avoid changing data in unversioned cooked assets Change 3792066 by Michael.Dupuis #jira UE-5751: Fixed possible crash when using dynamic matrial instance Added missing shaders for landscape when using tessellation Change 3792718 by Arciel.Rekman OpenGL: bringing back Windows workarounds to unblock copy-up (UE-52534). #jira UE-52534 Change 3793018 by Mike.Erwin new glTF importer plugin Import StaticMesh, Material, and Texture assets from the Khronos glTF 2.0 format. Text (.gltf) and binary (.glb) files are supported. Limitations: - There is no options UI. All assets from the file are imported. - The glTF format can describe animation and whole scenes, but the initial version of this plugin does not attempt either. - Data encoded as Base64 data URI is not supported. This is uncommon but is part of the glTF spec. #jira: UE-50695 Change 3793626 by Matt.Kuhlenschmidt Logging for HTML5 issue Change 3794034 by Matt.Kuhlenschmidt Fix CIS Change 3794271 by Michael.Dupuis #jira UE-53133: Fxed shadow calculation when using non whole scene shadow Change 3794273 by Chris.Bunner Function call material nodes should be created with no outputs by default. #jira UE-53127, UE-53128, UE-52616 Change 3794334 by Lina.Halper - Fix animation reinitializing when just setting new animation with single node - Deprecated GetScalarParameterDefault and replace that with GetScalarParameterDefaultValue #jira: UE-52796 Change 3794338 by Michael.Dupuis Fixed lod visual popping when texture mip used for landscape is not ready Change 3794350 by Mike.Erwin Fix glTF importer header includes. Build was failing on Linux. Change 3794357 by Michael.Dupuis #jira UE-53166: buildfix: removed phase 2 landscape optim leftover... Change 3794549 by Michael.Dupuis #jira UE-53166 : fixed compile error Change 3794755 by Matt.Kuhlenschmidt Fix automation warning Change 3794910 by Lina.Halper Change material default value to be red to keep the behavior same. - Previous code was getting default value of parent, which was wrong, but now since we're grabbing correct value, it's not doing what it meant to do. Changed content to keep same value as parent as default. Change 3795296 by Mike.Erwin glTF: fix Linux build errors A variable was being shadowed. The other errors are due to an obscure corner of the C++ spec which clang enforces. https://stackoverflow.com/questions/21900237/do-i-really-need-to-implement-user-provided-constructor-for-const-objects #jira UE-53204 Change 3797313 by Chris.Bunner Re-built lighting in Rendering/ShaderModels automated test map and updated failing screenshots. #jira UE-53198 Change 3803962 by Jamie.Dale Fixed struct instances not comparing against the correct default values when gathering for localization Change 3804771 by Michael.Dupuis Back out changelist 3783171 Change 3804772 by Michael.Dupuis Back out changelist 3783172 Change 3805258 by Michael.Dupuis Added missing shader cache for landscape Change 3806105 by Matt.Kuhlenschmidt Disable harware benchmarking during automation tests, commandlets, and on the build machine Change 3806438 by Michael.Dupuis #jira UE-53228: Fixed rendering path of new landscape optim when using GDoInitViewsLightingAfterPrepass(used in Orion) Change 3806577 by Matt.Kuhlenschmidt Change plugin uploading to crash reporter to only do so in editor builds Change 3806588 by Michael.Dupuis Remove temp test version in landscape version Change 3806900 by Jamie.Dale Fixed 'inconsistent DLL linkage' error when using older versions of Python 2.7 #jira UE-53353 Change 3807125 by Jamie.Dale Fixed UBT warning after Dev-Core merge Change 3807299 by tim.gautier QAGame: Checking in test asset M_LandscapeMaterial_Foliage, quicker repro for UE-53442 [CL 3807911 by Matt Kuhlenschmidt in Main branch]
2017-12-14 10:07:13 -05:00
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3780878 by Nick.Darnell UMG - Providing more information when the compile fails to find a bindable widget. Change 3780855 by Gil.Gribb UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR. Change 3780803 by Thomas.Sarkanen Dont create animation tasks for skeletal meshes that have no anim instance This avoids some wasted work for non-animated attachments, such as pickaxes #jira FORT-61523 - Don't create anim worker tasks if no AnimBP Change 3780741 by Yenal.Kal #jira FORT-60177 Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly. Change 3780663 by Gil.Gribb UE4 - Batching for audio thread commands. Change 3780466 by Ben.Marsh Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record') Change 3779937 by Nick.Darnell UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation. Change 3779858 by Sam.Zamani #http use separate "-multihomehttp" instead of "-multihome" for routing http socket #jira FORT-61666 #tests none Change 3779288 by Michael.Trepka Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data #jira FORT-59762 Change 3779062 by Mike.Fricker Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor. ---- Improve responsiveness of Open Asset dialog. On large projects, there's a noticeable delay when opening and searching/filtering assets. Stopwatch measurements on my machine (seconds for ~122,000 assets): before with this CL ctrl-P 1.4 0.45 search 1.8 0.55 CollectionManagerModule was the main culprit for search/filter slowness. Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation. Change 3778954 by Nick.Darnell Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling. Change 3778896 by Ben.Marsh Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two. #jira Change 3778807 by Ben.Marsh Fix Tencent include paths not registering if workspace directory contains a space. Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote. #jira Change 3778686 by Luke.Thatcher Reduced impact of dynamic vertex buffer RHI stall in D3D12 - In most cases we can avoid the stall if the vertex buffer has never been used before. - Only when a buffer has an existing SRV do we need to stall. - Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash. This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10. #jira FORT-61390 Change 3778679 by Thomas.Sarkanen Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously. #jira FORT-61548 Change 3778591 by Ben.Woodhouse Add build config to FPSChart HTML output #jira FORT-56478 Change 3778175 by ben.marsh Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter. Will remove all the surrounding code in a later update to a development branch. #jira Change 3777750 by Chris.Gagnon - Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit. - This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary. - This differs from Custom which is a full override of the navigation behavior. Change 3777678 by Bob.Tellez #UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath Change 3776962 by Bob.Tellez #UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands) Change 3776656 by Thomas.Sarkanen Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components This was causing AIs to get stuck in montage playback in some circumstances #jira FORT-61324, FORT-60558 Change 3776655 by Bob.Tellez #UE4 CIS fix after 3776629 Change 3776650 by Bob.Tellez Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files Change 3776649 by Nick.Darnell UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel. Change 3776629 by Bob.Tellez #UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL. Change 3776328 by James.Golding Add command line option (-statnamedevents) for enabling named events Change 3776024 by Nick.Darnell Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale. Change 3775569 by Gil.Gribb UE4 - Fixed bugs with r.DelaySceneRenderCompletion Change 3775543 by Luke.Thatcher [XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer - Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update. Change 3775488 by Thomas.Sarkanen Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks #jira FORT-61157 - Run anim update on worker, even if not visible Change 3775219 by Bob.Tellez #UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking Change 3774886 by Mike.Fricker Fixed occasional crash when backing out to lobby - Don't force DF data to be updated when the mesh isn't in the world or has no scene interface #jira FORT-60863 Change 3774767 by Ori.Cohen Fix race condition for creating statid in test configs Change 3774682 by Bob.Tellez #UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it. Change 3774621 by Bob.Tellez #UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds. Change 3774201 by Gil.Gribb UE4 - Fixed rare crash caused by unmounting pak files. Change 3773920 by Gil.Gribb UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default. Change 3773896 by Thomas.Sarkanen Push non-rendered anim updates back onto the worker thread Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation). #jira FORT-61157 - Run anim update on worker, even if not visible Change 3773886 by Gil.Gribb UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1. Change 3773882 by Gil.Gribb UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer. Change 3773461 by Gil.Gribb UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing. Change 3773459 by Gil.Gribb UE4 - Adds TLS caches for MallocBinned2 to the Audio thread. Change 3773458 by Gil.Gribb UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks. Change 3773011 by Robert.Manuszewski Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports. + Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff Change 3772867 by Thomas.Sarkanen Nativization now correctly generates and builds code for "Client" builds Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly. Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne) Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client" #jira FORT-52823 - Nativizing Player Animation Blueprints Change 3772408 by Robert.Manuszewski Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly) Change 3772359 by Thomas.Sarkanen Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations. Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with. Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s. #jira FORT-52823 - Nativizing Player Animation Blueprints Change 3771975 by Zak.Middleton Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist(). #jira FORT-61134 Change 3771421 by Ori.Cohen Fix CIS Change 3771052 by Robert.Manuszewski Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway. Change 3771039 by Bob.Tellez #UE4 Allowing use of -FPS in PGO profile builds Change 3770747 by Ori.Cohen Added missing stat named events for anim bp Change 3769616 by Arciel.Rekman UBT: Use response files for compiler when compiling for Linux. - Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units). Change 3769457 by Gil.Gribb UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion. Change 3769136 by Michael.Noland Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in Change 3768736 by Robert.Manuszewski More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized #jira FORT-60943 Change 3768634 by Robert.Manuszewski Small optimization to FEDLCookChecker::Verify function Change 3768603 by Robert.Manuszewski Merging CL #3766740 by Steve.Robb TMultiMap::Append added. Change 3768586 by Ben.Woodhouse csv profiler screen message Change 3768506 by Thomas.Sarkanen Duplicating CL 3764661 from Paragon: Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics(). Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test. #jira OR-46341 #tests LaneMinionFXTests, monolith w/ full teams. Change 3768504 by Thomas.Sarkanen Duplicating CL 3758315 from Paragon: Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work. PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations. Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms. Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims. Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance. #jira OR-46341 #tests minion FX perf map, lane minion test map, monolith match with 2 full teams. Change 3768097 by Bob.Tellez #UE4 Fix non-editor CIS Change 3767957 by Bob.Tellez #UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets) Change 3767906 by Mike.Fricker Add Blueprint functions to query parameters from MIC - GetScalarParameterValue - GetTextureParameterValue - GetVectorParameterValue MIDs already had these functions, but MICs did not. Change 3767737 by Max.Preussner Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached #author jack.porter #jira FORT-59777 Change 3767735 by Bob.Tellez #UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time. #jira FORT-60918 Change 3767244 by Ethan.Geller #jira FORT-60885 Merge in fix for memory leak from 4.18.1. Change 3766567 by Marc.Audy Fix initialization ordering warnings Change 3766443 by Jian.Ru Submit PSO locking fix again as it has passed local tests Change 3766362 by Ori.Cohen Added the ability to get concurrent captures in Test configurations without having to turn full stats on Change 3766277 by Marc.Audy Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup Change 3766275 by Marc.Audy Better pack UTexture* classes Change 3766272 by Thomas.Sarkanen Fixes to enable auto-nativization for animation blueprints For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets: - In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer. - Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'. - Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system. Disabled fast-path optimization when running a native anim BP, as native code is faster! #jira FORT-52823 - Nativizing Player Animation Blueprints #jira FORT-57378 - Perf optimization: animation blueprint improvements Change 3766215 by Marc.Audy Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap Change 3765664 by Michael.Noland Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty Change 3765624 by Marc.Audy Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean Change 3765200 by Nick.Darnell Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention. Change 3764881 by Wes.Hunt Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep. #jira FORT-60585 #review-3764882 @arciel.rekman Change 3763872 by Max.Chen Sequencer: Set default completion mode for all sections to project default. Copy from Dev-Sequencer #jira UE-49480 Change 3763871 by Max.Chen Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState. Copy from Dev-Sequencer #jira UE-49480 Change 3763810 by Gil.Gribb UE4 - remove some init timing spew in programs (i.e. UHT) Change 3762939 by Robert.Manuszewski Removing all locks from FEDLCookChecker to improve SavePackage performance Change 3762851 by Bob.Tellez Duplicating CL#3740778 from //UE4/Dev-Editor Fixed issue with content browser column sorting #jira UE-49460 Change 3762660 by Bob.Tellez #UE4 Fix a few parallelsave threading problems. Change 3761861 by Marc.Audy Fix archive complaints about bitfield Change 3761802 by Marc.Audy Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings Change 3761299 by Matt.Kuhlenschmidt Fix levels not being lockable/unlockable if they are not checked out #jira FORT-60086 Change 3760422 by Bob.Tellez #UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials. Change 3760113 by Jian.Ru Back out changelist 3759715 as it causes a crash on UGS autotest Change 3759761 by Jian.Ru Clean up some debug comments Change 3759715 by Jian.Ru Removing excessive locking when accessing PSO caches. Change 3759285 by Nick.Darnell Editor - Fixing the length of the datatable row dropdown in the editor. Change 3758334 by Alexis.Matte Fix a crash when importing morph target there was a unsync between some buffer depending on the import options #jira UE-52319 Change 3758332 by Ben.Marsh Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio. #jira Change 3758215 by Brian.Bekich Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers Change 3757702 by Bob.Tellez #UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave Change 3757545 by ben.marsh Suppress Arxan warning about being unable to install a default guard at it's default location. Change 3757452 by Aaron.McLeran #jira FORT-59675 Client Crash in __delayLoadHelper2() Fixing build error on linux. Change 3757389 by Hongyi.Yu Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level. #jira FORT-58283 Change 3757229 by Aaron.McLeran #jira FORT-59675 Client Crash in __delayLoadHelper2() Change 3757077 by Max.Preussner MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint #jira FORT-59774 #jira UE-51943 #tests none Change 3756854 by Mike.Fricker Fix "double-delete" crash when using level streaming - Backed out unintentional network checksum change! Change 3756790 by Bob.Tellez #UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances Change 3756639 by Arciel.Rekman Pool memory (only 64KB allocations) on servers (FORT-60342). - Has a fixed cost of 1GB virtual memory usage. #jira FORT-60342 Change 3755995 by Alexis.Matte Fix crash when importing morph target with "built in" tangent option #jira UE-52319 Change 3755896 by Arciel.Rekman Remove unnecessary switch for profiling (part of FORT-58878). - -fno-omit-stack-pointer is only needed when getting callstacks for perf. #jira FORT-58878 Change 3755711 by Mike.Fricker Fix "double-delete" crash when using level streaming - Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG) Change 3755701 by David.Ratti FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now. #jira FORT-60317 #review-3755702 @Ryan.Gerleve Change 3754928 by Arciel.Rekman Linux: add LTO support and more. - Adds ability to use link-time opitimization (reusing current target property bAllowLTCG). - Supports using llvm-ar and lld instead of ar/ranlib and ld. - More build information printed (and in a better organized way). - Native scripts updated to install packages with the appropriate tools on supported systems - AutoSDKs updated to require a new toolchain (already checked in). - Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089 #jira FORT-58878 Change 3753986 by Ben.Zeigler #jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly Change 3753274 by Ben.Marsh Fix blank lines in errors and warnings being omitted from notification emails. #jira Change 3753175 by Thomas.Sarkanen Fix hang in animation editor menus Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates. Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list. #jira UE-52271 - Persona menu option locks up editor Change 3752887 by Nick.Darnell Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children. Change 3752785 by Marc.Audy Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes Change 3752185 by Ben.Marsh Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree. #jira Change 3751813 by Ben.Marsh Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines. #jira Change 3750413 by Ben.Zeigler Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one Fix issue where refreshing tags for asset registry would do a very slow array delete/add Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally Change 3750014 by Lina.Halper - duplicate change from following changelists CL 3669273 - delete all tracks option - allow to opt out on bone track importing - fixed pose preview for fullbody to select weights that has pose from asset. CL 3672170 Remove track support for Animation Blueprint Library This is required for facial pose retargeting Change 3749714 by Brian.Bekich Back out changelist 3748287 #jira FORT-60125 Change 3749377 by Robert.Manuszewski Improved log formatting for reporting deterministic cook issues. #jira FORT-59919 Change 3749360 by Robert.Manuszewski Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences. #jira FORT-59919 Change 3748746 by Hongyi.Yu Fixed compiling error in Automation project #jira FORT-59621 Change 3748530 by Mike.Fricker Fixed non-determinism of landscape grass across platforms/compilers This causes bushes to be located in different places depending on what platform you were playing on. 1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug. 2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI. 3) Strings used for CRCs could have possibly have different case. Now forced lowercase. #jira FORT-60109 Change 3748471 by Zak.Middleton Added stats to NetDriver TickFlush and stats gathering within that function. Change 3748287 by Brian.Bekich Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar FInBunch defaults to prior behavior if cvar is 0 UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE Check for path name serialization error before tryng to read checksum #jira FORT-57974 Change 3747980 by Bart.Hawthorne In Oodle, only generate and write dictionaries on Windows, Mac, and Linux Change 3747642 by Gil.Gribb Fix CIS Change 3747635 by Zak.Middleton Avoid string alloc on every ServerMove() call on the server. Change 3747560 by Gil.Gribb UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored. Change 3747548 by Gil.Gribb UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks. Change 3747544 by Bart.Hawthorne When detecting if Oodle is installed, use the newest version instad of the oldest one. Change 3746440 by Robert.Manuszewski Dterministic cook issues reporting improvements - Huge performance improvements - Added new metric to the summary: NumberOfDifferencesInPackages - Diff stats have their own section now (Package.Diff) - When running with -diffonly there commandlet will not log the Warning/Error summary anymore - Callstacks are no longer logged with instruction addresses - Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks - Callstacks, Serialized Object and Serialized Property are now indented - Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning. - Replaced \r\n with \n in the callstack log to make it work better with EC #jira FORT-59919 Change 3746426 by Gil.Gribb UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on. Change 3746348 by Mike.Fricker Added new CVars to toggle level streaming behavior - No effective change to engine yet. The defaults values enable the same default behavior. - New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.) - New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.) - New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up) Change 3746127 by Gil.Gribb UE4 - Slight tweak to more agressively batch occlusion queries. Change 3746111 by Cecil.McRae Change 3745681 by Bob.Tellez #UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning) Change 3745631 by Matt.Kuhlenschmidt Fix details panel crash after compiling blueprints that have edit conditon properties Change 3744544 by Gil.Gribb UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them. #jira FORT-59879 Change 3744419 by Matt.Kuhlenschmidt Fix opening color picker causing values to change. Was due to conversion between srgb and linear color. Change 3744270 by Ben.Marsh Merging change to include deterministic cooking summary from Dev-Core (CL 3743182). #jira FORT-59919 Change 3743621 by Guillaume.Abadie Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144. #jira UE-51569 Change 3743403 by Gil.Gribb UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262) Change 3743392 by Gil.Gribb Merged IO fixed from //UE4 (CL 3641155) Change 3743376 by Gil.Gribb UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates. Change 3743372 by Gil.Gribb UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config. Change 3743030 by Bob.Tellez #UE4 Revert some code the was accidentally merged to UE4Main #jira UE-52032 Change 3742611 by Josh.Markiewicz #UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called #tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless) Change 3742187 by Nick.Darnell Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states. Change 3742053 by Michael.Trepka Copy of CL 3713881 Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets. #jira UE-31093 Change 3742050 by Michael.Trepka Copy of CL 3711085 Reenabled UBT makefiles on Mac Change 3741924 by Josh.Markiewicz #UE4 - delete EpicSurvey module - working toward engine/plugins/online removal from game branch Change 3741865 by Nick.Darnell UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects. Change 3741442 by Ryan.Gerleve Fix initialization order warnings Change 3741370 by Ryan.Gerleve Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android. Change 3740914 by Peter.Knepley Restore player name obsfuscation Change 3740828 by Marc.Audy Dynamically create FKey if the char code is unknown #jira FORT-59735 Change 3740811 by Ben.Marsh UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs. #jira Change 3740328 by Bob.Tellez #UE4 Fix FullLoadAndSave cook method Change 3740327 by Bob.Tellez #UE4 Minor movie scene cooking improvements Change 3740280 by Bob.Tellez #UE4 Fix shipping config CIS Change 3740232 by Bob.Tellez #UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines. Change 3740209 by Nick.Darnell UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget). Change 3740207 by Nick.Darnell Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop. Change 3740189 by Bob.Tellez #UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus Change 3740171 by Marc.Audy Fix merge issue causing compile error for AutomationTool Change 3739270 by Ben.Woodhouse Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread #jira FORT-56961 Change 3739244 by Ben.Woodhouse -statunit commandline option Change 3738920 by peter.knepley Fix issue where simulated proxies had bad crouch state when re-entering relevancy Change 3738904 by Gil.Gribb UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1. Change 3738378 by Ori.Cohen Added better profiling for scene query hitches Change 3736984 by Ben.Woodhouse Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities #jira FORT-56700 Change 3736754 by Zak.Middleton Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes. Change 3736282 by Hongyi.Yu Don't check target file while doing iterative shared prebuild cooking. #jira FORT-58911 Change 3736109 by Michael.Trepka Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC. #jira FORT-55309 Change 3735765 by Ben.Woodhouse Fix GTSynctype logic when vsync is disabled. This was breaking profiling Change 3734436 by Marcus.Wassmer More reliable Aftermath data. #jira FORT-45518 Change 3734103 by Bob.Tellez #UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs Change 3733985 by Saul.Abreu #jira FORT-58816 "Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale Needed to workaround an issue with guillemets (weird arrow quotes). Change 3733922 by Brian.Bekich Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths Check for path name serialization error before tryng to read checksum #jira FORT-57974 Change 3733850 by Max.Chen Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool. #jira FORT-56092 Change 3733299 by Ethan.Geller #jira FORT-58943 Handle corner cases for repeated calls to precache buffers. Change 3732907 by Gil.Gribb UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms. Change 3732728 by Robert.Manuszewski Fixing a crash when dumping stats with massive callstacks #jira FORT-58901 Change 3732438 by Marc.Audy When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated. #jira FORT-56997 Change 3730413 by Lukasz.Furman fixed PlayerName encryption key #jira FORT-59066 Change 3729588 by Bob.Tellez #UE4 Only calling FixupData on load. Fixes crash during parallel saving. Change 3729475 by Marc.Audy Fix missing ; Change 3729444 by Marc.Audy Fix cases where GetWorld() being called multiple times per function Change 3729143 by Hongyi.Yu Added support to extract pak files to mount point. - Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent() #jira FORT-58635 Change 3728981 by Nick.Darnell Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used. Change 3728838 by Zak.Middleton Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling. Change 3728604 by Jian.Ru Submit one render command rather than many in FScene::UpdateParameterCollections Change 3728434 by Marc.Audy PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag. Change 3728427 by Gil.Gribb UE4 - reduce stat overhead when not collecting stats. Change 3728197 by Marc.Audy Properly call post significance on initial registration if the post significance type is sequential Change 3726266 by Gil.Gribb UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps. Change 3724501 by Marc.Audy Fix initialization order Change 3724411 by Ben.Woodhouse Point light shadow rendering optimization - Made per-triangle culling take Z into account. In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k. On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms. On PS4, GPU cost went from 2.3 to 1.9ms. #jira FORT-58921 Change 3724367 by Chad.Garyet Downgrading lock warning about still waiting to a message instead of a warning. Change 3723903 by Max.Preussner MediaAssets: Merged workaround for uninitialized media sound waves from 4.17 #jira FORT-57260 Change 3723134 by Lukasz.Furman added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation Change 3722955 by Jian.Ru Fix a compilation warning #jira FORT-58749 Change 3722667 by Luke.Thatcher [BUILD] [!] Fix PGO failures on build machines. - The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code. - Failure to reserve a device should not be fatal. #jira FORT-58001 Change 3722291 by Lukasz.Furman restored public access to PlayerName for now, current code will be going through accessor Change 3721012 by Alicia.Cano chunk title file generation #jira FORT-53605 Change 3720961 by Marcus.Wassmer Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge. #jira FORT-58240 Change 3719318 by Lukasz.Furman replaced old branch name assertions Change 3719047 by Lukasz.Furman added branch name assertion to core headers to avoid duplicating it Change 3718499 by peter.knepley Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction. Change 3716965 by Alicia.Cano No sound was playing for Android. #jira FORT-58302 #android Change 3715746 by Ben.Marsh Hide Arxan warnings about PDB files not being present. #jira Change 3715172 by Bob.Tellez #UE4 FullLoadAndSave now does SavePackage in parallel. Change 3715055 by Bob.Tellez #UE4 Fix to actually use the precached streaming audio DDC data when cooking. Change 3714130 by Bob.Tellez #UE4 Core changes to allow SavePackage to be done concurrently Change 3714099 by Bob.Tellez #UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions Change 3713145 by Ben.Marsh Disable an Arxan warning in EC. #jira FORT-56926 Change 3712904 by Ben.Woodhouse Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false) Change 3712693 by Ben.Woodhouse Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now. #jira FORT-58409 Change 3712544 by Ben.Woodhouse add missing skylight diffuse gpu stat Change 3712515 by Ben.Woodhouse CSV profiler GPU and pre-declared stat support - refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds - add support for pre-declared CSV stats, using FNames (these are required for GPU stats) - add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats Change 3712297 by Mike.Fricker Fixed huge client hitch when applying changes to in-game options - Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC) #jira FORT-57661 Change 3711501 by Ben.Marsh Fix build failure on Linux. #jira Change 3710962 by David.Ratti Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE Change 3710602 by Marc.Audy Only create MIDs as a child of the calling object if construction script is running Change 3710421 by Ben.Woodhouse Bring over a couple of XB1 rendering fixes from 4.18 3692692: Integrate XB1 translucent lighting fix 3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache #jira UE-49416 Change 3710338 by Marc.Audy Fix Json <-> Property converter to handle maps with struct keys Merged from CL# 3521195 #jira UE-46616 Change 3710226 by Bob.Tellez #UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit Change 3709046 by andrew.grant Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds #jira FORT-57180 Change 3709040 by andrew.grant Fixed issue where this could fail if a messagebox was spawned early during initialization Change 3708830 by Bob.Tellez #UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value" #jira FORT-57833 Change 3708826 by Bob.Tellez #UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders. Change 3707905 by Ori.Cohen Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization #jira UE-51485 Change 3706450 by Chris.Bunner Removing illegal material set on decal component in GameplayStatics. Set a related JIRA, this doesn't actually fix the issue but contributes. #jira FORT-51597 Change 3706223 by Marc.Audy Shrink UPackage class size substantially Change 3706221 by Marc.Audy Store CustomVersions in array rather than set Change 3705798 by Bob.Tellez #UE4 ShadowDepthVertexShader.usf fix to fix Mac cook. Change 3705613 by Uriel.Doyon Texture streaming integration from Main. #jira FORT-57376 Change 3705137 by Michael.Trepka Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined #jira FORT-55309 Change 3704310 by Marcus.Wassmer fix d3ddebug error with shadowcasting pointlights also suppress spammy d3ddebug data about texture debug names #jira FORT-58063 Change 3703477 by Marc.Audy Minor tweak to keep Padding on one cache line. Change 3703449 by Michael.Trepka Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy #jira FORT-55309 Change 3703217 by Marcus.Wassmer Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems #jira FORT-58021 Change 3702926 by Aaron.Eady #JIRA na Engine Code Improvements (that this project doesn't have yet); Added engine code for drawing a debug 2D box. Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \. -- Code -- DrawDebugHelpers: DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes. RemoteConfigIni: SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts. Change 3701976 by Michael.Noland Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor: - CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass - CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor)) - Now shows each function as a separate button, placed in the category associated with the function - The button strip entry is now searchable by function name or tooltip - Prevented operating on functions that have parameters or return values, which would crash before - Removed the duplicate copies of properties placed in the Blutility section - Added a scoped transaction around CallInEditor execution - Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...) Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main Change 3700836 by Bob.Tellez Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive). For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value: -ParamA="-ParamB=Value" #jira FORT-57833 Change 3700821 by Bob.Tellez Merging CL#3461205 from //UE4/Dev-Core Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log") #jira UE-33790 Change 3699584 by Chad.Garyet Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit. #jira FORT-0 Change 3698692 by Aaron.McLeran #jira FORT-57582 crash in sound mix state code - Removed the assert as it looks like that state is now possible. Change 3698411 by Bob.Tellez #UE4 One last correctness fix for when to not save generated base ini files. #jira FORT-57315 Change 3698390 by Bob.Tellez #UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files) #JIRA FORT-57315 Change 3698369 by Bob.Tellez #UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config Change 3698352 by Bob.Tellez #UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds #jira FORT-57315 Change 3698341 by Bob.Tellez #UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely. #JIRA FORT-57315 Change 3697553 by Nick.Darnell Slate - When setting the content of an SBox it should always invalidate. Change 3697330 by Bart.Hawthorne APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update. #jira FORT-57099 #tests ran 100 player bot match Change 3695578 by Bob.Tellez #UE4 Fix Win32 Change 3695508 by Eric.Newman Tweaked LogInit logging to clarify when the command line is being filtered * Encountered this red herring when evaluating crash logs #jira FORT-55839 #tests ran shipping & debug client builds, and editor game build Change 3694898 by Michael.Trepka Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361 #jira FORT-57121 Change 3694655 by David.Ratti Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred). #JIRA FORT-57298 Change 3694491 by Ben.Woodhouse Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test) #jira FORT-57376 Change 3693609 by Ryan.Gerleve Back out CL 3689050 since it was likely causing a crash. #jira FORT-57298 Change 3693327 by Aaron.McLeran #jira FORT-57416 Fixing PS4 cook. Making sure zero pad bytes stays positive without a check. Change 3693136 by David.Ratti fix clang warning Change 3692703 by Thomas.Sarkanen Fix CIS warning on PS4/Linux Change 3692589 by Thomas.Sarkanen Moved exposed value handler bound function initialization to CDO postload This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances #jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms) #tests PIE PvE, 20-bot BR game on PC/PS4. Change 3692552 by Alex.Delesky Change 3692495 by Bart.Hawthorne Fix build Change 3692488 by Bart.Hawthorne Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same. #jira FORT-57104 #tests played 100 player bot match Change 3691819 by Bob.Tellez #UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font. Change 3691805 by Bob.Tellez #UE4 CIS fix Change 3691784 by Bob.Tellez #UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds Change 3691273 by Aaron.McLeran #jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished. Change 3691268 by Aaron.McLeran #jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform Reducing log level Change 3690547 by Ryan.Gerleve Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue. #jira FORT-55763 Change 3690451 by Lukasz.Furman changed branch name testing in engine hacks to use case insensitive match Change 3690270 by David.Ratti Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel. #jira FORT-57156 Change 3690227 by David.Ratti Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally. This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame. #jira FORT-57156 Change 3690184 by David.Ratti Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor. #jira FORT-57156 Change 3689805 by Peter.Knepley Make ConditionalInitAxisProperties protected instead of private #jira FORT-56414 Change 3689789 by Marcus.Wassmer Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding #jira FORT-56792 Change 3689702 by Peter.Knepley Allow games to have a custom MassageAxisInput function #jira FORT-56414 Change 3689687 by Bob.Tellez #UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing Change 3689655 by Peter.Knepley Make SmoothMouse virtual so games can have their own smoothing #jira FORT-56417 Change 3689499 by Bart.Hawthorne Fix Linux CIS warnings Change 3689397 by Bart.Hawthorne Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time Change 3689056 by Lukasz.Furman 3rd attempt for branch name checking in engine code hacks Change 3689050 by David.Ratti First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage. Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors. #jira FORT-57156 Change 3688972 by Bob.Tellez #UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED Change 3688864 by Ryan.Gerleve Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing. #jira FORT-56553 Change 3687654 by Bob.Tellez #UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds. Change 3686615 by Lukasz.Furman Back out changelist 3686610 Change 3686592 by Matt.Kuhlenschmidt Gave the CL description in the source control submit window more room Change 3686020 by Ben.Marsh Remove debug code that prints to logs while building. #jira FORT-56923 Change 3684414 by Peter.Knepley Back out changelist 3678336 #jira FORT-56512 Change 3683894 by Gil.Gribb UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow. Change 3683686 by peter.knepley Raise MTU from 512 to 1024 #jira FORT-56756 Change 3683343 by Rob.Cannaday Fixes insert disk popup #jira FORT-56500 Change 3683156 by Peter.Knepley Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time Change 3682234 by Guillaume.Abadie Cherrypick TAA refactor 3512696 and TAA fix 3668108 #jira FORT-56303 Change 3681494 by Bob.Tellez #UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave Change 3681342 by Bob.Tellez #UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory Change 3681014 by Yenal.Kal #jira FORT-56209 #jira FORT-56272 Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once. This was happening because we were broadcasting the event before we decrement the active count. Change 3680739 by Michael.Trepka Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values #jira FORT-56425 Change 3679237 by Bob.Tellez #UE4 Remove some debug logging Change 3679187 by Bob.Tellez #UE4 Dramatically imrpove speed of writing cookloadorder log file Change 3678926 by Bob.Tellez #UE4 Minor savepackage speed improvements Change 3678336 by Aaron.McLeran #jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished. Change 3676998 by Ben.Woodhouse Fix XGE shader compilation so it doesn't crash randomly Change 3676606 by Ori.Cohen Update GC to be 61.1 to avoid heartbeat collision Change 3676447 by Ori.Cohen Fix CIS warning Change 3676286 by Max.Preussner Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107) #jira FORT-56107 Change 3674591 by Ryan.Gerleve Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients. #jira FORT-55802 Change 3674181 by Michael.Noland Framework: DLL export LogGameplayTags Change 3674138 by Billy.Bramer #jira FORT-56138, FORT-56139 - Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes Change 3672464 by Lukasz.Furman removed recast layers crash tracking code Change 3672153 by Daniel.Lamb Added some debugging code to help track down why shaders are hashing poorly. Change 3671498 by Luke.Thatcher [~] Modify new frame syncing to reduce performance regression seen when the game is running over budget. - Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget. - The game thread will naturally resync with the vsync when we return to being in budget. #jira FORT-55842 Change 3671079 by Ryan.Gerleve Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues. #jira FORT-55763 Change 3670487 by Zak.Middleton Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present. #jira FORT-55999 Change 3670351 by Zak.Middleton Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP. #jira FORT-55999 Change 3670344 by Josh.Markiewicz #UE4 - more verbose logging for SetExpectedClientLoginMsgType Change 3670323 by Wes.Hunt Fix for dedicated servers not flushing events in a timely manner. #jira FORT-56015 Doh, using GFrameNumber was NOT a good idea on servers... :-/ Change 3669817 by Zak.Middleton Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present. #jira FORT-55999 Change 3668416 by Michael.Noland Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized #jira FORT-55887 Change 3668411 by Olaf.Piesche Always cache depth collision particle shader #jira FORT-51307 Change 3668361 by Aaron.McLeran #jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load. Change 3667892 by Rob.Cannaday libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection #jira FORT-55917 Touch LwsWebSocket.cpp to ensure the module gets built with the new libs Change 3667308 by Uriel.Doyon Postponed the release of IO requests when canceling mip updates to prevent threading issue. #jira FORT-54491 Change 3666835 by Lukasz.Furman fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation #jira UE-50370 Change 3665374 by Mike.Fricker Fixed server crashing after hotfixes have re-imported curve table data - The hotfix system is capable of replacing the content of a UCurveTable on the fly - If any systems had references to inner curves on that curve table, they would become invalid - This needs to be fixed in 1.6.4 (tonight) and also in 1.7 #jira FORT-55792 Change 3665063 by Daniel.Broder Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow. Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully. Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file. Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change. #UE4 #NoReleaseNotes #RNX Change 3664948 by Lukasz.Furman reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion #jira FORT-51111 Change 3664916 by John.Abercrombie Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/... - Been testing with this for a while now - This change makes particle effects show up on the current frame's pose for skel meshes as well Removed my StopAllMontagesByGroupName temp hack CL 3383318 Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable). This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose. CL 3388506 Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched. Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress. #jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName Change 3780616 by Gil.Gribb Fixed and reenabled r.DelaySceneRenderCompletion Change 3778979 by Gil.Gribb UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame. Change 3778200 by Nick.Darnell UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state. Change 3777612 by Zak.Middleton Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0". Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched). Change 3774338 by Ben.Woodhouse Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes. Saves up to a millsecond of frame time in CPU-bound scenarios Change 3773462 by Gil.Gribb UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems. Change 3771375 by Hongyi.Yu Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE. Change 3771368 by Ben.Zeigler #jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors. Change 3771173 by Seth.Weedin Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default. Change 3768811 by Ori.Cohen Change animation scale collision code so that it uses the physics asset. Change 3768148 by Brian.Bekich Fix muting being unable to find remote player controller Change 3768117 by Ori.Cohen Prevent pawn collision from updating during animation Change 3766554 by Gil.Gribb UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default. Change 3766427 by Nick.Darnell Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade. Change 3761682 by nick.darnell Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus. Change 3761416 by Ben.Zeigler #jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory. Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful Change 3750998 by Ethan.Geller #jira FORT-60191 Allow -audiomixer command line arg to work on all platforms. Change 3749540 by Marc.Audy SignificanceManager now takes viewpoints in as TArrayView instead of const TArray& Change 3748102 by Marc.Audy Allow cheat cvars to work in Test builds by default Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files Change 3744756 by Bart.Hawthorne Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures. Change 3741168 by Max.Preussner MediaUtils: Fixed movies not playing properly in Shipping builds Change 3739256 by Jian.Ru Set distance field self-shadow bias without recreating all render states Change 3730756 by Ben.Woodhouse HISM optimization: Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues) Change vert threshold to 2K. 1-2ms renderthread win without impacting GPU when rendering point lights Change 3724029 by Zak.Middleton Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling). Change 3723985 by Marc.Audy SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior) Change 3722910 by Jian.Ru Amortize shadow cache update caused by resolution change Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation Change 3718247 by Yenal.Kal Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client. Change 3716343 by Jamie.Dale Adding Korean and Turkish to the localization automation Change 3710534 by Uriel.Doyon Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view. This is used to cull irrelevant levels and reduce the async task number of iterations. The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize. This requires to remove primitives with big UV density from the level data. Those primitives get moved to the dynamic lists. This is controlled by r.Streaming.MaxTextureUVDensity Change 3707207 by David.Ratti Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc. unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients Change 3706272 by Thomas.Sarkanen Added utility/math functions to aid in optimizing anim blueprints Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions. Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality. Change 3706159 by David.Ratti PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update Change 3692891 by David.Ratti Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same. Change 3691392 by Aaron.McLeran #jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled - Fix log error in BulkData.cpp - Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system - Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned - Fix up DDC key, serialize AudioDataSize separately from chunk DataSize Change 3682683 by Zak.Middleton Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server. Change 3678771 by Ori.Cohen Added the ability to turn on stack walk during hitching vs lightweight stats Change 3676363 by Ori.Cohen Added the ability to get callstacks as part of hitch detection Change 3674877 by Keith.Judge Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile. Change 3672515 by Bob.Tellez Added code to play wind particle effects Change 3670909 by Zak.Middleton Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking). [CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
if (Slots.IsValidIndex(Index))
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3780878 by Nick.Darnell UMG - Providing more information when the compile fails to find a bindable widget. Change 3780855 by Gil.Gribb UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR. Change 3780803 by Thomas.Sarkanen Dont create animation tasks for skeletal meshes that have no anim instance This avoids some wasted work for non-animated attachments, such as pickaxes #jira FORT-61523 - Don't create anim worker tasks if no AnimBP Change 3780741 by Yenal.Kal #jira FORT-60177 Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly. Change 3780663 by Gil.Gribb UE4 - Batching for audio thread commands. Change 3780466 by Ben.Marsh Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record') Change 3779937 by Nick.Darnell UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation. Change 3779858 by Sam.Zamani #http use separate "-multihomehttp" instead of "-multihome" for routing http socket #jira FORT-61666 #tests none Change 3779288 by Michael.Trepka Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data #jira FORT-59762 Change 3779062 by Mike.Fricker Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor. ---- Improve responsiveness of Open Asset dialog. On large projects, there's a noticeable delay when opening and searching/filtering assets. Stopwatch measurements on my machine (seconds for ~122,000 assets): before with this CL ctrl-P 1.4 0.45 search 1.8 0.55 CollectionManagerModule was the main culprit for search/filter slowness. Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation. Change 3778954 by Nick.Darnell Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling. Change 3778896 by Ben.Marsh Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two. #jira Change 3778807 by Ben.Marsh Fix Tencent include paths not registering if workspace directory contains a space. Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote. #jira Change 3778686 by Luke.Thatcher Reduced impact of dynamic vertex buffer RHI stall in D3D12 - In most cases we can avoid the stall if the vertex buffer has never been used before. - Only when a buffer has an existing SRV do we need to stall. - Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash. This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10. #jira FORT-61390 Change 3778679 by Thomas.Sarkanen Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously. #jira FORT-61548 Change 3778591 by Ben.Woodhouse Add build config to FPSChart HTML output #jira FORT-56478 Change 3778175 by ben.marsh Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter. Will remove all the surrounding code in a later update to a development branch. #jira Change 3777750 by Chris.Gagnon - Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit. - This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary. - This differs from Custom which is a full override of the navigation behavior. Change 3777678 by Bob.Tellez #UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath Change 3776962 by Bob.Tellez #UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands) Change 3776656 by Thomas.Sarkanen Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components This was causing AIs to get stuck in montage playback in some circumstances #jira FORT-61324, FORT-60558 Change 3776655 by Bob.Tellez #UE4 CIS fix after 3776629 Change 3776650 by Bob.Tellez Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files Change 3776649 by Nick.Darnell UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel. Change 3776629 by Bob.Tellez #UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL. Change 3776328 by James.Golding Add command line option (-statnamedevents) for enabling named events Change 3776024 by Nick.Darnell Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale. Change 3775569 by Gil.Gribb UE4 - Fixed bugs with r.DelaySceneRenderCompletion Change 3775543 by Luke.Thatcher [XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer - Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update. Change 3775488 by Thomas.Sarkanen Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks #jira FORT-61157 - Run anim update on worker, even if not visible Change 3775219 by Bob.Tellez #UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking Change 3774886 by Mike.Fricker Fixed occasional crash when backing out to lobby - Don't force DF data to be updated when the mesh isn't in the world or has no scene interface #jira FORT-60863 Change 3774767 by Ori.Cohen Fix race condition for creating statid in test configs Change 3774682 by Bob.Tellez #UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it. Change 3774621 by Bob.Tellez #UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds. Change 3774201 by Gil.Gribb UE4 - Fixed rare crash caused by unmounting pak files. Change 3773920 by Gil.Gribb UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default. Change 3773896 by Thomas.Sarkanen Push non-rendered anim updates back onto the worker thread Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation). #jira FORT-61157 - Run anim update on worker, even if not visible Change 3773886 by Gil.Gribb UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1. Change 3773882 by Gil.Gribb UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer. Change 3773461 by Gil.Gribb UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing. Change 3773459 by Gil.Gribb UE4 - Adds TLS caches for MallocBinned2 to the Audio thread. Change 3773458 by Gil.Gribb UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks. Change 3773011 by Robert.Manuszewski Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports. + Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff Change 3772867 by Thomas.Sarkanen Nativization now correctly generates and builds code for "Client" builds Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly. Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne) Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client" #jira FORT-52823 - Nativizing Player Animation Blueprints Change 3772408 by Robert.Manuszewski Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly) Change 3772359 by Thomas.Sarkanen Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations. Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with. Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s. #jira FORT-52823 - Nativizing Player Animation Blueprints Change 3771975 by Zak.Middleton Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist(). #jira FORT-61134 Change 3771421 by Ori.Cohen Fix CIS Change 3771052 by Robert.Manuszewski Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway. Change 3771039 by Bob.Tellez #UE4 Allowing use of -FPS in PGO profile builds Change 3770747 by Ori.Cohen Added missing stat named events for anim bp Change 3769616 by Arciel.Rekman UBT: Use response files for compiler when compiling for Linux. - Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units). Change 3769457 by Gil.Gribb UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion. Change 3769136 by Michael.Noland Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in Change 3768736 by Robert.Manuszewski More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized #jira FORT-60943 Change 3768634 by Robert.Manuszewski Small optimization to FEDLCookChecker::Verify function Change 3768603 by Robert.Manuszewski Merging CL #3766740 by Steve.Robb TMultiMap::Append added. Change 3768586 by Ben.Woodhouse csv profiler screen message Change 3768506 by Thomas.Sarkanen Duplicating CL 3764661 from Paragon: Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics(). Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test. #jira OR-46341 #tests LaneMinionFXTests, monolith w/ full teams. Change 3768504 by Thomas.Sarkanen Duplicating CL 3758315 from Paragon: Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work. PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations. Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms. Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims. Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance. #jira OR-46341 #tests minion FX perf map, lane minion test map, monolith match with 2 full teams. Change 3768097 by Bob.Tellez #UE4 Fix non-editor CIS Change 3767957 by Bob.Tellez #UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets) Change 3767906 by Mike.Fricker Add Blueprint functions to query parameters from MIC - GetScalarParameterValue - GetTextureParameterValue - GetVectorParameterValue MIDs already had these functions, but MICs did not. Change 3767737 by Max.Preussner Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached #author jack.porter #jira FORT-59777 Change 3767735 by Bob.Tellez #UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time. #jira FORT-60918 Change 3767244 by Ethan.Geller #jira FORT-60885 Merge in fix for memory leak from 4.18.1. Change 3766567 by Marc.Audy Fix initialization ordering warnings Change 3766443 by Jian.Ru Submit PSO locking fix again as it has passed local tests Change 3766362 by Ori.Cohen Added the ability to get concurrent captures in Test configurations without having to turn full stats on Change 3766277 by Marc.Audy Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup Change 3766275 by Marc.Audy Better pack UTexture* classes Change 3766272 by Thomas.Sarkanen Fixes to enable auto-nativization for animation blueprints For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets: - In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer. - Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'. - Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system. Disabled fast-path optimization when running a native anim BP, as native code is faster! #jira FORT-52823 - Nativizing Player Animation Blueprints #jira FORT-57378 - Perf optimization: animation blueprint improvements Change 3766215 by Marc.Audy Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap Change 3765664 by Michael.Noland Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty Change 3765624 by Marc.Audy Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean Change 3765200 by Nick.Darnell Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention. Change 3764881 by Wes.Hunt Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep. #jira FORT-60585 #review-3764882 @arciel.rekman Change 3763872 by Max.Chen Sequencer: Set default completion mode for all sections to project default. Copy from Dev-Sequencer #jira UE-49480 Change 3763871 by Max.Chen Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState. Copy from Dev-Sequencer #jira UE-49480 Change 3763810 by Gil.Gribb UE4 - remove some init timing spew in programs (i.e. UHT) Change 3762939 by Robert.Manuszewski Removing all locks from FEDLCookChecker to improve SavePackage performance Change 3762851 by Bob.Tellez Duplicating CL#3740778 from //UE4/Dev-Editor Fixed issue with content browser column sorting #jira UE-49460 Change 3762660 by Bob.Tellez #UE4 Fix a few parallelsave threading problems. Change 3761861 by Marc.Audy Fix archive complaints about bitfield Change 3761802 by Marc.Audy Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings Change 3761299 by Matt.Kuhlenschmidt Fix levels not being lockable/unlockable if they are not checked out #jira FORT-60086 Change 3760422 by Bob.Tellez #UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials. Change 3760113 by Jian.Ru Back out changelist 3759715 as it causes a crash on UGS autotest Change 3759761 by Jian.Ru Clean up some debug comments Change 3759715 by Jian.Ru Removing excessive locking when accessing PSO caches. Change 3759285 by Nick.Darnell Editor - Fixing the length of the datatable row dropdown in the editor. Change 3758334 by Alexis.Matte Fix a crash when importing morph target there was a unsync between some buffer depending on the import options #jira UE-52319 Change 3758332 by Ben.Marsh Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio. #jira Change 3758215 by Brian.Bekich Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers Change 3757702 by Bob.Tellez #UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave Change 3757545 by ben.marsh Suppress Arxan warning about being unable to install a default guard at it's default location. Change 3757452 by Aaron.McLeran #jira FORT-59675 Client Crash in __delayLoadHelper2() Fixing build error on linux. Change 3757389 by Hongyi.Yu Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level. #jira FORT-58283 Change 3757229 by Aaron.McLeran #jira FORT-59675 Client Crash in __delayLoadHelper2() Change 3757077 by Max.Preussner MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint #jira FORT-59774 #jira UE-51943 #tests none Change 3756854 by Mike.Fricker Fix "double-delete" crash when using level streaming - Backed out unintentional network checksum change! Change 3756790 by Bob.Tellez #UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances Change 3756639 by Arciel.Rekman Pool memory (only 64KB allocations) on servers (FORT-60342). - Has a fixed cost of 1GB virtual memory usage. #jira FORT-60342 Change 3755995 by Alexis.Matte Fix crash when importing morph target with "built in" tangent option #jira UE-52319 Change 3755896 by Arciel.Rekman Remove unnecessary switch for profiling (part of FORT-58878). - -fno-omit-stack-pointer is only needed when getting callstacks for perf. #jira FORT-58878 Change 3755711 by Mike.Fricker Fix "double-delete" crash when using level streaming - Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG) Change 3755701 by David.Ratti FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now. #jira FORT-60317 #review-3755702 @Ryan.Gerleve Change 3754928 by Arciel.Rekman Linux: add LTO support and more. - Adds ability to use link-time opitimization (reusing current target property bAllowLTCG). - Supports using llvm-ar and lld instead of ar/ranlib and ld. - More build information printed (and in a better organized way). - Native scripts updated to install packages with the appropriate tools on supported systems - AutoSDKs updated to require a new toolchain (already checked in). - Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089 #jira FORT-58878 Change 3753986 by Ben.Zeigler #jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly Change 3753274 by Ben.Marsh Fix blank lines in errors and warnings being omitted from notification emails. #jira Change 3753175 by Thomas.Sarkanen Fix hang in animation editor menus Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates. Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list. #jira UE-52271 - Persona menu option locks up editor Change 3752887 by Nick.Darnell Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children. Change 3752785 by Marc.Audy Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes Change 3752185 by Ben.Marsh Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree. #jira Change 3751813 by Ben.Marsh Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines. #jira Change 3750413 by Ben.Zeigler Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one Fix issue where refreshing tags for asset registry would do a very slow array delete/add Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally Change 3750014 by Lina.Halper - duplicate change from following changelists CL 3669273 - delete all tracks option - allow to opt out on bone track importing - fixed pose preview for fullbody to select weights that has pose from asset. CL 3672170 Remove track support for Animation Blueprint Library This is required for facial pose retargeting Change 3749714 by Brian.Bekich Back out changelist 3748287 #jira FORT-60125 Change 3749377 by Robert.Manuszewski Improved log formatting for reporting deterministic cook issues. #jira FORT-59919 Change 3749360 by Robert.Manuszewski Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences. #jira FORT-59919 Change 3748746 by Hongyi.Yu Fixed compiling error in Automation project #jira FORT-59621 Change 3748530 by Mike.Fricker Fixed non-determinism of landscape grass across platforms/compilers This causes bushes to be located in different places depending on what platform you were playing on. 1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug. 2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI. 3) Strings used for CRCs could have possibly have different case. Now forced lowercase. #jira FORT-60109 Change 3748471 by Zak.Middleton Added stats to NetDriver TickFlush and stats gathering within that function. Change 3748287 by Brian.Bekich Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar FInBunch defaults to prior behavior if cvar is 0 UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE Check for path name serialization error before tryng to read checksum #jira FORT-57974 Change 3747980 by Bart.Hawthorne In Oodle, only generate and write dictionaries on Windows, Mac, and Linux Change 3747642 by Gil.Gribb Fix CIS Change 3747635 by Zak.Middleton Avoid string alloc on every ServerMove() call on the server. Change 3747560 by Gil.Gribb UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored. Change 3747548 by Gil.Gribb UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks. Change 3747544 by Bart.Hawthorne When detecting if Oodle is installed, use the newest version instad of the oldest one. Change 3746440 by Robert.Manuszewski Dterministic cook issues reporting improvements - Huge performance improvements - Added new metric to the summary: NumberOfDifferencesInPackages - Diff stats have their own section now (Package.Diff) - When running with -diffonly there commandlet will not log the Warning/Error summary anymore - Callstacks are no longer logged with instruction addresses - Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks - Callstacks, Serialized Object and Serialized Property are now indented - Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning. - Replaced \r\n with \n in the callstack log to make it work better with EC #jira FORT-59919 Change 3746426 by Gil.Gribb UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on. Change 3746348 by Mike.Fricker Added new CVars to toggle level streaming behavior - No effective change to engine yet. The defaults values enable the same default behavior. - New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.) - New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.) - New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up) Change 3746127 by Gil.Gribb UE4 - Slight tweak to more agressively batch occlusion queries. Change 3746111 by Cecil.McRae Change 3745681 by Bob.Tellez #UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning) Change 3745631 by Matt.Kuhlenschmidt Fix details panel crash after compiling blueprints that have edit conditon properties Change 3744544 by Gil.Gribb UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them. #jira FORT-59879 Change 3744419 by Matt.Kuhlenschmidt Fix opening color picker causing values to change. Was due to conversion between srgb and linear color. Change 3744270 by Ben.Marsh Merging change to include deterministic cooking summary from Dev-Core (CL 3743182). #jira FORT-59919 Change 3743621 by Guillaume.Abadie Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144. #jira UE-51569 Change 3743403 by Gil.Gribb UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262) Change 3743392 by Gil.Gribb Merged IO fixed from //UE4 (CL 3641155) Change 3743376 by Gil.Gribb UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates. Change 3743372 by Gil.Gribb UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config. Change 3743030 by Bob.Tellez #UE4 Revert some code the was accidentally merged to UE4Main #jira UE-52032 Change 3742611 by Josh.Markiewicz #UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called #tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless) Change 3742187 by Nick.Darnell Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states. Change 3742053 by Michael.Trepka Copy of CL 3713881 Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets. #jira UE-31093 Change 3742050 by Michael.Trepka Copy of CL 3711085 Reenabled UBT makefiles on Mac Change 3741924 by Josh.Markiewicz #UE4 - delete EpicSurvey module - working toward engine/plugins/online removal from game branch Change 3741865 by Nick.Darnell UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects. Change 3741442 by Ryan.Gerleve Fix initialization order warnings Change 3741370 by Ryan.Gerleve Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android. Change 3740914 by Peter.Knepley Restore player name obsfuscation Change 3740828 by Marc.Audy Dynamically create FKey if the char code is unknown #jira FORT-59735 Change 3740811 by Ben.Marsh UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs. #jira Change 3740328 by Bob.Tellez #UE4 Fix FullLoadAndSave cook method Change 3740327 by Bob.Tellez #UE4 Minor movie scene cooking improvements Change 3740280 by Bob.Tellez #UE4 Fix shipping config CIS Change 3740232 by Bob.Tellez #UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines. Change 3740209 by Nick.Darnell UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget). Change 3740207 by Nick.Darnell Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop. Change 3740189 by Bob.Tellez #UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus Change 3740171 by Marc.Audy Fix merge issue causing compile error for AutomationTool Change 3739270 by Ben.Woodhouse Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread #jira FORT-56961 Change 3739244 by Ben.Woodhouse -statunit commandline option Change 3738920 by peter.knepley Fix issue where simulated proxies had bad crouch state when re-entering relevancy Change 3738904 by Gil.Gribb UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1. Change 3738378 by Ori.Cohen Added better profiling for scene query hitches Change 3736984 by Ben.Woodhouse Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities #jira FORT-56700 Change 3736754 by Zak.Middleton Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes. Change 3736282 by Hongyi.Yu Don't check target file while doing iterative shared prebuild cooking. #jira FORT-58911 Change 3736109 by Michael.Trepka Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC. #jira FORT-55309 Change 3735765 by Ben.Woodhouse Fix GTSynctype logic when vsync is disabled. This was breaking profiling Change 3734436 by Marcus.Wassmer More reliable Aftermath data. #jira FORT-45518 Change 3734103 by Bob.Tellez #UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs Change 3733985 by Saul.Abreu #jira FORT-58816 "Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale Needed to workaround an issue with guillemets (weird arrow quotes). Change 3733922 by Brian.Bekich Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths Check for path name serialization error before tryng to read checksum #jira FORT-57974 Change 3733850 by Max.Chen Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool. #jira FORT-56092 Change 3733299 by Ethan.Geller #jira FORT-58943 Handle corner cases for repeated calls to precache buffers. Change 3732907 by Gil.Gribb UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms. Change 3732728 by Robert.Manuszewski Fixing a crash when dumping stats with massive callstacks #jira FORT-58901 Change 3732438 by Marc.Audy When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated. #jira FORT-56997 Change 3730413 by Lukasz.Furman fixed PlayerName encryption key #jira FORT-59066 Change 3729588 by Bob.Tellez #UE4 Only calling FixupData on load. Fixes crash during parallel saving. Change 3729475 by Marc.Audy Fix missing ; Change 3729444 by Marc.Audy Fix cases where GetWorld() being called multiple times per function Change 3729143 by Hongyi.Yu Added support to extract pak files to mount point. - Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent() #jira FORT-58635 Change 3728981 by Nick.Darnell Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used. Change 3728838 by Zak.Middleton Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling. Change 3728604 by Jian.Ru Submit one render command rather than many in FScene::UpdateParameterCollections Change 3728434 by Marc.Audy PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag. Change 3728427 by Gil.Gribb UE4 - reduce stat overhead when not collecting stats. Change 3728197 by Marc.Audy Properly call post significance on initial registration if the post significance type is sequential Change 3726266 by Gil.Gribb UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps. Change 3724501 by Marc.Audy Fix initialization order Change 3724411 by Ben.Woodhouse Point light shadow rendering optimization - Made per-triangle culling take Z into account. In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k. On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms. On PS4, GPU cost went from 2.3 to 1.9ms. #jira FORT-58921 Change 3724367 by Chad.Garyet Downgrading lock warning about still waiting to a message instead of a warning. Change 3723903 by Max.Preussner MediaAssets: Merged workaround for uninitialized media sound waves from 4.17 #jira FORT-57260 Change 3723134 by Lukasz.Furman added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation Change 3722955 by Jian.Ru Fix a compilation warning #jira FORT-58749 Change 3722667 by Luke.Thatcher [BUILD] [!] Fix PGO failures on build machines. - The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code. - Failure to reserve a device should not be fatal. #jira FORT-58001 Change 3722291 by Lukasz.Furman restored public access to PlayerName for now, current code will be going through accessor Change 3721012 by Alicia.Cano chunk title file generation #jira FORT-53605 Change 3720961 by Marcus.Wassmer Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge. #jira FORT-58240 Change 3719318 by Lukasz.Furman replaced old branch name assertions Change 3719047 by Lukasz.Furman added branch name assertion to core headers to avoid duplicating it Change 3718499 by peter.knepley Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction. Change 3716965 by Alicia.Cano No sound was playing for Android. #jira FORT-58302 #android Change 3715746 by Ben.Marsh Hide Arxan warnings about PDB files not being present. #jira Change 3715172 by Bob.Tellez #UE4 FullLoadAndSave now does SavePackage in parallel. Change 3715055 by Bob.Tellez #UE4 Fix to actually use the precached streaming audio DDC data when cooking. Change 3714130 by Bob.Tellez #UE4 Core changes to allow SavePackage to be done concurrently Change 3714099 by Bob.Tellez #UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions Change 3713145 by Ben.Marsh Disable an Arxan warning in EC. #jira FORT-56926 Change 3712904 by Ben.Woodhouse Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false) Change 3712693 by Ben.Woodhouse Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now. #jira FORT-58409 Change 3712544 by Ben.Woodhouse add missing skylight diffuse gpu stat Change 3712515 by Ben.Woodhouse CSV profiler GPU and pre-declared stat support - refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds - add support for pre-declared CSV stats, using FNames (these are required for GPU stats) - add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats Change 3712297 by Mike.Fricker Fixed huge client hitch when applying changes to in-game options - Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC) #jira FORT-57661 Change 3711501 by Ben.Marsh Fix build failure on Linux. #jira Change 3710962 by David.Ratti Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE Change 3710602 by Marc.Audy Only create MIDs as a child of the calling object if construction script is running Change 3710421 by Ben.Woodhouse Bring over a couple of XB1 rendering fixes from 4.18 3692692: Integrate XB1 translucent lighting fix 3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache #jira UE-49416 Change 3710338 by Marc.Audy Fix Json <-> Property converter to handle maps with struct keys Merged from CL# 3521195 #jira UE-46616 Change 3710226 by Bob.Tellez #UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit Change 3709046 by andrew.grant Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds #jira FORT-57180 Change 3709040 by andrew.grant Fixed issue where this could fail if a messagebox was spawned early during initialization Change 3708830 by Bob.Tellez #UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value" #jira FORT-57833 Change 3708826 by Bob.Tellez #UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders. Change 3707905 by Ori.Cohen Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization #jira UE-51485 Change 3706450 by Chris.Bunner Removing illegal material set on decal component in GameplayStatics. Set a related JIRA, this doesn't actually fix the issue but contributes. #jira FORT-51597 Change 3706223 by Marc.Audy Shrink UPackage class size substantially Change 3706221 by Marc.Audy Store CustomVersions in array rather than set Change 3705798 by Bob.Tellez #UE4 ShadowDepthVertexShader.usf fix to fix Mac cook. Change 3705613 by Uriel.Doyon Texture streaming integration from Main. #jira FORT-57376 Change 3705137 by Michael.Trepka Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined #jira FORT-55309 Change 3704310 by Marcus.Wassmer fix d3ddebug error with shadowcasting pointlights also suppress spammy d3ddebug data about texture debug names #jira FORT-58063 Change 3703477 by Marc.Audy Minor tweak to keep Padding on one cache line. Change 3703449 by Michael.Trepka Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy #jira FORT-55309 Change 3703217 by Marcus.Wassmer Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems #jira FORT-58021 Change 3702926 by Aaron.Eady #JIRA na Engine Code Improvements (that this project doesn't have yet); Added engine code for drawing a debug 2D box. Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \. -- Code -- DrawDebugHelpers: DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes. RemoteConfigIni: SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts. Change 3701976 by Michael.Noland Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor: - CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass - CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor)) - Now shows each function as a separate button, placed in the category associated with the function - The button strip entry is now searchable by function name or tooltip - Prevented operating on functions that have parameters or return values, which would crash before - Removed the duplicate copies of properties placed in the Blutility section - Added a scoped transaction around CallInEditor execution - Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...) Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main Change 3700836 by Bob.Tellez Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive). For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value: -ParamA="-ParamB=Value" #jira FORT-57833 Change 3700821 by Bob.Tellez Merging CL#3461205 from //UE4/Dev-Core Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log") #jira UE-33790 Change 3699584 by Chad.Garyet Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit. #jira FORT-0 Change 3698692 by Aaron.McLeran #jira FORT-57582 crash in sound mix state code - Removed the assert as it looks like that state is now possible. Change 3698411 by Bob.Tellez #UE4 One last correctness fix for when to not save generated base ini files. #jira FORT-57315 Change 3698390 by Bob.Tellez #UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files) #JIRA FORT-57315 Change 3698369 by Bob.Tellez #UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config Change 3698352 by Bob.Tellez #UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds #jira FORT-57315 Change 3698341 by Bob.Tellez #UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely. #JIRA FORT-57315 Change 3697553 by Nick.Darnell Slate - When setting the content of an SBox it should always invalidate. Change 3697330 by Bart.Hawthorne APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update. #jira FORT-57099 #tests ran 100 player bot match Change 3695578 by Bob.Tellez #UE4 Fix Win32 Change 3695508 by Eric.Newman Tweaked LogInit logging to clarify when the command line is being filtered * Encountered this red herring when evaluating crash logs #jira FORT-55839 #tests ran shipping & debug client builds, and editor game build Change 3694898 by Michael.Trepka Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361 #jira FORT-57121 Change 3694655 by David.Ratti Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred). #JIRA FORT-57298 Change 3694491 by Ben.Woodhouse Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test) #jira FORT-57376 Change 3693609 by Ryan.Gerleve Back out CL 3689050 since it was likely causing a crash. #jira FORT-57298 Change 3693327 by Aaron.McLeran #jira FORT-57416 Fixing PS4 cook. Making sure zero pad bytes stays positive without a check. Change 3693136 by David.Ratti fix clang warning Change 3692703 by Thomas.Sarkanen Fix CIS warning on PS4/Linux Change 3692589 by Thomas.Sarkanen Moved exposed value handler bound function initialization to CDO postload This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances #jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms) #tests PIE PvE, 20-bot BR game on PC/PS4. Change 3692552 by Alex.Delesky Change 3692495 by Bart.Hawthorne Fix build Change 3692488 by Bart.Hawthorne Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same. #jira FORT-57104 #tests played 100 player bot match Change 3691819 by Bob.Tellez #UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font. Change 3691805 by Bob.Tellez #UE4 CIS fix Change 3691784 by Bob.Tellez #UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds Change 3691273 by Aaron.McLeran #jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished. Change 3691268 by Aaron.McLeran #jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform Reducing log level Change 3690547 by Ryan.Gerleve Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue. #jira FORT-55763 Change 3690451 by Lukasz.Furman changed branch name testing in engine hacks to use case insensitive match Change 3690270 by David.Ratti Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel. #jira FORT-57156 Change 3690227 by David.Ratti Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally. This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame. #jira FORT-57156 Change 3690184 by David.Ratti Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor. #jira FORT-57156 Change 3689805 by Peter.Knepley Make ConditionalInitAxisProperties protected instead of private #jira FORT-56414 Change 3689789 by Marcus.Wassmer Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding #jira FORT-56792 Change 3689702 by Peter.Knepley Allow games to have a custom MassageAxisInput function #jira FORT-56414 Change 3689687 by Bob.Tellez #UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing Change 3689655 by Peter.Knepley Make SmoothMouse virtual so games can have their own smoothing #jira FORT-56417 Change 3689499 by Bart.Hawthorne Fix Linux CIS warnings Change 3689397 by Bart.Hawthorne Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time Change 3689056 by Lukasz.Furman 3rd attempt for branch name checking in engine code hacks Change 3689050 by David.Ratti First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage. Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors. #jira FORT-57156 Change 3688972 by Bob.Tellez #UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED Change 3688864 by Ryan.Gerleve Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing. #jira FORT-56553 Change 3687654 by Bob.Tellez #UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds. Change 3686615 by Lukasz.Furman Back out changelist 3686610 Change 3686592 by Matt.Kuhlenschmidt Gave the CL description in the source control submit window more room Change 3686020 by Ben.Marsh Remove debug code that prints to logs while building. #jira FORT-56923 Change 3684414 by Peter.Knepley Back out changelist 3678336 #jira FORT-56512 Change 3683894 by Gil.Gribb UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow. Change 3683686 by peter.knepley Raise MTU from 512 to 1024 #jira FORT-56756 Change 3683343 by Rob.Cannaday Fixes insert disk popup #jira FORT-56500 Change 3683156 by Peter.Knepley Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time Change 3682234 by Guillaume.Abadie Cherrypick TAA refactor 3512696 and TAA fix 3668108 #jira FORT-56303 Change 3681494 by Bob.Tellez #UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave Change 3681342 by Bob.Tellez #UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory Change 3681014 by Yenal.Kal #jira FORT-56209 #jira FORT-56272 Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once. This was happening because we were broadcasting the event before we decrement the active count. Change 3680739 by Michael.Trepka Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values #jira FORT-56425 Change 3679237 by Bob.Tellez #UE4 Remove some debug logging Change 3679187 by Bob.Tellez #UE4 Dramatically imrpove speed of writing cookloadorder log file Change 3678926 by Bob.Tellez #UE4 Minor savepackage speed improvements Change 3678336 by Aaron.McLeran #jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished. Change 3676998 by Ben.Woodhouse Fix XGE shader compilation so it doesn't crash randomly Change 3676606 by Ori.Cohen Update GC to be 61.1 to avoid heartbeat collision Change 3676447 by Ori.Cohen Fix CIS warning Change 3676286 by Max.Preussner Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107) #jira FORT-56107 Change 3674591 by Ryan.Gerleve Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients. #jira FORT-55802 Change 3674181 by Michael.Noland Framework: DLL export LogGameplayTags Change 3674138 by Billy.Bramer #jira FORT-56138, FORT-56139 - Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes Change 3672464 by Lukasz.Furman removed recast layers crash tracking code Change 3672153 by Daniel.Lamb Added some debugging code to help track down why shaders are hashing poorly. Change 3671498 by Luke.Thatcher [~] Modify new frame syncing to reduce performance regression seen when the game is running over budget. - Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget. - The game thread will naturally resync with the vsync when we return to being in budget. #jira FORT-55842 Change 3671079 by Ryan.Gerleve Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues. #jira FORT-55763 Change 3670487 by Zak.Middleton Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present. #jira FORT-55999 Change 3670351 by Zak.Middleton Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP. #jira FORT-55999 Change 3670344 by Josh.Markiewicz #UE4 - more verbose logging for SetExpectedClientLoginMsgType Change 3670323 by Wes.Hunt Fix for dedicated servers not flushing events in a timely manner. #jira FORT-56015 Doh, using GFrameNumber was NOT a good idea on servers... :-/ Change 3669817 by Zak.Middleton Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present. #jira FORT-55999 Change 3668416 by Michael.Noland Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized #jira FORT-55887 Change 3668411 by Olaf.Piesche Always cache depth collision particle shader #jira FORT-51307 Change 3668361 by Aaron.McLeran #jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load. Change 3667892 by Rob.Cannaday libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection #jira FORT-55917 Touch LwsWebSocket.cpp to ensure the module gets built with the new libs Change 3667308 by Uriel.Doyon Postponed the release of IO requests when canceling mip updates to prevent threading issue. #jira FORT-54491 Change 3666835 by Lukasz.Furman fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation #jira UE-50370 Change 3665374 by Mike.Fricker Fixed server crashing after hotfixes have re-imported curve table data - The hotfix system is capable of replacing the content of a UCurveTable on the fly - If any systems had references to inner curves on that curve table, they would become invalid - This needs to be fixed in 1.6.4 (tonight) and also in 1.7 #jira FORT-55792 Change 3665063 by Daniel.Broder Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow. Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully. Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file. Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change. #UE4 #NoReleaseNotes #RNX Change 3664948 by Lukasz.Furman reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion #jira FORT-51111 Change 3664916 by John.Abercrombie Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/... - Been testing with this for a while now - This change makes particle effects show up on the current frame's pose for skel meshes as well Removed my StopAllMontagesByGroupName temp hack CL 3383318 Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable). This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose. CL 3388506 Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched. Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress. #jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName Change 3780616 by Gil.Gribb Fixed and reenabled r.DelaySceneRenderCompletion Change 3778979 by Gil.Gribb UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame. Change 3778200 by Nick.Darnell UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state. Change 3777612 by Zak.Middleton Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0". Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched). Change 3774338 by Ben.Woodhouse Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes. Saves up to a millsecond of frame time in CPU-bound scenarios Change 3773462 by Gil.Gribb UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems. Change 3771375 by Hongyi.Yu Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE. Change 3771368 by Ben.Zeigler #jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors. Change 3771173 by Seth.Weedin Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default. Change 3768811 by Ori.Cohen Change animation scale collision code so that it uses the physics asset. Change 3768148 by Brian.Bekich Fix muting being unable to find remote player controller Change 3768117 by Ori.Cohen Prevent pawn collision from updating during animation Change 3766554 by Gil.Gribb UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default. Change 3766427 by Nick.Darnell Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade. Change 3761682 by nick.darnell Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus. Change 3761416 by Ben.Zeigler #jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory. Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful Change 3750998 by Ethan.Geller #jira FORT-60191 Allow -audiomixer command line arg to work on all platforms. Change 3749540 by Marc.Audy SignificanceManager now takes viewpoints in as TArrayView instead of const TArray& Change 3748102 by Marc.Audy Allow cheat cvars to work in Test builds by default Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files Change 3744756 by Bart.Hawthorne Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures. Change 3741168 by Max.Preussner MediaUtils: Fixed movies not playing properly in Shipping builds Change 3739256 by Jian.Ru Set distance field self-shadow bias without recreating all render states Change 3730756 by Ben.Woodhouse HISM optimization: Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues) Change vert threshold to 2K. 1-2ms renderthread win without impacting GPU when rendering point lights Change 3724029 by Zak.Middleton Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling). Change 3723985 by Marc.Audy SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior) Change 3722910 by Jian.Ru Amortize shadow cache update caused by resolution change Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation Change 3718247 by Yenal.Kal Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client. Change 3716343 by Jamie.Dale Adding Korean and Turkish to the localization automation Change 3710534 by Uriel.Doyon Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view. This is used to cull irrelevant levels and reduce the async task number of iterations. The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize. This requires to remove primitives with big UV density from the level data. Those primitives get moved to the dynamic lists. This is controlled by r.Streaming.MaxTextureUVDensity Change 3707207 by David.Ratti Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc. unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients Change 3706272 by Thomas.Sarkanen Added utility/math functions to aid in optimizing anim blueprints Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions. Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality. Change 3706159 by David.Ratti PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update Change 3692891 by David.Ratti Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same. Change 3691392 by Aaron.McLeran #jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled - Fix log error in BulkData.cpp - Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system - Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned - Fix up DDC key, serialize AudioDataSize separately from chunk DataSize Change 3682683 by Zak.Middleton Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server. Change 3678771 by Ori.Cohen Added the ability to turn on stack walk during hitching vs lightweight stats Change 3676363 by Ori.Cohen Added the ability to get callstacks as part of hitch detection Change 3674877 by Keith.Judge Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile. Change 3672515 by Bob.Tellez Added code to play wind particle effects Change 3670909 by Zak.Middleton Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking). [CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
// This occasionally is null during garbage collection passes during begin destroy, when we're
// removing objects. Consider not removing from parents during GC.
if (UPanelSlot* ChildSlot = Slots[Index])
{
return ChildSlot->Content;
}
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3780878 by Nick.Darnell UMG - Providing more information when the compile fails to find a bindable widget. Change 3780855 by Gil.Gribb UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR. Change 3780803 by Thomas.Sarkanen Dont create animation tasks for skeletal meshes that have no anim instance This avoids some wasted work for non-animated attachments, such as pickaxes #jira FORT-61523 - Don't create anim worker tasks if no AnimBP Change 3780741 by Yenal.Kal #jira FORT-60177 Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly. Change 3780663 by Gil.Gribb UE4 - Batching for audio thread commands. Change 3780466 by Ben.Marsh Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record') Change 3779937 by Nick.Darnell UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation. Change 3779858 by Sam.Zamani #http use separate "-multihomehttp" instead of "-multihome" for routing http socket #jira FORT-61666 #tests none Change 3779288 by Michael.Trepka Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data #jira FORT-59762 Change 3779062 by Mike.Fricker Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor. ---- Improve responsiveness of Open Asset dialog. On large projects, there's a noticeable delay when opening and searching/filtering assets. Stopwatch measurements on my machine (seconds for ~122,000 assets): before with this CL ctrl-P 1.4 0.45 search 1.8 0.55 CollectionManagerModule was the main culprit for search/filter slowness. Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation. Change 3778954 by Nick.Darnell Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling. Change 3778896 by Ben.Marsh Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two. #jira Change 3778807 by Ben.Marsh Fix Tencent include paths not registering if workspace directory contains a space. Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote. #jira Change 3778686 by Luke.Thatcher Reduced impact of dynamic vertex buffer RHI stall in D3D12 - In most cases we can avoid the stall if the vertex buffer has never been used before. - Only when a buffer has an existing SRV do we need to stall. - Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash. This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10. #jira FORT-61390 Change 3778679 by Thomas.Sarkanen Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously. #jira FORT-61548 Change 3778591 by Ben.Woodhouse Add build config to FPSChart HTML output #jira FORT-56478 Change 3778175 by ben.marsh Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter. Will remove all the surrounding code in a later update to a development branch. #jira Change 3777750 by Chris.Gagnon - Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit. - This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary. - This differs from Custom which is a full override of the navigation behavior. Change 3777678 by Bob.Tellez #UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath Change 3776962 by Bob.Tellez #UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands) Change 3776656 by Thomas.Sarkanen Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components This was causing AIs to get stuck in montage playback in some circumstances #jira FORT-61324, FORT-60558 Change 3776655 by Bob.Tellez #UE4 CIS fix after 3776629 Change 3776650 by Bob.Tellez Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files Change 3776649 by Nick.Darnell UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel. Change 3776629 by Bob.Tellez #UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL. Change 3776328 by James.Golding Add command line option (-statnamedevents) for enabling named events Change 3776024 by Nick.Darnell Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale. Change 3775569 by Gil.Gribb UE4 - Fixed bugs with r.DelaySceneRenderCompletion Change 3775543 by Luke.Thatcher [XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer - Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update. Change 3775488 by Thomas.Sarkanen Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks #jira FORT-61157 - Run anim update on worker, even if not visible Change 3775219 by Bob.Tellez #UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking Change 3774886 by Mike.Fricker Fixed occasional crash when backing out to lobby - Don't force DF data to be updated when the mesh isn't in the world or has no scene interface #jira FORT-60863 Change 3774767 by Ori.Cohen Fix race condition for creating statid in test configs Change 3774682 by Bob.Tellez #UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it. Change 3774621 by Bob.Tellez #UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds. Change 3774201 by Gil.Gribb UE4 - Fixed rare crash caused by unmounting pak files. Change 3773920 by Gil.Gribb UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default. Change 3773896 by Thomas.Sarkanen Push non-rendered anim updates back onto the worker thread Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation). #jira FORT-61157 - Run anim update on worker, even if not visible Change 3773886 by Gil.Gribb UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1. Change 3773882 by Gil.Gribb UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer. Change 3773461 by Gil.Gribb UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing. Change 3773459 by Gil.Gribb UE4 - Adds TLS caches for MallocBinned2 to the Audio thread. Change 3773458 by Gil.Gribb UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks. Change 3773011 by Robert.Manuszewski Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports. + Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff Change 3772867 by Thomas.Sarkanen Nativization now correctly generates and builds code for "Client" builds Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly. Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne) Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client" #jira FORT-52823 - Nativizing Player Animation Blueprints Change 3772408 by Robert.Manuszewski Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly) Change 3772359 by Thomas.Sarkanen Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations. Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with. Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s. #jira FORT-52823 - Nativizing Player Animation Blueprints Change 3771975 by Zak.Middleton Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist(). #jira FORT-61134 Change 3771421 by Ori.Cohen Fix CIS Change 3771052 by Robert.Manuszewski Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway. Change 3771039 by Bob.Tellez #UE4 Allowing use of -FPS in PGO profile builds Change 3770747 by Ori.Cohen Added missing stat named events for anim bp Change 3769616 by Arciel.Rekman UBT: Use response files for compiler when compiling for Linux. - Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units). Change 3769457 by Gil.Gribb UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion. Change 3769136 by Michael.Noland Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in Change 3768736 by Robert.Manuszewski More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized #jira FORT-60943 Change 3768634 by Robert.Manuszewski Small optimization to FEDLCookChecker::Verify function Change 3768603 by Robert.Manuszewski Merging CL #3766740 by Steve.Robb TMultiMap::Append added. Change 3768586 by Ben.Woodhouse csv profiler screen message Change 3768506 by Thomas.Sarkanen Duplicating CL 3764661 from Paragon: Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics(). Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test. #jira OR-46341 #tests LaneMinionFXTests, monolith w/ full teams. Change 3768504 by Thomas.Sarkanen Duplicating CL 3758315 from Paragon: Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work. PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations. Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms. Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims. Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance. #jira OR-46341 #tests minion FX perf map, lane minion test map, monolith match with 2 full teams. Change 3768097 by Bob.Tellez #UE4 Fix non-editor CIS Change 3767957 by Bob.Tellez #UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets) Change 3767906 by Mike.Fricker Add Blueprint functions to query parameters from MIC - GetScalarParameterValue - GetTextureParameterValue - GetVectorParameterValue MIDs already had these functions, but MICs did not. Change 3767737 by Max.Preussner Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached #author jack.porter #jira FORT-59777 Change 3767735 by Bob.Tellez #UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time. #jira FORT-60918 Change 3767244 by Ethan.Geller #jira FORT-60885 Merge in fix for memory leak from 4.18.1. Change 3766567 by Marc.Audy Fix initialization ordering warnings Change 3766443 by Jian.Ru Submit PSO locking fix again as it has passed local tests Change 3766362 by Ori.Cohen Added the ability to get concurrent captures in Test configurations without having to turn full stats on Change 3766277 by Marc.Audy Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup Change 3766275 by Marc.Audy Better pack UTexture* classes Change 3766272 by Thomas.Sarkanen Fixes to enable auto-nativization for animation blueprints For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets: - In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer. - Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'. - Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system. Disabled fast-path optimization when running a native anim BP, as native code is faster! #jira FORT-52823 - Nativizing Player Animation Blueprints #jira FORT-57378 - Perf optimization: animation blueprint improvements Change 3766215 by Marc.Audy Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap Change 3765664 by Michael.Noland Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty Change 3765624 by Marc.Audy Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean Change 3765200 by Nick.Darnell Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention. Change 3764881 by Wes.Hunt Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep. #jira FORT-60585 #review-3764882 @arciel.rekman Change 3763872 by Max.Chen Sequencer: Set default completion mode for all sections to project default. Copy from Dev-Sequencer #jira UE-49480 Change 3763871 by Max.Chen Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState. Copy from Dev-Sequencer #jira UE-49480 Change 3763810 by Gil.Gribb UE4 - remove some init timing spew in programs (i.e. UHT) Change 3762939 by Robert.Manuszewski Removing all locks from FEDLCookChecker to improve SavePackage performance Change 3762851 by Bob.Tellez Duplicating CL#3740778 from //UE4/Dev-Editor Fixed issue with content browser column sorting #jira UE-49460 Change 3762660 by Bob.Tellez #UE4 Fix a few parallelsave threading problems. Change 3761861 by Marc.Audy Fix archive complaints about bitfield Change 3761802 by Marc.Audy Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings Change 3761299 by Matt.Kuhlenschmidt Fix levels not being lockable/unlockable if they are not checked out #jira FORT-60086 Change 3760422 by Bob.Tellez #UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials. Change 3760113 by Jian.Ru Back out changelist 3759715 as it causes a crash on UGS autotest Change 3759761 by Jian.Ru Clean up some debug comments Change 3759715 by Jian.Ru Removing excessive locking when accessing PSO caches. Change 3759285 by Nick.Darnell Editor - Fixing the length of the datatable row dropdown in the editor. Change 3758334 by Alexis.Matte Fix a crash when importing morph target there was a unsync between some buffer depending on the import options #jira UE-52319 Change 3758332 by Ben.Marsh Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio. #jira Change 3758215 by Brian.Bekich Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers Change 3757702 by Bob.Tellez #UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave Change 3757545 by ben.marsh Suppress Arxan warning about being unable to install a default guard at it's default location. Change 3757452 by Aaron.McLeran #jira FORT-59675 Client Crash in __delayLoadHelper2() Fixing build error on linux. Change 3757389 by Hongyi.Yu Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level. #jira FORT-58283 Change 3757229 by Aaron.McLeran #jira FORT-59675 Client Crash in __delayLoadHelper2() Change 3757077 by Max.Preussner MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint #jira FORT-59774 #jira UE-51943 #tests none Change 3756854 by Mike.Fricker Fix "double-delete" crash when using level streaming - Backed out unintentional network checksum change! Change 3756790 by Bob.Tellez #UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances Change 3756639 by Arciel.Rekman Pool memory (only 64KB allocations) on servers (FORT-60342). - Has a fixed cost of 1GB virtual memory usage. #jira FORT-60342 Change 3755995 by Alexis.Matte Fix crash when importing morph target with "built in" tangent option #jira UE-52319 Change 3755896 by Arciel.Rekman Remove unnecessary switch for profiling (part of FORT-58878). - -fno-omit-stack-pointer is only needed when getting callstacks for perf. #jira FORT-58878 Change 3755711 by Mike.Fricker Fix "double-delete" crash when using level streaming - Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG) Change 3755701 by David.Ratti FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now. #jira FORT-60317 #review-3755702 @Ryan.Gerleve Change 3754928 by Arciel.Rekman Linux: add LTO support and more. - Adds ability to use link-time opitimization (reusing current target property bAllowLTCG). - Supports using llvm-ar and lld instead of ar/ranlib and ld. - More build information printed (and in a better organized way). - Native scripts updated to install packages with the appropriate tools on supported systems - AutoSDKs updated to require a new toolchain (already checked in). - Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089 #jira FORT-58878 Change 3753986 by Ben.Zeigler #jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly Change 3753274 by Ben.Marsh Fix blank lines in errors and warnings being omitted from notification emails. #jira Change 3753175 by Thomas.Sarkanen Fix hang in animation editor menus Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates. Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list. #jira UE-52271 - Persona menu option locks up editor Change 3752887 by Nick.Darnell Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children. Change 3752785 by Marc.Audy Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes Change 3752185 by Ben.Marsh Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree. #jira Change 3751813 by Ben.Marsh Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines. #jira Change 3750413 by Ben.Zeigler Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one Fix issue where refreshing tags for asset registry would do a very slow array delete/add Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally Change 3750014 by Lina.Halper - duplicate change from following changelists CL 3669273 - delete all tracks option - allow to opt out on bone track importing - fixed pose preview for fullbody to select weights that has pose from asset. CL 3672170 Remove track support for Animation Blueprint Library This is required for facial pose retargeting Change 3749714 by Brian.Bekich Back out changelist 3748287 #jira FORT-60125 Change 3749377 by Robert.Manuszewski Improved log formatting for reporting deterministic cook issues. #jira FORT-59919 Change 3749360 by Robert.Manuszewski Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences. #jira FORT-59919 Change 3748746 by Hongyi.Yu Fixed compiling error in Automation project #jira FORT-59621 Change 3748530 by Mike.Fricker Fixed non-determinism of landscape grass across platforms/compilers This causes bushes to be located in different places depending on what platform you were playing on. 1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug. 2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI. 3) Strings used for CRCs could have possibly have different case. Now forced lowercase. #jira FORT-60109 Change 3748471 by Zak.Middleton Added stats to NetDriver TickFlush and stats gathering within that function. Change 3748287 by Brian.Bekich Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar FInBunch defaults to prior behavior if cvar is 0 UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE Check for path name serialization error before tryng to read checksum #jira FORT-57974 Change 3747980 by Bart.Hawthorne In Oodle, only generate and write dictionaries on Windows, Mac, and Linux Change 3747642 by Gil.Gribb Fix CIS Change 3747635 by Zak.Middleton Avoid string alloc on every ServerMove() call on the server. Change 3747560 by Gil.Gribb UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored. Change 3747548 by Gil.Gribb UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks. Change 3747544 by Bart.Hawthorne When detecting if Oodle is installed, use the newest version instad of the oldest one. Change 3746440 by Robert.Manuszewski Dterministic cook issues reporting improvements - Huge performance improvements - Added new metric to the summary: NumberOfDifferencesInPackages - Diff stats have their own section now (Package.Diff) - When running with -diffonly there commandlet will not log the Warning/Error summary anymore - Callstacks are no longer logged with instruction addresses - Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks - Callstacks, Serialized Object and Serialized Property are now indented - Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning. - Replaced \r\n with \n in the callstack log to make it work better with EC #jira FORT-59919 Change 3746426 by Gil.Gribb UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on. Change 3746348 by Mike.Fricker Added new CVars to toggle level streaming behavior - No effective change to engine yet. The defaults values enable the same default behavior. - New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.) - New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.) - New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up) Change 3746127 by Gil.Gribb UE4 - Slight tweak to more agressively batch occlusion queries. Change 3746111 by Cecil.McRae Change 3745681 by Bob.Tellez #UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning) Change 3745631 by Matt.Kuhlenschmidt Fix details panel crash after compiling blueprints that have edit conditon properties Change 3744544 by Gil.Gribb UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them. #jira FORT-59879 Change 3744419 by Matt.Kuhlenschmidt Fix opening color picker causing values to change. Was due to conversion between srgb and linear color. Change 3744270 by Ben.Marsh Merging change to include deterministic cooking summary from Dev-Core (CL 3743182). #jira FORT-59919 Change 3743621 by Guillaume.Abadie Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144. #jira UE-51569 Change 3743403 by Gil.Gribb UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262) Change 3743392 by Gil.Gribb Merged IO fixed from //UE4 (CL 3641155) Change 3743376 by Gil.Gribb UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates. Change 3743372 by Gil.Gribb UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config. Change 3743030 by Bob.Tellez #UE4 Revert some code the was accidentally merged to UE4Main #jira UE-52032 Change 3742611 by Josh.Markiewicz #UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called #tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless) Change 3742187 by Nick.Darnell Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states. Change 3742053 by Michael.Trepka Copy of CL 3713881 Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets. #jira UE-31093 Change 3742050 by Michael.Trepka Copy of CL 3711085 Reenabled UBT makefiles on Mac Change 3741924 by Josh.Markiewicz #UE4 - delete EpicSurvey module - working toward engine/plugins/online removal from game branch Change 3741865 by Nick.Darnell UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects. Change 3741442 by Ryan.Gerleve Fix initialization order warnings Change 3741370 by Ryan.Gerleve Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android. Change 3740914 by Peter.Knepley Restore player name obsfuscation Change 3740828 by Marc.Audy Dynamically create FKey if the char code is unknown #jira FORT-59735 Change 3740811 by Ben.Marsh UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs. #jira Change 3740328 by Bob.Tellez #UE4 Fix FullLoadAndSave cook method Change 3740327 by Bob.Tellez #UE4 Minor movie scene cooking improvements Change 3740280 by Bob.Tellez #UE4 Fix shipping config CIS Change 3740232 by Bob.Tellez #UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines. Change 3740209 by Nick.Darnell UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget). Change 3740207 by Nick.Darnell Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop. Change 3740189 by Bob.Tellez #UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus Change 3740171 by Marc.Audy Fix merge issue causing compile error for AutomationTool Change 3739270 by Ben.Woodhouse Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread #jira FORT-56961 Change 3739244 by Ben.Woodhouse -statunit commandline option Change 3738920 by peter.knepley Fix issue where simulated proxies had bad crouch state when re-entering relevancy Change 3738904 by Gil.Gribb UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1. Change 3738378 by Ori.Cohen Added better profiling for scene query hitches Change 3736984 by Ben.Woodhouse Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities #jira FORT-56700 Change 3736754 by Zak.Middleton Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes. Change 3736282 by Hongyi.Yu Don't check target file while doing iterative shared prebuild cooking. #jira FORT-58911 Change 3736109 by Michael.Trepka Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC. #jira FORT-55309 Change 3735765 by Ben.Woodhouse Fix GTSynctype logic when vsync is disabled. This was breaking profiling Change 3734436 by Marcus.Wassmer More reliable Aftermath data. #jira FORT-45518 Change 3734103 by Bob.Tellez #UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs Change 3733985 by Saul.Abreu #jira FORT-58816 "Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale Needed to workaround an issue with guillemets (weird arrow quotes). Change 3733922 by Brian.Bekich Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths Check for path name serialization error before tryng to read checksum #jira FORT-57974 Change 3733850 by Max.Chen Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool. #jira FORT-56092 Change 3733299 by Ethan.Geller #jira FORT-58943 Handle corner cases for repeated calls to precache buffers. Change 3732907 by Gil.Gribb UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms. Change 3732728 by Robert.Manuszewski Fixing a crash when dumping stats with massive callstacks #jira FORT-58901 Change 3732438 by Marc.Audy When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated. #jira FORT-56997 Change 3730413 by Lukasz.Furman fixed PlayerName encryption key #jira FORT-59066 Change 3729588 by Bob.Tellez #UE4 Only calling FixupData on load. Fixes crash during parallel saving. Change 3729475 by Marc.Audy Fix missing ; Change 3729444 by Marc.Audy Fix cases where GetWorld() being called multiple times per function Change 3729143 by Hongyi.Yu Added support to extract pak files to mount point. - Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent() #jira FORT-58635 Change 3728981 by Nick.Darnell Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used. Change 3728838 by Zak.Middleton Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling. Change 3728604 by Jian.Ru Submit one render command rather than many in FScene::UpdateParameterCollections Change 3728434 by Marc.Audy PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag. Change 3728427 by Gil.Gribb UE4 - reduce stat overhead when not collecting stats. Change 3728197 by Marc.Audy Properly call post significance on initial registration if the post significance type is sequential Change 3726266 by Gil.Gribb UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps. Change 3724501 by Marc.Audy Fix initialization order Change 3724411 by Ben.Woodhouse Point light shadow rendering optimization - Made per-triangle culling take Z into account. In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k. On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms. On PS4, GPU cost went from 2.3 to 1.9ms. #jira FORT-58921 Change 3724367 by Chad.Garyet Downgrading lock warning about still waiting to a message instead of a warning. Change 3723903 by Max.Preussner MediaAssets: Merged workaround for uninitialized media sound waves from 4.17 #jira FORT-57260 Change 3723134 by Lukasz.Furman added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation Change 3722955 by Jian.Ru Fix a compilation warning #jira FORT-58749 Change 3722667 by Luke.Thatcher [BUILD] [!] Fix PGO failures on build machines. - The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code. - Failure to reserve a device should not be fatal. #jira FORT-58001 Change 3722291 by Lukasz.Furman restored public access to PlayerName for now, current code will be going through accessor Change 3721012 by Alicia.Cano chunk title file generation #jira FORT-53605 Change 3720961 by Marcus.Wassmer Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge. #jira FORT-58240 Change 3719318 by Lukasz.Furman replaced old branch name assertions Change 3719047 by Lukasz.Furman added branch name assertion to core headers to avoid duplicating it Change 3718499 by peter.knepley Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction. Change 3716965 by Alicia.Cano No sound was playing for Android. #jira FORT-58302 #android Change 3715746 by Ben.Marsh Hide Arxan warnings about PDB files not being present. #jira Change 3715172 by Bob.Tellez #UE4 FullLoadAndSave now does SavePackage in parallel. Change 3715055 by Bob.Tellez #UE4 Fix to actually use the precached streaming audio DDC data when cooking. Change 3714130 by Bob.Tellez #UE4 Core changes to allow SavePackage to be done concurrently Change 3714099 by Bob.Tellez #UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions Change 3713145 by Ben.Marsh Disable an Arxan warning in EC. #jira FORT-56926 Change 3712904 by Ben.Woodhouse Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false) Change 3712693 by Ben.Woodhouse Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now. #jira FORT-58409 Change 3712544 by Ben.Woodhouse add missing skylight diffuse gpu stat Change 3712515 by Ben.Woodhouse CSV profiler GPU and pre-declared stat support - refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds - add support for pre-declared CSV stats, using FNames (these are required for GPU stats) - add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats Change 3712297 by Mike.Fricker Fixed huge client hitch when applying changes to in-game options - Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC) #jira FORT-57661 Change 3711501 by Ben.Marsh Fix build failure on Linux. #jira Change 3710962 by David.Ratti Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE Change 3710602 by Marc.Audy Only create MIDs as a child of the calling object if construction script is running Change 3710421 by Ben.Woodhouse Bring over a couple of XB1 rendering fixes from 4.18 3692692: Integrate XB1 translucent lighting fix 3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache #jira UE-49416 Change 3710338 by Marc.Audy Fix Json <-> Property converter to handle maps with struct keys Merged from CL# 3521195 #jira UE-46616 Change 3710226 by Bob.Tellez #UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit Change 3709046 by andrew.grant Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds #jira FORT-57180 Change 3709040 by andrew.grant Fixed issue where this could fail if a messagebox was spawned early during initialization Change 3708830 by Bob.Tellez #UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value" #jira FORT-57833 Change 3708826 by Bob.Tellez #UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders. Change 3707905 by Ori.Cohen Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization #jira UE-51485 Change 3706450 by Chris.Bunner Removing illegal material set on decal component in GameplayStatics. Set a related JIRA, this doesn't actually fix the issue but contributes. #jira FORT-51597 Change 3706223 by Marc.Audy Shrink UPackage class size substantially Change 3706221 by Marc.Audy Store CustomVersions in array rather than set Change 3705798 by Bob.Tellez #UE4 ShadowDepthVertexShader.usf fix to fix Mac cook. Change 3705613 by Uriel.Doyon Texture streaming integration from Main. #jira FORT-57376 Change 3705137 by Michael.Trepka Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined #jira FORT-55309 Change 3704310 by Marcus.Wassmer fix d3ddebug error with shadowcasting pointlights also suppress spammy d3ddebug data about texture debug names #jira FORT-58063 Change 3703477 by Marc.Audy Minor tweak to keep Padding on one cache line. Change 3703449 by Michael.Trepka Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy #jira FORT-55309 Change 3703217 by Marcus.Wassmer Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems #jira FORT-58021 Change 3702926 by Aaron.Eady #JIRA na Engine Code Improvements (that this project doesn't have yet); Added engine code for drawing a debug 2D box. Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \. -- Code -- DrawDebugHelpers: DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes. RemoteConfigIni: SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts. Change 3701976 by Michael.Noland Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor: - CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass - CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor)) - Now shows each function as a separate button, placed in the category associated with the function - The button strip entry is now searchable by function name or tooltip - Prevented operating on functions that have parameters or return values, which would crash before - Removed the duplicate copies of properties placed in the Blutility section - Added a scoped transaction around CallInEditor execution - Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...) Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main Change 3700836 by Bob.Tellez Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive). For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value: -ParamA="-ParamB=Value" #jira FORT-57833 Change 3700821 by Bob.Tellez Merging CL#3461205 from //UE4/Dev-Core Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log") #jira UE-33790 Change 3699584 by Chad.Garyet Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit. #jira FORT-0 Change 3698692 by Aaron.McLeran #jira FORT-57582 crash in sound mix state code - Removed the assert as it looks like that state is now possible. Change 3698411 by Bob.Tellez #UE4 One last correctness fix for when to not save generated base ini files. #jira FORT-57315 Change 3698390 by Bob.Tellez #UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files) #JIRA FORT-57315 Change 3698369 by Bob.Tellez #UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config Change 3698352 by Bob.Tellez #UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds #jira FORT-57315 Change 3698341 by Bob.Tellez #UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely. #JIRA FORT-57315 Change 3697553 by Nick.Darnell Slate - When setting the content of an SBox it should always invalidate. Change 3697330 by Bart.Hawthorne APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update. #jira FORT-57099 #tests ran 100 player bot match Change 3695578 by Bob.Tellez #UE4 Fix Win32 Change 3695508 by Eric.Newman Tweaked LogInit logging to clarify when the command line is being filtered * Encountered this red herring when evaluating crash logs #jira FORT-55839 #tests ran shipping & debug client builds, and editor game build Change 3694898 by Michael.Trepka Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361 #jira FORT-57121 Change 3694655 by David.Ratti Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred). #JIRA FORT-57298 Change 3694491 by Ben.Woodhouse Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test) #jira FORT-57376 Change 3693609 by Ryan.Gerleve Back out CL 3689050 since it was likely causing a crash. #jira FORT-57298 Change 3693327 by Aaron.McLeran #jira FORT-57416 Fixing PS4 cook. Making sure zero pad bytes stays positive without a check. Change 3693136 by David.Ratti fix clang warning Change 3692703 by Thomas.Sarkanen Fix CIS warning on PS4/Linux Change 3692589 by Thomas.Sarkanen Moved exposed value handler bound function initialization to CDO postload This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances #jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms) #tests PIE PvE, 20-bot BR game on PC/PS4. Change 3692552 by Alex.Delesky Change 3692495 by Bart.Hawthorne Fix build Change 3692488 by Bart.Hawthorne Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same. #jira FORT-57104 #tests played 100 player bot match Change 3691819 by Bob.Tellez #UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font. Change 3691805 by Bob.Tellez #UE4 CIS fix Change 3691784 by Bob.Tellez #UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds Change 3691273 by Aaron.McLeran #jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished. Change 3691268 by Aaron.McLeran #jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform Reducing log level Change 3690547 by Ryan.Gerleve Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue. #jira FORT-55763 Change 3690451 by Lukasz.Furman changed branch name testing in engine hacks to use case insensitive match Change 3690270 by David.Ratti Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel. #jira FORT-57156 Change 3690227 by David.Ratti Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally. This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame. #jira FORT-57156 Change 3690184 by David.Ratti Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor. #jira FORT-57156 Change 3689805 by Peter.Knepley Make ConditionalInitAxisProperties protected instead of private #jira FORT-56414 Change 3689789 by Marcus.Wassmer Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding #jira FORT-56792 Change 3689702 by Peter.Knepley Allow games to have a custom MassageAxisInput function #jira FORT-56414 Change 3689687 by Bob.Tellez #UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing Change 3689655 by Peter.Knepley Make SmoothMouse virtual so games can have their own smoothing #jira FORT-56417 Change 3689499 by Bart.Hawthorne Fix Linux CIS warnings Change 3689397 by Bart.Hawthorne Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time Change 3689056 by Lukasz.Furman 3rd attempt for branch name checking in engine code hacks Change 3689050 by David.Ratti First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage. Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors. #jira FORT-57156 Change 3688972 by Bob.Tellez #UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED Change 3688864 by Ryan.Gerleve Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing. #jira FORT-56553 Change 3687654 by Bob.Tellez #UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds. Change 3686615 by Lukasz.Furman Back out changelist 3686610 Change 3686592 by Matt.Kuhlenschmidt Gave the CL description in the source control submit window more room Change 3686020 by Ben.Marsh Remove debug code that prints to logs while building. #jira FORT-56923 Change 3684414 by Peter.Knepley Back out changelist 3678336 #jira FORT-56512 Change 3683894 by Gil.Gribb UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow. Change 3683686 by peter.knepley Raise MTU from 512 to 1024 #jira FORT-56756 Change 3683343 by Rob.Cannaday Fixes insert disk popup #jira FORT-56500 Change 3683156 by Peter.Knepley Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time Change 3682234 by Guillaume.Abadie Cherrypick TAA refactor 3512696 and TAA fix 3668108 #jira FORT-56303 Change 3681494 by Bob.Tellez #UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave Change 3681342 by Bob.Tellez #UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory Change 3681014 by Yenal.Kal #jira FORT-56209 #jira FORT-56272 Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once. This was happening because we were broadcasting the event before we decrement the active count. Change 3680739 by Michael.Trepka Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values #jira FORT-56425 Change 3679237 by Bob.Tellez #UE4 Remove some debug logging Change 3679187 by Bob.Tellez #UE4 Dramatically imrpove speed of writing cookloadorder log file Change 3678926 by Bob.Tellez #UE4 Minor savepackage speed improvements Change 3678336 by Aaron.McLeran #jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished. Change 3676998 by Ben.Woodhouse Fix XGE shader compilation so it doesn't crash randomly Change 3676606 by Ori.Cohen Update GC to be 61.1 to avoid heartbeat collision Change 3676447 by Ori.Cohen Fix CIS warning Change 3676286 by Max.Preussner Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107) #jira FORT-56107 Change 3674591 by Ryan.Gerleve Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients. #jira FORT-55802 Change 3674181 by Michael.Noland Framework: DLL export LogGameplayTags Change 3674138 by Billy.Bramer #jira FORT-56138, FORT-56139 - Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes Change 3672464 by Lukasz.Furman removed recast layers crash tracking code Change 3672153 by Daniel.Lamb Added some debugging code to help track down why shaders are hashing poorly. Change 3671498 by Luke.Thatcher [~] Modify new frame syncing to reduce performance regression seen when the game is running over budget. - Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget. - The game thread will naturally resync with the vsync when we return to being in budget. #jira FORT-55842 Change 3671079 by Ryan.Gerleve Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues. #jira FORT-55763 Change 3670487 by Zak.Middleton Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present. #jira FORT-55999 Change 3670351 by Zak.Middleton Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP. #jira FORT-55999 Change 3670344 by Josh.Markiewicz #UE4 - more verbose logging for SetExpectedClientLoginMsgType Change 3670323 by Wes.Hunt Fix for dedicated servers not flushing events in a timely manner. #jira FORT-56015 Doh, using GFrameNumber was NOT a good idea on servers... :-/ Change 3669817 by Zak.Middleton Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present. #jira FORT-55999 Change 3668416 by Michael.Noland Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized #jira FORT-55887 Change 3668411 by Olaf.Piesche Always cache depth collision particle shader #jira FORT-51307 Change 3668361 by Aaron.McLeran #jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load. Change 3667892 by Rob.Cannaday libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection #jira FORT-55917 Touch LwsWebSocket.cpp to ensure the module gets built with the new libs Change 3667308 by Uriel.Doyon Postponed the release of IO requests when canceling mip updates to prevent threading issue. #jira FORT-54491 Change 3666835 by Lukasz.Furman fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation #jira UE-50370 Change 3665374 by Mike.Fricker Fixed server crashing after hotfixes have re-imported curve table data - The hotfix system is capable of replacing the content of a UCurveTable on the fly - If any systems had references to inner curves on that curve table, they would become invalid - This needs to be fixed in 1.6.4 (tonight) and also in 1.7 #jira FORT-55792 Change 3665063 by Daniel.Broder Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow. Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully. Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file. Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change. #UE4 #NoReleaseNotes #RNX Change 3664948 by Lukasz.Furman reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion #jira FORT-51111 Change 3664916 by John.Abercrombie Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/... - Been testing with this for a while now - This change makes particle effects show up on the current frame's pose for skel meshes as well Removed my StopAllMontagesByGroupName temp hack CL 3383318 Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable). This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose. CL 3388506 Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched. Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress. #jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName Change 3780616 by Gil.Gribb Fixed and reenabled r.DelaySceneRenderCompletion Change 3778979 by Gil.Gribb UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame. Change 3778200 by Nick.Darnell UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state. Change 3777612 by Zak.Middleton Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0". Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched). Change 3774338 by Ben.Woodhouse Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes. Saves up to a millsecond of frame time in CPU-bound scenarios Change 3773462 by Gil.Gribb UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems. Change 3771375 by Hongyi.Yu Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE. Change 3771368 by Ben.Zeigler #jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors. Change 3771173 by Seth.Weedin Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default. Change 3768811 by Ori.Cohen Change animation scale collision code so that it uses the physics asset. Change 3768148 by Brian.Bekich Fix muting being unable to find remote player controller Change 3768117 by Ori.Cohen Prevent pawn collision from updating during animation Change 3766554 by Gil.Gribb UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default. Change 3766427 by Nick.Darnell Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade. Change 3761682 by nick.darnell Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus. Change 3761416 by Ben.Zeigler #jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory. Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful Change 3750998 by Ethan.Geller #jira FORT-60191 Allow -audiomixer command line arg to work on all platforms. Change 3749540 by Marc.Audy SignificanceManager now takes viewpoints in as TArrayView instead of const TArray& Change 3748102 by Marc.Audy Allow cheat cvars to work in Test builds by default Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files Change 3744756 by Bart.Hawthorne Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures. Change 3741168 by Max.Preussner MediaUtils: Fixed movies not playing properly in Shipping builds Change 3739256 by Jian.Ru Set distance field self-shadow bias without recreating all render states Change 3730756 by Ben.Woodhouse HISM optimization: Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues) Change vert threshold to 2K. 1-2ms renderthread win without impacting GPU when rendering point lights Change 3724029 by Zak.Middleton Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling). Change 3723985 by Marc.Audy SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior) Change 3722910 by Jian.Ru Amortize shadow cache update caused by resolution change Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation Change 3718247 by Yenal.Kal Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client. Change 3716343 by Jamie.Dale Adding Korean and Turkish to the localization automation Change 3710534 by Uriel.Doyon Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view. This is used to cull irrelevant levels and reduce the async task number of iterations. The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize. This requires to remove primitives with big UV density from the level data. Those primitives get moved to the dynamic lists. This is controlled by r.Streaming.MaxTextureUVDensity Change 3707207 by David.Ratti Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc. unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients Change 3706272 by Thomas.Sarkanen Added utility/math functions to aid in optimizing anim blueprints Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions. Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality. Change 3706159 by David.Ratti PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update Change 3692891 by David.Ratti Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same. Change 3691392 by Aaron.McLeran #jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled - Fix log error in BulkData.cpp - Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system - Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned - Fix up DDC key, serialize AudioDataSize separately from chunk DataSize Change 3682683 by Zak.Middleton Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server. Change 3678771 by Ori.Cohen Added the ability to turn on stack walk during hitching vs lightweight stats Change 3676363 by Ori.Cohen Added the ability to get callstacks as part of hitch detection Change 3674877 by Keith.Judge Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile. Change 3672515 by Bob.Tellez Added code to play wind particle effects Change 3670909 by Zak.Middleton Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking). [CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
return nullptr;
}
TArray<UWidget*> UPanelWidget::GetAllChildren() const
{
TArray<UWidget*> Result;
for(UPanelSlot* ChildSlot : Slots)
{
Result.Add(ChildSlot->Content);
}
return Result;
}
int32 UPanelWidget::GetChildIndex(const UWidget* Content) const
{
const int32 ChildCount = GetChildrenCount();
for ( int32 ChildIndex = 0; ChildIndex < ChildCount; ChildIndex++ )
{
if ( GetChildAt(ChildIndex) == Content )
{
return ChildIndex;
}
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3807299) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3564359 by Yannick.Lange Back out part of changelist 3528776: Revert allowing thumbnails to be captured from a viewport to fix UE-47827 & UE-47785. #jira UE-47785, UE-47827 Change 3740671 by Matt.Kuhlenschmidt Make the font editor canvas respect dpi scale Change 3740810 by Josh.Engebretson PR #4138: Log GenerateProjectFiles to file when using UVS (Contributed by projectgheist) #jira UE-51358 Change 3740939 by Cody.Albert Fixing some #ifdefs that should be #ifs Change 3741089 by Alexis.Matte Make sure bImportBoneTracks is set to true when importing into level #jira UE-51999 Change 3741101 by Alexis.Matte Fix the import material search #jira UE-51857 Change 3741690 by Jamie.Dale Guard against an invalid index in SLocalizationCommandletExecutor::Tick #jira UE-52067 Change 3741710 by Jamie.Dale Made a static variable also const Change 3741724 by Michael.Dupuis Added missing shader cache Change 3742037 by Lauren.Ridge Details panels can now "own" a color picker so a different details panel refreshing doesn't close it. Also fixed refreshing state of the graph after changing texture or color parameter values Change 3742250 by Matt.Kuhlenschmidt PR #4185: Output Log Filter tooltip shows %s instead of category. (Contributed by LordNed) Change 3742308 by Lauren.Ridge Adding axis input to the material editor's viewport client Change 3742380 by Matt.Kuhlenschmidt USD importer improvements - USD now stores source file information for reimports - Fixed bug where no geometry would be imported if an exporter had set a time code even without animated data - Prevent a crash if a mesh doesnt have enough valid data to be imported Change 3742536 by Matt.Kuhlenschmidt Remove usd wrapper test project Change 3743564 by Alexis.Matte Fix skeletal mesh screen size auto set value when importing a LOD #test none #jira UE-52100 Change 3743582 by Lauren.Ridge Fixing non-desktop compiles Change 3743598 by Lauren.Ridge Fixing shadowed variable by renaming the global color picker weak ptr variable. Change 3743636 by Lauren.Ridge Creating a new parameter immediately allows naming Change 3743855 by Michael.Dupuis Added missing shader from cache Change 3744277 by Lauren.Ridge Don't show empty Global group if it only contained the material layer param. Change 3744330 by Lauren.Ridge Clarifying "no parameter" text Change 3744529 by Lauren.Ridge Making Save to Child and Save To Sibling buttons work for material layer params, show on material layer param panel Change 3744668 by Chris.Bunner Added shared layer input collection asset, a list of float/texture redirectors that allow setting globally in a material graph then retrieving within layer/blend graphs. Added output for number of unique shaders generated by a particular material instance. Show instruction counts when working on a material layer. Relaxed restrictions on material layers, base MA input is now optional. #jira UETOOL-1271, UETOOL-1278, UETOOL-1279 Change 3744669 by Chris.Bunner Added automated test for material layers, layer/blend instances and shared inputs. Change 3744754 by Laz.Matech Adding localization data to QAGame for the Realtime Preview localization test. #jira none Change 3744860 by Michael.Dupuis #jira UE-52049 : Do not update random stream in most case, only when adding new instances, or filling from built data Change 3744965 by Chris.Bunner Rebuilt lighting in automated test map and updated reflection capture screenshot. Change 3746015 by Michael.Dupuis #jira UE-52090: Added missing shader for forward rendering Change 3746038 by Michael.Dupuis #jira UE-51494: Make sure index is valid for this instance as instances from template and instance could mismatch due to in level changes Change 3746076 by Michael.Dupuis Removed unused code Change 3746998 by Tim.Gautier QAGame: - Renamed UMG_RealtimePreview > UMG_InEditorPreview - Moved UMG_InEditorPreview into UMG > Localization, setting up for future Localization tests Change 3747206 by Arciel.Rekman Linux: make UI scale more coarse to prevent unnecessary scaling (UE-52086). - Monitors whose physical dimensions fall in range of 80-110 DPI should still have scale=1.0. (Edigrating CL 3740942 from Release-4.18 to Dev-Editor) Change 3747211 by Arciel.Rekman Make failure to launch SCW more apparent to the user (UE-47263). - Fixes frequent crash on Linux. (Merging 3747070 from Release-4.18 to Dev-Editor) Change 3747726 by Tim.Gautier QAGame: Resubmitting updated Loc files Change 3747872 by Tim.Gautier QAGame: Resubmitting compiled Loc assets Change 3748118 by Lauren.Ridge Adding help text to the material layers preview tab Change 3748398 by Lauren.Ridge Fixing tooltips for the material layer read-only preview Change 3748565 by Arciel.Rekman Linux: fix RHIs settings being wrong when removed via project properties (UE-51203). - This was a deeper issue with config system than just Linux RHIs. - This is a better fix than one submitted to 4.18 branch in CL 3747086. Change 3749441 by Matt.Kuhlenschmidt PR #4201: Fix a typo in a comment. (Contributed by dneelyep) Change 3749442 by Matt.Kuhlenschmidt PR #4195: Incorrect specifier used for FText::Format (Contributed by projectgheist) Change 3749496 by Matt.Kuhlenschmidt Fix static analysis Change 3749805 by Lauren.Ridge Fixing reset to default on MaterialLayerParam in base material Change 3749838 by Lauren.Ridge Also correctly resetting names and layer states Change 3750442 by Mieszko.Zielinski Added a safety check which addresses the crash #UE4 Note that this is a temp fix. A proper fix is making sure ConvexShapeIndices doesn't contain any duplicates and will be inplemented in Dev-Framework. #jira UE-52123 Change 3752266 by Arciel.Rekman OpenGL: remove PLATFORM_WINDOWS exceptions. - Discrepancy in behavior between Windows and Linux OpenGL is unhelpful for bug reproducibility. - VAB bug should have been fixed long ago (on both platforms). Change 3752929 by Arciel.Rekman Linux: avoid crashing on unknown drivers. - See https://answers.unrealengine.com/questions/724100/crashes-on-startup-after-first-run.html - Checks in IsDeviceIntel() and such fail if the drivers were not detected. Change 3753254 by Michael.Dupuis Added missing shader for shader cache Change 3753426 by Michael.Dupuis #jira UE-5751: Added the possibility to change material instance exposed params at runtime using a MID for texture, vector and scalar for 1 component or all components Change 3753440 by Alexis.Matte Fix fbx scene importer morph target import crash #jira UE-52255 Change 3753457 by Michael.Dupuis build fix Change 3753700 by Chris.Bunner Make GetSharedInput preview fallback always available in editor as this should handle previews, thumbnails and other editor-only cases. Refactor to remove duplicate code in material translator. Material layer expressions are required for client load, fixes cooked builds using layer instances in the base material layer stack. Change 3754760 by Chris.Bunner Tidying up EngineTest/ShaderModels map. Change 3754765 by Arciel.Rekman Avoid placing tooltip windows under the cursor (UE-12288). - Fixes inability to use some corners of the screen on Linux (the tooltips there aren't click-through). Change 3754788 by Matt.Kuhlenschmidt Fix details panel crash after compiling blueprints that have edit conditon properties Change 3754933 by Christina.TempelaarL Fixed typo in heightLerp (transistion->transition). #jira UE-46736 Change 3754946 by Cody.Albert Update loading movie code to properly calculate delta time when throttled at 60fps Change 3755059 by Jamie.Dale Fixed game preview language not updating in realtime while PIE was enabled #jira UE-52209 Change 3755130 by Jamie.Dale Fixed game preview language not updating from native when switching between preview languages #jira UE-52348 Change 3755664 by Michael.Dupuis Fixed compile warning Change 3755714 by Yannick.Lange Always allow capturing thumbnails from viewport. This also hides the thumbnail editing UI when a thumbnail was captured from a viewport. Change 3755944 by Alexis.Matte Fix crash when importing morph target with "built in" tangent option #jira UE-52319 Change 3756109 by Christina.TempelaarL fixed FBX importer Import Textures tooltip, UMaterial -> Material in tooltip text #jira UE-48389 Change 3756169 by Jamie.Dale Added plural form pattern to SContentBrowser::GetPathText Change 3756493 by Laz.Matech Updating Localization content to further test InEditor Preview Language in UMG #jira none Change 3758336 by Alexis.Matte Fix a crash when importing morph target there was a unsync between some buffer depending on the import options #jira UE-52319 Change 3758947 by Jamie.Dale Fixed cursor position regression in search boxes This was caused by a call to SetText that was added in CL# 3627864 This caused the text to update as it was changed, which made the cursor jump to the end of the text and made it impossible to type in the middle of a search term. This was done as a bound FText value had been passed to the InitalText of SSearchBox, which made the text resolution behave strangely. InitalText should always be a value, and SSearchBox now resolves any bindings during its constructor. #jira UE-48874 Change 3759000 by Laz.Matech Submitting the .PO file for CL 3756493 #jira none Change 3759480 by Matt.Kuhlenschmidt Safe guard against brush details crash #jira UE-52278 Change 3759665 by Matt.Kuhlenschmidt PR #4214: UE-52249: Use valid PreviewShadowsIndicatorMaterialName (Contributed by projectgheist) Change 3761211 by Matt.Kuhlenschmidt Remove the restriction that a level must be writable to be locked/unlocked. Fixed duplicate icons being used by the level browser Change 3761304 by Chris.Bunner MaterialAttributeLayers graph node BaseMA input is no longer required. Note: Requires "Use Preview Value" set to true on inputs. Change 3761307 by Chris.Bunner New material layers and blends will have "Use Preview Value" set to true by default to avoid the need for connected inputs - Missed file on previous commit. Change 3761357 by Chris.Bunner Renamed material shared input enum. Change 3761419 by Chris.Bunner Updating material layers automated test assets after recent changes. Reverted some naming changes so existing screenshot tests can be reused. Change 3762058 by tim.gautier QAGame: Adding Material Layer assets for testing (Content/Materials/LayerFunction) Change 3763328 by Matt.Kuhlenschmidt Fix Slate warning at editor startup Change 3763354 by Alexis.Matte Fix skeletal mesh material assign when reducing a LOD that was import from a file using simplygon reduction #jira UE-52505 Change 3763501 by Matt.Kuhlenschmidt Prevent shared asset thumbnail pools from having their resources forcefully released when they are in use. ReleaseResources is now private and only called on destruction of the pool Change 3763574 by Matt.Kuhlenschmidt Fix slate material box brushes not being keyed off image size #jira UE-40219 Change 3763678 by Jamie.Dale Disable realtime level editor viewport if running under remote desktop This makes the main editor window much more responsive by default under remote desktop Change 3763679 by Jamie.Dale Added asset caching metrics for the loc gather Change 3763693 by Matt.Kuhlenschmidt Changed the code that activates the actor details tab when selection changes to a flash. There are simply too many things that change the selection and steal focus away from a tab being used #jira UE-51754 Change 3763826 by Michael.Dupuis Fixed Fortnite cooking crash Change 3763864 by Harrison.Moore Adding New Default 'LayerBlend' assets Change 3764028 by Christina.TempelaarL #jira UE-47695 Auto LOD bug Moved the sections dropdown to the LOD Picker category and modified Custom cb behavior, based on suggestions from charlie. Change 3764031 by Christina.TempelaarL #jira UE-47695 Auto LOD in StaticMeshViewer moved LOD combo widget to LOD picker category and hide custom checkboxes until custom checked. Change 3764076 by tim.gautier QAGame: Submitting UMG_Multitouch_test for initial Multitouch testing Change 3764263 by Matt.Kuhlenschmidt Fix the floor mesh thumbnail Change 3764284 by Chris.Bunner Removing some asserts for cases that can validly fail and are already handled. Change 3764372 by Matt.Kuhlenschmidt PR #4196: Show edit icons in editor (Contributed by projectgheist) Change 3764388 by Chris.Bunner Fixing logic for material, function and instance updating active materials and instances and their editors. Change 3764674 by Harrison.Moore test materials added, Blend updates Change 3764681 by Harrison.Moore Adding HMtest map Change 3766238 by Chris.Bunner Material layer callers need to let their internal material function calls update their inputs/outputs. Change 3766556 by Jamie.Dale Fixed crashes that could happen if some of the data table panels were closed We now always create the underlying widgets, even if they're currently hidden from view #jira UE-52552 Change 3767753 by Chris.Bunner When rebuilding a material function instance editor we must re-create and re-apply the proxies as the expressions have likely changed. Take care to maintain local parameter changes as these have not been saved yet. Change 3768719 by Michael.Dupuis #jira UE-52521: Prevent possible crash if a segment have no point or invalid point Change 3769157 by Jamie.Dale Fixed incorrect text selection if selecting via double click beyond the bounds of the line It would previously select the second to last word, rather than the last word #jira UE-51609 Change 3769159 by Harrison.Moore Belica Test update, New layer blends updated with texture type fix. Change 3769205 by Jamie.Dale Fixed Windows file save dialog not appending the correct extension when there were multiple options available #jira UE-52180 Change 3769220 by Harrison.Moore Layer blend tweaks Change 3769292 by Jamie.Dale Removing redundant code Applying the correct package ID, only to then strip it off again is rather pointless Change 3769479 by Arciel.Rekman UBT: Use response files for compiler when compiling for Linux. - Some command lines are too long when cross-compiling on Windows. Change 3769920 by Arciel.Rekman Linux: convert yet another initialization crash to a user-friendly message (UE-52457). #jira UE-52457 Change 3771055 by Alexis.Matte Make sure we set the Used by morph target material flag to material use by the morphtarget instead of all skinned mesh component Use the morph vertex factory only for section that has active morph target #jira UE-51483 Change 3771135 by Michael.Dupuis Fixed fortnite cooking Change 3773054 by Yannick.Lange Avoid loading viewport interaction assets when starting the editor. Change 3774184 by Arciel.Rekman Linux: disabled some gdb visualizers until the issue is fixed. - CL 3773942 by CengizT. Change 3774303 by Matt.Kuhlenschmidt Pull requests to fix various typos Change 3774305 by Matt.Kuhlenschmidt PR #4237: Visual Studio Repeatedly Opens (UE-51608) (Contributed by LordNed) #jira UE-51608 Change 3774701 by Arciel.Rekman OpenGL: fix ARB callback errors when hitting Build Lighting. - Merged from 4.18 shelf. Change 3775812 by Matt.Kuhlenschmidt Fix One-off crash undo-ing while working with Material Params / Material Functions #jira UE-52680 Change 3775849 by Matt.Kuhlenschmidt More info for UE-52610 Change 3775850 by Matt.Kuhlenschmidt Guard against mesh paint crashes #jira UE-52618 Change 3775904 by Matt.Kuhlenschmidt Added logging to track down window shutdown issues Change 3775913 by Matt.Kuhlenschmidt Pull requests for typos #jira UE-52751, UE-52748 Change 3776676 by Jamie.Dale Fixed being able to insert tabs into spin boxes with units #jira UE-52776 Change 3777006 by Michael.Trepka Process Mac windowDidBecomeMain and windowDidResignMain notifications immediately instead of deferring them. This solves issues with Slate code that closes and immediately opens new menu windows. Previously closing a window would schedule menu parent's activation event that could be processed after another menu's creation, making it immediately disappear. #jira UE-52145 Change 3777170 by Arciel.Rekman Linux: use Xft.dpi (most desktop environments expose their scale through that) as a DPI value (UE-52086, UE-52766). - Change by Brandon.Schaefer. - Limitation: no per-monitor DPI. (Edigrating CL 3776509 //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3777292 by Arciel.Rekman Linux: fix symbol collision causing problems with AMD drivers (UE-51843). - We cannot have elf_end() hidden, because libcuda.so calls elf_end from libnvidia-fatbinaryloader.so and this breaks linking monolithic binaries ("hidden symbol referenced in DSO"). - We cannot have elf_end() visible, because of a name collision with a different libelf used by AMD drivers. - The only possible workaround is to have elf_end() renamed. (Edigrating CL 3777242 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3777686 by Joe.Conley Blueprint editor variable type tooltips: fix case mismatch that was preventing type name to be displayed properly in soft object/class reference tooltips. Change 3778180 by Jamie.Dale Avoid a crash if a regex pattern or matcher outlive ICU during shutdown #jira UE-52770 Change 3778182 by Jamie.Dale Avoid a crash if a break iterator outlives ICU during shutdown Change 3778368 by Jamie.Dale Added missing pragma once Change 3778560 by Matt.Kuhlenschmidt Prevent non-shared DDC notification from triggering for epic internal builds Change 3778709 by Lauren.Ridge Copying 4.18.2 array reordering propagating to children fix (originally 3778547) Change 3779205 by Lauren.Ridge Duplicating 3776649 to fix a crash on compile due to partial GC of a widget. #jira UE-52260 Change 3779217 by Brandon.Schaefer GitHub #3678 Fix Setup.sh handling of special characters in PNG path #jira UE-46103 Change 3779341 by Brandon.Schaefer GitHub #3012 Use elemtry OS versions to set the ubuntu versions for depencies #jira UE-39364 Change 3780274 by Joe.Conley DataTables: Add documentation tooltips showing type information to header columns Change 3780840 by Alexis.Matte Do a re-import when user re-import LOD 0 Prevent importing more then MAX_SKELETAL_MESH_LODS #jira UE-52373 Change 3781067 by Arciel.Rekman Linux: fix OSSSteam cross-compilation (and CIS). - Broken by previous change that put compile-time arguments into response file and bulk-replaced \ with /, which affected things like Definitions.Add("STEAM_SDK_VER_PATH=TEXT(\"Steam" + SteamVersion + "\")"); Change 3781110 by Christina.TempelaarL #jira UE-47695 moved Static Mesh Editor LOD menu from tools to viewport tool bar Change 3781531 by Christina.TempelaarL #jira UE-47695 added LOD menu to Static Mesh Editor viewport Change 3781663 by Alexis.Matte Fix for cancel export fbx when previewing animation sequence export #jira UE-49743 Change 3782007 by Jamie.Dale Improved the ability to lockdown available game languages In addition to the previous "DisabledCultures" array, you can now add an array of "EnabledCultures" (using the same per-build config filters) to explicitly list the cultures that are allowed to be used in your build (if the list is empty, then everything is allowed unless otherwise disabled). This also stops the game from attempting to fallback to the native language if the native language has been disabled (we will fallback to the first available language instead). Change 3782122 by Jordan.Walker test assets for material layers Change 3782131 by Joe.Graf Added support for IOS and TVOS targets when generating CMake files on Mac Change 3782218 by Christina.TempelaarL fixing include paths and capitalization causing build errors. Change 3783171 by Michael.Dupuis Added the possibility to override default LOD rules for visible primitive and whole scene shadow casting primitive Added the possibility to store Custom data per view for the frame duration Change 3783172 by Michael.Dupuis #jira UE-35097 : Refactored landscape rendering logic to improve general performance while using new custom data and custom lod feature Exposed many new settings to control component using sub sections rendering, tessellated component, shadow should be include into tessellation, tessellation falloff based on camera location Changed how LOD distribution is done to be in screen size instead of distance. Give the possibility to have a different distribution for LOD0 vs the other one. Change 3783174 by Michael.Dupuis missing file to landscape refactor Change 3783315 by Lauren.Ridge Changing a parameter in the Material Parameter Panel now dirties the material correctly. Changing a layer parameter in the Material Instance Editor now refreshes the details panel as well. Change 3783374 by Chris.Bunner Adding MaterialSharedInputCollection to hidden list when MaterialLayers disabled. Change 3783617 by Chris.Bunner Added a Channel Mask material expression parameter. Wraps up a vector parameter and dot product with a single channel selection interface, internally a regular vector parameter. Fixed GetSharedInput failing to return the preview texture in the Function Instance editor. Change 3783676 by Lauren.Ridge Adding access to a material function instance's parent in the Material Instance Editor Change 3783751 by Michael.Trepka PR #4248: Fixed C++ std in generated Xcode project to match rest of engine (C++14) (Contributed by Bo98) Change 3783971 by Brandon.Schaefer Rename/Move all deploy/Deploy folder/files into AlembicDeploy. Due to case sensitivity on linux, need to maintain the correct case. #jira UE-37631 Change 3783992 by Michael.Dupuis #jira UE-35097: Remove tessellation on editor tools Fixed a case where tessellation multiplier at 0 would cause the component to not be visible Fixed minor tessellation falloff calculation error Change 3784502 by Chris.Bunner Restored missing bool setter. Coding standards fix. Change 3784614 by Arciel.Rekman Linux: better error message when running out of inotify watches (UE-50459). #jira UE-50459 Change 3784620 by Chris.Bunner Updated LayerBlend_TextureMask to use new ChannelMask parameter. Change 3784725 by Lauren.Ridge Fixing groups not sorting correctly Change 3785645 by Chris.Bunner Non-editor compile fix. Change 3785666 by Arciel.Rekman Linux: restore ability to use Wayland instead of X11. - SDL libs recompiled and Wayland version is set to lower one to be compatible with the compositor shipped on Ubuntu 16.04 LTS - Change by Anthony.Bills. Change 3785708 by Arciel.Rekman Linux: implement voice capture using SDL (non-server only) (UE-51298). - Based on pull request #4131 by mkirzinger. Change 3785878 by Arciel.Rekman UBT: add VSCode to default generators on Linux. Change 3786058 by Arciel.Rekman Do not add dependencies on other RHIs for servers (UE-48894). - Pull request #3944 contributed by pfoote. #jira UE-48894 Change 3786845 by Arciel.Rekman Code changes to make gcc support easier (UE-51978). - Contributed by a licensee (pull request #4181 by tomwardio "Collection of fixes to allow UE4 to be compiled by GCC on Linux"). Change 3786871 by Matt.Kuhlenschmidt Fix static analysis Change 3786883 by Matt.Kuhlenschmidt Fix HTML5 Change 3786923 by Matt.Kuhlenschmidt Fix engine layer blend asset referencing game content. This is not allowed #jira UE-52888 Change 3786927 by Brandon.Schaefer Linux: Alembic support #jira: UE-37631 Change 3786994 by Arciel.Rekman Remove support for /-prefixed switches (UE-47429). - They collide with absolute file paths on Mac/Linux and a source of inconsistencies between platforms. #jira UE-47429 Change 3787032 by Michael.Trepka Initial support for building and running Niagara on Mac Change 3787035 by Brandon.Schaefer GitHub #4166 Undef GL entrypoint macros after use #jira UE-51663 Change 3787144 by Lauren.Ridge Fixing material parameter group association resetting after undo #jira UE-52514 Change 3787839 by Jordan.Walker updated engine level layer blends to not include game content switched them to use Chris B's new mask selection node Change 3787967 by Lauren.Ridge Fix for broken layer groups, related crash Change 3787991 by Lauren.Ridge Fixing thumbnails for material function instances, resolving not being able to delete new function instances #jira UE-52967 Change 3788226 by Michael.Trepka Fixed a deadlock when closing Mac CrashReportClient which resulted from changes in CL 3777006 #jira UE-53002 Change 3788557 by Brandon.Schaefer Fix shadow compiler warnings around our includes Change 3789700 by Lauren.Ridge Experimental setting for turning on Material Layers - off by default. Change 3789703 by Jamie.Dale Harden the LocMeta and LocRes loading to prevent loading files that are too new Change 3789706 by Jamie.Dale Added localization ID to the package summary This will allow the localization gatherer to query it without having to load the entire package Change 3789708 by Jamie.Dale Added a way to display and reset the package localization ID via the Content Browser Change 3789709 by Jamie.Dale Added warning for duplicate package localization IDs when gathering asset localization Change 3789713 by Jamie.Dale Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph Change 3789736 by Christina.TempelaarL Fixed recently-introduced StaticMeshEditor bug - changing LOD dropdown menu selection was not changing LOD sections category. Change 3789853 by Chris.Bunner Material instances should return overridden values when the caller is requesting the default, not leaving the request to fall through to the base material. #jira UE-52796 Change 3790185 by Brandon.Schaefer Add better error handling when using new SDK for linux on windows. #jira UE-50527 Change 3790195 by Jamie.Dale Fixed line-ending inconsistency when retrieving rich-text We were using LINE_TERMINATOR when getting the offsets, but \n when getting the text Change 3790473 by Chris.Bunner When finding expression by GUID, only return FunctionCall result if expression was found. Fixes cases where searched-for expression is after a FunctionCall in the expressions list. #jira UE-52729 Change 3790650 by Arciel.Rekman UBT: Linux: print build details first before refusing to build. - Tweak to the previous feature that we forgot. Change 3790681 by Arciel.Rekman UBT: Linux: tweaks to wording (SDK -> toolchain). Change 3791459 by Brandon.Schaefer Linux: libcurl rebuild for version 7.57 #jira OGS-870 Change 3791533 by Arciel.Rekman Better error messaging when UMB is unusable (UE-50658). - Should be replaced by a better fix, but merging this workaround in case the better fix will not be done in time for 4.19. (Edigrating CL 3789387, 3789787 from Release-4.18 to Dev-Editor) Change 3791885 by Matt.Kuhlenschmidt Fix static analysis #jira UE-53097 Change 3791910 by Brandon.Schaefer Fix for not using proper libraries on x86_64 for libcurl #jira OGS-870 Change 3792017 by Jamie.Dale Fixed a conflict between the path settings and favorite settings Change 3792022 by Jamie.Dale Fixed a crash that could happen when performing ARO on the property chains of a struct #jira UE-52999 Change 3792025 by Jamie.Dale Changed package summary localization ID to be versioned by the object version to avoid changing data in unversioned cooked assets Change 3792066 by Michael.Dupuis #jira UE-5751: Fixed possible crash when using dynamic matrial instance Added missing shaders for landscape when using tessellation Change 3792718 by Arciel.Rekman OpenGL: bringing back Windows workarounds to unblock copy-up (UE-52534). #jira UE-52534 Change 3793018 by Mike.Erwin new glTF importer plugin Import StaticMesh, Material, and Texture assets from the Khronos glTF 2.0 format. Text (.gltf) and binary (.glb) files are supported. Limitations: - There is no options UI. All assets from the file are imported. - The glTF format can describe animation and whole scenes, but the initial version of this plugin does not attempt either. - Data encoded as Base64 data URI is not supported. This is uncommon but is part of the glTF spec. #jira: UE-50695 Change 3793626 by Matt.Kuhlenschmidt Logging for HTML5 issue Change 3794034 by Matt.Kuhlenschmidt Fix CIS Change 3794271 by Michael.Dupuis #jira UE-53133: Fxed shadow calculation when using non whole scene shadow Change 3794273 by Chris.Bunner Function call material nodes should be created with no outputs by default. #jira UE-53127, UE-53128, UE-52616 Change 3794334 by Lina.Halper - Fix animation reinitializing when just setting new animation with single node - Deprecated GetScalarParameterDefault and replace that with GetScalarParameterDefaultValue #jira: UE-52796 Change 3794338 by Michael.Dupuis Fixed lod visual popping when texture mip used for landscape is not ready Change 3794350 by Mike.Erwin Fix glTF importer header includes. Build was failing on Linux. Change 3794357 by Michael.Dupuis #jira UE-53166: buildfix: removed phase 2 landscape optim leftover... Change 3794549 by Michael.Dupuis #jira UE-53166 : fixed compile error Change 3794755 by Matt.Kuhlenschmidt Fix automation warning Change 3794910 by Lina.Halper Change material default value to be red to keep the behavior same. - Previous code was getting default value of parent, which was wrong, but now since we're grabbing correct value, it's not doing what it meant to do. Changed content to keep same value as parent as default. Change 3795296 by Mike.Erwin glTF: fix Linux build errors A variable was being shadowed. The other errors are due to an obscure corner of the C++ spec which clang enforces. https://stackoverflow.com/questions/21900237/do-i-really-need-to-implement-user-provided-constructor-for-const-objects #jira UE-53204 Change 3797313 by Chris.Bunner Re-built lighting in Rendering/ShaderModels automated test map and updated failing screenshots. #jira UE-53198 Change 3803962 by Jamie.Dale Fixed struct instances not comparing against the correct default values when gathering for localization Change 3804771 by Michael.Dupuis Back out changelist 3783171 Change 3804772 by Michael.Dupuis Back out changelist 3783172 Change 3805258 by Michael.Dupuis Added missing shader cache for landscape Change 3806105 by Matt.Kuhlenschmidt Disable harware benchmarking during automation tests, commandlets, and on the build machine Change 3806438 by Michael.Dupuis #jira UE-53228: Fixed rendering path of new landscape optim when using GDoInitViewsLightingAfterPrepass(used in Orion) Change 3806577 by Matt.Kuhlenschmidt Change plugin uploading to crash reporter to only do so in editor builds Change 3806588 by Michael.Dupuis Remove temp test version in landscape version Change 3806900 by Jamie.Dale Fixed 'inconsistent DLL linkage' error when using older versions of Python 2.7 #jira UE-53353 Change 3807125 by Jamie.Dale Fixed UBT warning after Dev-Core merge Change 3807299 by tim.gautier QAGame: Checking in test asset M_LandscapeMaterial_Foliage, quicker repro for UE-53442 [CL 3807911 by Matt Kuhlenschmidt in Main branch]
2017-12-14 10:07:13 -05:00
return INDEX_NONE;
}
bool UPanelWidget::HasChild(UWidget* Content) const
{
if ( !Content )
{
return false;
}
return ( Content->GetParent() == this );
}
bool UPanelWidget::RemoveChildAt(int32 Index)
{
if ( Index < 0 || Index >= Slots.Num() )
{
return false;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 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 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change 2957866 on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change 2964098 on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
UPanelSlot* PanelSlot = Slots[Index];
if ( PanelSlot->Content )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 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 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change 2957866 on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change 2964098 on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
PanelSlot->Content->Slot = nullptr;
}
Slots.RemoveAt(Index);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 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 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change 2957866 on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change 2964098 on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
OnSlotRemoved(PanelSlot);
const bool bReleaseChildren = true;
PanelSlot->ReleaseSlateResources(bReleaseChildren);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 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 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change 2957866 on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change 2964098 on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
PanelSlot->Parent = nullptr;
PanelSlot->Content = nullptr;
Copying //UE4/Dev-Editor to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2756103 on 2015/11/05 by Jamie.Dale Implemented UFont::GetResourceSize to work correctly with the Size Map tool Change 2756104 on 2015/11/05 by Jamie.Dale Changed the font used when a font is missing or invalid to be the last resort font, rather than the localized fallback font The localized fallback font could cause different results based on your culture, and the last resort font makes it clearer that something is set-up incorrectly as it just draws invalid glyph markers for all of the text. Change 2756105 on 2015/11/05 by Jamie.Dale Fixed a crash when using an empty FKey property with a Data Table FKeyStructCustomization was asserting because there were no objects being edited, due to a newly added Data Table containing zero rows. I've removed this assert, and also updated SKeySelector to no longer require a separate argument to say whether multiple keys with different values are selected (this is now calculated from the call to get the current key, which will return an empty TOptional for multiple values). #jira UE-22897 Change 2757015 on 2015/11/06 by Joe.Tidmarsh SSProgressBar marquee tint. Accounts for widget color and opacity. PR #1698 Change 2757156 on 2015/11/06 by Joe.Tidmarsh Implemented "Go to Variable" functionality for widgets in Widget Blueprint Editor. When we switch modes in UMG from Designer to Graph. We select the variable (In "My Blueprint"), if one exists, for the currently selected widget. Additionally we update the details panel. * Added SelectGraphActionItemByName to FBlueprintEditor. This selects an item in My Blueprint and also displays it in the details panel of graph mode. SMyBlueprint is not available to FWidgetBlueprintEditor in UMGEditor module as it's privately implemented within Kismet. #rb Ben.Cosh #jira UE-20170 Change 2757181 on 2015/11/06 by Jamie.Dale Cleaned up some duplication in UMG text widgets, and exposed the text shaping options The common properties used by all text widgets that are text layout based have been moved into a UTextLayoutWidget base class, and all text layout based widgets now derive from this. The options needed to control the text shaping method used by a text based widget have been exposed via the FShapedTextOptions struct. This contains a way to manage these optional (and advanced) overrides. You typically wouldn't change these from the default unless you knew exactly what you were doing (eg, you have a text block containing only numbers). This change also updates SRichTextBlock to work with an invalidation panel in the same way that STextBlock does Change 2757734 on 2015/11/06 by David.Nikdel #UE4 #Editor - Added support for meta=(TitleProperty="StructPropertyNameHere") on properties of type TArray<FSomeStruct>. - This changes the editor rolled-up display of these values from "{0} members" to a stringified version of the specified property (if found). #CodeReview: Matt.Kuhlenschmidt Change 2758786 on 2015/11/09 by Joe.Tidmarsh Border widget now correctly synchronizes padding property #jira UE-23070 Change 2758791 on 2015/11/09 by Joe.Tidmarsh Shadow of FCanvasTextItem should be drawn before the outline color. Consulted with Bruce.N who believes this is not the intended behavior and was an oversight when refactoring FCanvas (CL 1695138) #jira UE-21623 #1608 #rb Simon.Tovey, Bruce.Nesbit Change 2758813 on 2015/11/09 by Joe.Tidmarsh UMG: Attempting to parent multiple widgets (in Hierarchy tree) to a widget that can't have multiple children will notify the user and ignore the operation. [UE-22921] [CrashReport] Parenting multiple actors under border crashes editor #jira UE-22921 Change 2759234 on 2015/11/09 by Nick.Darnell Slate - Improving the way we track references to materials in slate to better keep things alive until they're no longer needed for rendering. Additionally, making it so the we use the material and texture free list when possible when cleaning up things as to not allocate new memory if not required. Concidentually this can help with problems with corrupted memory on destruct as well, because it means the memory isn't really going to become garbage any more. #codereview Matt.Kuhlenschmidt, Bob.Tellez Change 2760954 on 2015/11/10 by Nick.Darnell Slate - A bug in the introduction of custom rendered elements accidentally broke filling out the texture coordinates for standard material usage. Materials should once again tile correctly just like images do. #jira UE-23118 Change 2761129 on 2015/11/10 by Nick.Darnell Slate - Removing the Pre-Multiply alpha path the way it was added, introducing it in a way that doesn't require changes inside the shader. Continuing to improve the SRetainerWidget to no longer have a frame delay between resizes and painting, also working on getting it handle clipping correctly but still not there yet. Change 2761391 on 2015/11/10 by Alexis.Matte jira UE-20281 and UE-22259 Fbx scene Re-import workflow - First draft of the reimport workflow using a reimport asset in the content browser #codereview nick.darnell Change 2762323 on 2015/11/11 by Alexis.Matte fix build compilation Change 2762407 on 2015/11/11 by Jamie.Dale UDataTable::SaveStructData now writes out dummy data when RowStruct is null This didn't used to happen, which would cause a miss-match between what UDataTable::LoadStructData was expecting, and would result in a Data Table that could never be loaded again. This change also improves the error message when editing a Data Table with a null row struct, and adds the editor-only RowStructName property to cache the name of the last used struct (for error reporting). #jira UE-22789 Change 2762508 on 2015/11/11 by Nick.Darnell UMG - Making it more obvious what keys do special stuff with anchors in UMG. Fixing the way snapping to anchors works with Control, it now only zeros out the side you're dragging instead of the entire widget, which was silly. Enhancing the designer message system to no longer be based on an enum and instead let arbitrary systems push and pop FText messages. Fixing animations in the anchor drop down to properly animate, broke when we introduced active timers. Change 2763241 on 2015/11/11 by Nick.Darnell Slate - We no longer allow popup windows to be larger than the primary display window for windows where max width/height is unspecified. This is to prevent accidential creation of tooltip windows that are larger than the driver allows causing crashes. #jira UE-20336
2015-12-12 08:54:23 -05:00
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3115282) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3114846 on 2016/09/06 by Bob.Tellez #UE4 The cooking process now respects the per-platform chunking manifest configuration in the game ini. If you specify -manifests it forces all platforms to generate a manifest. Change 3114805 on 2016/09/06 by Bob.Tellez #UE4 Attribute sets now work with their owning actor directly instead of asking the associated ability system component for the owning actor when updating the vis logger. #JIRA FORT-29511 Change 3112750 on 2016/09/02 by Bob.Tellez #UE4 bGenerateChunks from platform-specific Game.ini is now respected in pak generation code. Change 3108977 on 2016/08/31 by Jeff.Campeau Virtual keyboard support for Xbox One Text set by virtual keyboards is now submitted on the main thread through an internal tick Change 3108956 on 2016/08/31 by Chris.Gagnon Added "ClientOnly" module type to the build tools. Fixed "ServerOnly" which seems to have rotted, I assume it wasn't in use as it didn't work. Cleaned up some duplicated code which attributted to the rot most likely Change 3108879 on 2016/08/31 by Jeff.Campeau Eliminate binary renaming (allows side by side configs) Handle multiple binaries Temporary return of fixed extension SDK DLLs (required for multiplayer until they can be dynamically configured) Change 3108876 on 2016/08/31 by Jeff.Campeau Fix a manifest generation bug that was eating a character on conjoined values. Change 3108511 on 2016/08/31 by Billy.Bramer - Submit change from JoshM at my desk to make cloud mcp requests use shared pointers for net ids, enabling the use of AsShared on cloud-related callbacks which pass net ids as parameters - Note that this change does not have any validity checking as of yet Change 3108199 on 2016/08/31 by Ben.Woodhouse Disable r.lightshaftrendertoseparatetranslucency to 0 by default, but enable in fortnite via defaultEngine.ini. Change 3107825 on 2016/08/31 by Ben.Woodhouse Lightshaft rendering - add support for rendering the lightshafts to separate translucency (via the r.LightShaftRenderToSeparateTranslucency). This ensures postprocess materials with BL_BeforeTranslucency are rendered before lightshafts are applied. This fixes issues with the skin postprocess appearing too bright where it overlaps with lightshafts #jira UE-35359 Change 3107197 on 2016/08/30 by Chris.Gagnon Added ClientOnly option for Modules: ... "Modules" : [ { "Name" : "PluginName", "Type" : "ClientOnly", "LoadingPhase" : "Default" } ] ... (example taken from a plugin definition) Change 3104551 on 2016/08/29 by Lukasz.Furman potential fix for crash in ability cancelling #jira FORT-29200 Change 3104469 on 2016/08/29 by Lukasz.Furman added iteration limit to navmesh raycast loop to protect against invalid navmesh links creating an infinite loops #jira FORT-29198 Change 3103529 on 2016/08/26 by Jeff.Campeau Xbox One keyboard shift is sometimes unresponsive Change 3103523 on 2016/08/26 by Jeff.Campeau Aug XDK era launch bug fixed Change 3103183 on 2016/08/26 by Jeff.Campeau August XDK support Change 3102360 on 2016/08/26 by James.Hopkin Removed another load of float casts - these ones weren't causing problems, but are no longer necessary. Change 3099375 on 2016/08/24 by Lukasz.Furman added sanity check to UAnimInstance::Montage_Play #jira FORT-28140 Change 3097832 on 2016/08/23 by Chad.Garyet moving set_latest_build out of notifications section, was put there accidentally Change 3097139 on 2016/08/22 by Aaron.McLeran FORT-28502 Hard crash occurs on Win10 when locking computer and then unplugging audio device - Fix is modification of CL 3062338. Moving the checking of state change to head of audio update, adding new thread safe bool to immediately halt creatiing new voices if audio device changed. - Current theory is the xaudio2 in win10 doesn't properly handle audio device remove so this is a workaround till we update to XAudio2 2.8 -#rb Bob.Tellez #tests run game, lock computer, then disable or unplug audio device used by game, audio should stop gracefully without crashing Change 3096552 on 2016/08/22 by Ben.Marsh Fix killing adb.exe instead of notepad.exe. Change 3096473 on 2016/08/22 by Ben.Marsh Kill any ADB processes after a UAT command completes. The Android target platform in the editor spawns instances of ADB, and that spawns a background process to handle this and future requests. It can keep open handles to stdout, preventing the EC postprocessor from terminating. Change 3096459 on 2016/08/22 by Ben.Marsh Remove taskkill call for now. Change 3096450 on 2016/08/22 by Ben.Marsh Use system function instead of backticks to prevent errors killing job. Change 3096449 on 2016/08/22 by Ben.Marsh Kill ADB instances after running UAT; attempt to fix handle to stdout being kept open at the end of builds. Change 3096272 on 2016/08/22 by Chad.Garyet trying to remove postpfilter to see if that might be the stdout/err issue Change 3095369 on 2016/08/19 by Ben.Zeigler #Jira FORT-28683 Fix it so when using SimulateInEditor with Online PIE enabled, it disables trying to use the online service. Before it would half create the online instances, leading to issues in gameplay code when using simulate This will need updating when merging to Main to deal with the module changes Change 3095002 on 2016/08/19 by James.Hopkin Fixed another case of integers being cast to floats before being written to JSON. #jira FORT-28694 Change 3094834 on 2016/08/19 by Chad.Garyet trying a close of stdout and stderr to see if that remedies the ai test issue Change 3094719 on 2016/08/19 by John.Abercrombie Force a net update on the Avatar Actor whenever we start or stop a new Montage Change 3094487 on 2016/08/19 by James.Hopkin JSON writing of session settings no longer casts ints to floats (was causing INT_MIN to be written incorrectly). Change 3092389 on 2016/08/17 by Chad.Garyet more caveman debugging, skipping email notification if node is the fortnite ai test node. Change 3090898 on 2016/08/16 by Aaron.McLeran FORT-25911 Live OT7 crash in FVorbisAudioInfo::ReadCompressedData Implementing CL 3080958 in FN Change 3090761 on 2016/08/16 by Chris.Gagnon Added initial pass of safe zone suport to the front end. Change 3090734 on 2016/08/16 by John.Abercrombie Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage Here's the issue in the version of the code prior to this checkin: - UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped - When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value - So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick - It also means if we were playing a montage, and then stop, we'll start ticking - Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing Change 3090405 on 2016/08/16 by Chad.Garyet checking in caveman debugging for fortnite ai test node Change 3089743 on 2016/08/15 by Ben.Zeigler #jira FORT-28235 When a UWidget is added/removed from a UPanelWidget, invalidate layout. This fixes issues where removing a widget leaves it still visible on screen. There may be a better slate-level solution to this issue Change 3088178 on 2016/08/12 by Saul.Abreu Fixed bug in wrap box layout logic that would cause the inner slot vertical padding to only be added *after* the second row. Change 3087372 on 2016/08/12 by James.Hopkin Added a float overload from TJsonWriter::WriteValue - ever since I made doubles ultra precise to allow large numbers to be read properly, floats have been written with garbage on the end. Also removed 100 lines worth of code duplication while I was there. Automation tests still pass. Change 3084836 on 2016/08/10 by Lina.Halper Fix crash with retargeting additive anim montage Change 3083188 on 2016/08/09 by Bob.Tellez #UE4 UEnvQueryItemType_Point expects a FNavLocation instead of an FVector. Since passing an FVector in AddItemData() causes an assertion failure and the template specialization for FNavLocation has linkage problems, it is now required to pass in a FNavLocation instead of an FVector explicitly. Change 3082835 on 2016/08/09 by Bob.Tellez #UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances. Change 3082621 on 2016/08/09 by Lukasz.Furman fixed accessing empty navigation data in crowd's path processing #jira FORT-27847 Change 3081749 on 2016/08/08 by Saul.Abreu #jira UE-34104 Implemented a customizable snapshot delay in the widget reflector - particularly handy for getting snapshots of tooltips. Change 3081596 on 2016/08/08 by John.Abercrombie Added a tick prerequisite for the mesh's primary actor tick of the FortGameState when a movement comp registers to be ticked by the game state Backed out change to CharacterMovementComponent to check to see if the pose had been ticked this frame. Tested root motion in PIE ded, PIE non-ded, and client/server configuration and it all looked good. (Basically it looks like there's some tick ordering issue with root motion in the engine, and I don't have the time right now to investigate it. This works.) #jira FORT-28139 - Hero's animation hitches when performing any action besides walking and jumping Change 3081536 on 2016/08/08 by Daniel.Broder Fixed bug in FGameplayTagContainer::AppendTags() where it was not reserving the correct amount of space for all of the tags it is about to add. #UE4 #NoReleaseNotes Change 3080679 on 2016/08/08 by Simon.Tovey Increased threshold to ignore stall warning on partilce async work. Increased precision of error message. May still fire and still needs looking into properly. If it does fire still I'll make it a higher priority. Change 3080652 on 2016/08/08 by Chad.Garyet Merging token scripts from ue4 main to fortnite changed fornite main json scheduled builds to all use skiptargetswithouttickets Change 3079357 on 2016/08/05 by John.Abercrombie Character movement components can now be throttled - This can be enabled/disabled by using the FortniteChar.ServerTickMovementAtNetUpdateRate console variable - game should be restarted after toggling it - Character movement components are throttled based on their current NetUpdateRate All character movement components are updated by the Game State - This can be enabled/disabled by using the FortniteChar.CentralCharMovementTick console variable - game should be restarted after toggling it Change 3078666 on 2016/08/05 by Simon.Tovey Disabling some log spam for particles. Change 3072992 on 2016/08/01 by Jonathan.Lindquist Fixing a bug related to weld object seams Change 3070991 on 2016/07/29 by Fred.Kimberley Allow aggregators to perform calculations while ignoring multiple GEs. Change 3070518 on 2016/07/29 by Bob.Tellez #UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad. Change 3069605 on 2016/07/28 by Bob.Tellez #UE4 SScrollBox now works with invalidation panels. Change 3069600 on 2016/07/28 by Bob.Tellez #UE4 SMenuAnchor now works with invalidation panels. Change 3069583 on 2016/07/28 by Bob.Tellez #UE4 Added some code to warn and recover from some invalid accounting of render instances in HierarchicalInstancedStaticMesh, if it exists in the future. Change 3068935 on 2016/07/28 by Bob.Tellez [AUTOMERGE] #UE4 Added a CVar to disable stencils on metal since they are very expensive right now. This is believed to be much better in OSX 10.12. #JIRA FORT-27836 -------- Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3068932 by Bob.Tellez on 2016/07/28 15:50:40. Change 3068422 on 2016/07/28 by John.Pollard Fix FORT-27840 - Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player #tests Live game + replays Change 3067537 on 2016/07/27 by Bob.Tellez [AUTOMERGE] #UE4 Nullifying HierarchicalInstancedStaticMesh instances that were neither in the PerInstanceSMData list nor in the RemovedInstances list. #JIRA FORT-26696 -------- Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3065681 by Bob.Tellez on 2016/07/26 21:02:55. Change 3065138 on 2016/07/26 by Josh.Markiewicz #UE4 - fixed rare case where CreateSession would crash (duplicate of Dev-Networking fix) - DestroySession now always adds a task to the async queue and never tries to complete its work within the same call - *BUG REPRO* - if CreateSession was called leaving a session in the Creating state followed by a call to DestroySession before session left Creating state this could happen - DestroySession would remove the named session while the previous CreateSession was in flight - A new CreateSession could be called afterward because the previous named session was removed - the first CreateSession would finish and give the session a valid SessionInfo - the second CreateSession would finish and assert that the SessionInfo should be invalid #tests contrived Create,Destroy,Create in same frame and saw crash, fixed code, crashes no more Change 3064932 on 2016/07/26 by Tim.Tillotson Fix for editor crash when loading unreal stats in the session frontend. Was a results of modifying EventMetadata while using a copy of the data. #JIRA UE-33426 Change 3064743 on 2016/07/26 by Mark.Satterthwaite Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash. #jira FORT-27685 Change 3063870 on 2016/07/25 by Lukasz.Furman fixed navlink area class assignment, again custom link definitions were exporting from CDO without initializing data first #jira FORT-27713 Change 3063747 on 2016/07/25 by Bob.Tellez #Fortnite Fixed XB1 compile error due to use of DeviceDetails in XAudio2. Also removed a redundant #if XAUDIO_SUPPORTS_DEVICE_DETAILS #JIRA Change 3063500 on 2016/07/25 by Bob.Tellez #UE4 Fixing static analysis warning about not checking the return value of CoInitialize. Also initializing DeviceEnumerator to nullptr in case CoCreateInstance fails. Change 3063317 on 2016/07/25 by Lukasz.Furman fixed navlink deprecation in engine module, temporarily changed deprecation to private access since macro doesn't work with auto generated constructors #fortnite Change 3063224 on 2016/07/25 by Bob.Tellez #UE4 Unshelved change from Nick.Darnell. This is the less-invasive version of 3062014. Avoid adding widgets to the hittest grid more than once. Change 3063188 on 2016/07/25 by Lukasz.Furman removed all raw class pointers from link & area nav modifiers and replaced them with weak object pointers #jira FORT-27186 Change 3062338 on 2016/07/22 by Aaron.McLeran FORT-26470 Adding ability to stop sounds and switch audio engine into a no-sound mode when audio device is disabled/unplugged. #tests run game, disable or unplug audio device used by game, audio should stop gracefully without crashing Change 3061806 on 2016/07/22 by Ben.Zeigler #jira FORT-27519 Change error from moving a non registered component to an ensure instead of a fatal crash, this error is very old and I'm not sure what would cause it, but it went off without giving us a stack Change 3061790 on 2016/07/22 by Ben.Zeigler #jira FORT-26136 Stop a shipping game without blueprint guard enabled from printing useless stacks without an accompanying error message. This was slowing down shipping builds with no benefit Related to changes made on Orion in CL #2878992 Change 3060590 on 2016/07/21 by Mark.Satterthwaite Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D. Change 3060542 on 2016/07/21 by Bob.Tellez #UE4 Made SetIsEnabled and SetVisibility virtual. Change 3058876 on 2016/07/20 by Aaron.McLeran FORT-25593 Mac crash when idling in zone with screen locked Adding logging when failing to update AuGraph and not asserting. Change 3058653 on 2016/07/20 by Bob.Tellez #UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects. Change 3058568 on 2016/07/20 by Bob.Tellez #UE4 Added an optional flag to IAssetRegistry::GetAssetByObjectPath to ignore in-memory assets for maxiumum performance. Change 3058203 on 2016/07/20 by Bob.Tellez #UE4 Clearing pin links for fixed up BT nodes so they are not asymmetrical by the time the node gets destroyed, causing an ensure to fail. Also removing the replaced nodes so they are no longer saved in the package. Change 3056767 on 2016/07/19 by Bob.Tellez #UE4 Speculative DetachLinker crash fix. #JIRA FORT-27335 Change 3056665 on 2016/07/19 by John.Abercrombie Fixed UPathFollowingComponent::HasReached not using the Goal's Radius when bUseNavAgentGoalLocation is false - When bUseNavAgentGoalLocation is true, we want to avoid using the Goal's location on the Nav Mesh, but the acceptability of a radius should be based on the Goal's radius Change 3054368 on 2016/07/18 by Lina.Halper - moved removing notifies to end of montage event - that way between blending out to terminate, it still can trigger notifies. #code review: Martin.Wilson, John.Abercrombie Change 3054109 on 2016/07/18 by Bob.Tellez #UE4 Fixed a bug where IAssetRegistry::GetAllAssets would not return data about live objects when passing bIncludeOnlyOnDiskAssets = false. Change 3053831 on 2016/07/18 by Lina.Halper #Anim montage recursive issue: Make sure to check valid before additive #code review: Bob.Tellez Change 3052641 on 2016/07/15 by Bob.Tellez #UE4 Fix a crash in OpusAudioInfo when InSrcBufferData is null. Change 3052601 on 2016/07/15 by Daniel.Broder EnvQueryInstanceBlueprintWrapper is now blueprintable, so you can make blueprints that allow more complex 'wrapper' behavior when using the blueprint node RunEQSQuery (on the EnvQueryManager). #ReleaseNoteAbove^^ Also, made EEnvQueryStatus a blueprint type, which makes it much easier to work with in blueprints. #UE4 #ReleaseNote! Change 3052201 on 2016/07/15 by Rob.Cannaday Fix for broken party state when timeout on receiving leave request response Execute delegate after marking the party in a disconnected state #jira FORT-25362 Change 3050944 on 2016/07/14 by Bob.Tellez #UE4 Fix an ensure that was incorrectly triggering when the number of hitches in a session is 0 Change 3050352 on 2016/07/14 by Olaf.Piesche #jira UE-32058 Making sure owned pointer to CurrentMaterial is set to RenderMaterial if we choose default material because of missing flags for particle systems. Change 3049049 on 2016/07/13 by Bob.Tellez #UE4 Fix an ensure and a crash in ParticleTrail2EmitterInstance for Ribbon particles. #JIRA FORT-27030 Change 3048186 on 2016/07/13 by John.Abercrombie Selecting Geometry trace mode will no longer project onto the nav mesh first in ProjectedPoints EQS generators Change 3046531 on 2016/07/12 by Bob.Tellez #UE4 Added more information to an ensure about BeginPlay being called on an actor that has already begun play. #JIRA FORT-26683 Change 3046134 on 2016/07/12 by Ian.Fox #UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin Change 3045544 on 2016/07/11 by Bob.Tellez #UE4 Made Attribute fixup code only execute when loading the data from disk as it was intended. Change 3045101 on 2016/07/11 by Fred.Kimberley Changed PostSerialize logic to always use the attribute data if it is valid. Updated the details customization to set the owner and name properties when the attribute is changed. Change 3045035 on 2016/07/11 by John.Abercrombie UpdateMoveFocus will only clear the focus if the path following component is idle - Keeps the AI rotated in the correct direction when movements get paused Change 3044883 on 2016/07/11 by Mark.Satterthwaite Avoid FORT-26879 - when rendering into the viewport back-buffer the scene-viewport sets a null render-target array which MetalRHI wasn't handing, so add the necessary branches to clear the render-target array in MetalStateCache. #jira FORT-26879 Change 3044819 on 2016/07/11 by Carlos.Cuello Setting LOCKED_REPLAY_VERSION to 0 so that replays have valid changelists associated with them in ReplayMGR Change 3044683 on 2016/07/11 by Bob.Tellez #UE4 ActorPosition is now set to your AttachmentRootActor's position instead of your owning actor's position. Change 3044581 on 2016/07/11 by Nick.Cooper #UE4 - Added bSuppressStackingCues to UGameplayEffect, to allow the option avoid sending a GameplayCue RPC for each instance of a stacking UGameplayEffect #jira FORT-23140 Change 3043726 on 2016/07/08 by Billy.Bramer - Add ability for custom UGameplayModMagnitudeCalculations to specify that they have gameplay-code dependencies external to the ability system that can invalidate them aside from just routine attribute capture - UGameplayModMagnitudeCalculations can specify an external multicast delegate that the ability system component can bind to for notification of when the mod calculations are dirty and need to be refreshed - Add advanced support for UGameplayModMagnitudeCalculations opting into allowing this feature to work on client machines as well; Advanced feature to really only be used by games utilizing network dormancy on attributes that they don't mind the client attempting to calculate (ones that won't have gameplay impact); Client-based feature cannot work in tandem with attribute capture - Rename FGameplayEffectModifierMagnitude::AttemptRecalculateMagnitudeFromDependentChange to AttemptRecalculateMagnitudeFromDependentAggregatorChange to alleviate possible confusion from the newly added support for external dependencies - Rename FActiveGameplayEffectsContainer::PreDestroy to Uninitialize and move its call site from the destructor of the owning ASC to UnitializeComponents, where it can have enough information to be useful - Misc ability system cleanup (fix typos, etc.) Change 3043152 on 2016/07/08 by Daniel.Broder Re-enabled EQS details table on screen by default. (This matches the actual description of the variable, which says that enabled is the default. Also, we really need this as the default since those details are critical for debugging.) #UE4 #NoReleaseNotes Change 3041765 on 2016/07/07 by John.Abercrombie Fixed basing whether the AI should turn or not by comparing the current desired rotation vs the last update's desired rotation - The AI should be turning based on whether or not the current desired rotation is different from the rotation of the Pawn Change 3041664 on 2016/07/07 by Bob.Tellez #UE4 Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #JIRA FORT-25983 Change 3040645 on 2016/07/06 by Bob.Tellez #UE4 Added a cvar to disable OpenGL support on Mac. If a mac that does not support Metal launches while this cvar is set to 1 then they will get a dialog box describing that they do not support metal and the process will close. Change 3039969 on 2016/07/06 by Billy.Bramer - Fix for non-snapshotted, attribute-based modifiers potentially not replicating correctly - When dependency magnitude results in a magnitude recalculation, mark the active effect dirty and wake the owner from dormancy, as the client is incapable of recalculating the value properly Change 3036256 on 2016/07/01 by Bob.Tellez #UE4 RequestExit(true) on Mac now exits without triggering exception handling, just like on Windows. Change 3036173 on 2016/07/01 by Ben.Salem Get FTests running sequentially. And, actually, running at all in non-editor. Known issues: Filename lookup needs to be changed to use asset registry instead of packages in directory. Will be worked on next. Change 3035551 on 2016/07/01 by John.Abercrombie Reworked use of the Montage pointer of the AnimNotifyEvent in UAnimInstance::OnMontageInstanceStopped based on Lina's feedback - CL 3034853 contained the original change Change 3035152 on 2016/06/30 by Daniel.Broder Added new API function for DrawDebugSolidBox, which takes an FBox instead of a Center and Extent. It also allows specifying a transform as well (but defaults to using the identity transform for convenience). #ReleaseNoteAbove The new version of DrawDebugSolidBox is more convenient and more efficient if you already have an FBox! No need to calculate the Center and Extent just to use them to recalculate the Box. Made the previous two versions of DrawDebugSolidBox call to the new one that takes an FBox and FTransform. This change keeps the implementation details more manageable for any future changes. Also, fixed typos in parameter names for DrawDebugSolidBox and DrawDebugBox versions where Extent was erroneously named "Box". NOTE: In the future, we should probably make the same changes to the DrawDebugBox API that were made for DrawDebugSolidBox, as well as similar changes for other shapes (such as DrawDebugSphere, Cylinder, etc.), which currently don't have versions that take the shape class directly/ #UE4 #ReleaseNoteAtTop Change 3034918 on 2016/06/30 by William.Ewen Updating Null RHI's max texture dimensions and max texture mip count to avoid a warning and match up with d3d11 and metal. Change 3034853 on 2016/06/30 by John.Abercrombie When a Montage is stopped we send out any anim notify state end notifications related to the Montage, and remove it from the list Change 3033507 on 2016/06/29 by Ben.Zeigler #jira UE-32651 Fix crash I had while auto saving a map with a reflection capture component. This has happened fairly often to licensees as well so we may want to merge it to a release branch Change 3033413 on 2016/06/29 by Daniel.Wright Added DistanceFieldBias to StaticMesh BuildSettings for mesh distance fields * Useful for reducing self shadowing on meshes that have ambient animation Change 3033343 on 2016/06/29 by Billy.Bramer - Fix typo in ability system: FMinimapReplicationTagCountMap should be FMinimalReplicationTagCountMap (it has nothing to do with minimaps!) Change 3032888 on 2016/06/29 by Billy.Bramer - Add ability to base a gameplay effect modifier's magnitude off of the magnitude of an attribute evaluated only up to a certain channel when using attribute-based modifiers Change 3031800 on 2016/06/28 by Jonathan.Lindquist new exr texture Change 3030807 on 2016/06/28 by Lukasz.Furman added more debug logs for rare navmesh raycast crash #jira FORT-22373 Change 3030624 on 2016/06/28 by Lukasz.Furman switching navgraph to use FMetaNavMeshPath #fortnite Change 3030002 on 2016/06/27 by Ben.Zeigler Fix crash I got in SGraphPin::OnDragEnter when the pin did not have an outer. GetOuter now calls the Unchecked version I'm not sure why it was allowed to be null here, but it was clearly supported on purpose before and was crashing with the pin changes. Change 3029720 on 2016/06/27 by Ben.Zeigler Fix TextFilterTests to pass the parameters in the correct order for > operators, and add tests that actually verify this. The real use cases were correct, only the test was broken Change 3029574 on 2016/06/27 by Bob.Tellez #UE4 Fixed a crash caused by attempting to render shadows while r.ShadowQuality was 0. Change 3027275 on 2016/06/24 by Billy.Bramer - First pass of adding evaluation channel support to non-instant gameplay effects - Evaluation channels allow for game-specific control over the order of modifier evaluation - Channels evaluate in order, with the output of one channel acting as the base value/input into the next channel in sequential order - Example: Sample Attribute: Base Value 100. Multiplicative Mod 1.1 in channel 0 and multplicative mod 1.1 in channel 1 will evaluate as ((100 * 1.1) * 1.1) instead of (100 * 1.2) - By default, evaluation channels are disabled (everything evaluates at channel 0), but a game can opt into using channels via INI - Game must specify bAllowGameplayModEvaluationChannels=true, as well as provide name aliases for the channels that the game is allowed to use via GameplayModEvaluationChannelAliases array - Game can also specify the DefaultGameplayModEvaluationChannel via INI; Gameplay effect modifiers will default into that channel - Evaluation channels show up per modifier (and per scoped modifier) in a new property on gameplay effects - Misc. clean-up and refactors within the ability system as a result of changes to support evaluation channels; Begin process of trying to remove heavy reliance on friend classes Change 3022931 on 2016/06/22 by Nick.Cooper #UE4 - Prevent camera anims without an FOV track from making any modifications to the camera FOV Change 3021845 on 2016/06/21 by Carlos.Cuello Fix for crash at startup on Mac, was asserting on !bPerformingOperation but there are codepaths where that wasn't being set to false at the end of an operation in failure cases. Fixed up those codepaths and changed the check() to an ensure() so we can still track where these cases happen but won't affect our shipping build. #jira Fort-25978 Change 3021800 on 2016/06/21 by Lukasz.Furman adding function to query if navmesh was initialized in given radius #jira FORT-24487 Change 3021777 on 2016/06/21 by Martin.Mittring UE-31921 The sub surface profile shader seems to be incorrectly ignoring post processes content that used SkyLight OcclusionTint feature will look different and might need a retweak. a brighter (~ 3-4 times) and less vibrant color results in a similar look #code_review:Jonathan.Lindquist [CL 3123852 by Bob Tellez in Main branch]
2016-09-13 18:15:38 -04:00
InvalidateLayoutAndVolatility();
return true;
}
UPanelSlot* UPanelWidget::AddChild(UWidget* Content)
{
if ( Content == nullptr )
{
return nullptr;
}
if ( !bCanHaveMultipleChildren && GetChildrenCount() > 0 )
{
return nullptr;
}
Content->RemoveFromParent();
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3173153 on 2016/10/25 by Graeme.Thornton Pak signing changes - Integrated into EDL loader - Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup. Change 3173531 on 2016/10/25 by Steven.Hutton Removing unused j query packages. Change 3174743 on 2016/10/26 by Gil.Gribb UE4 - fixed COTF with EDL Change 3177896 on 2016/10/28 by Steve.Robb TSharedPtr and TSharedRef aliasing constructors. Removal of static_asserts for TSharedPtr<UObject>. Change 3180343 on 2016/10/31 by Steve.Robb Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741. Change 3181382 on 2016/11/01 by Steve.Robb Visual Studio debugger visualizers for delegates. Change 3182738 on 2016/11/02 by Graeme.Thornton Re-enable signed archive reader so non-pakpreacher based reads still get signature checked Change 3183420 on 2016/11/02 by Steve.Robb Fix to TIsZeroConstructType for TScriptDelegate. Change 3184872 on 2016/11/03 by Robert.Manuszewski Fixing memory stomps in SSL certificate initialization (found with mallocstomp) Change 3184873 on 2016/11/03 by Robert.Manuszewski Adding thread safety checks to async loading code Change 3185535 on 2016/11/03 by Ben.Zeigler Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components. Change 3186636 on 2016/11/04 by Graeme.Thornton AES encryption integrated into EDL system Pak signing and AES encryption now configurable by ini files rather than magical text files Change 3186637 on 2016/11/04 by Graeme.Thornton Configured pak signing and encryption in ShooterGame for reference Change 3186639 on 2016/11/04 by Graeme.Thornton Encryption changes for Orion * Move pak signing keys into new INI format * Add AES key and enable INI file encryption Change 3186661 on 2016/11/04 by Graeme.Thornton Change unrealpak command line params to accept AES key as a separete parameter Change 3186670 on 2016/11/04 by Robert.Manuszewski Adding a null check before using a package pointer in Linker code #jira UE-38237 Change 3186775 on 2016/11/04 by Graeme.Thornton Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler - PS4 and Mac fixes. Other platforms might need fixing too! Change 3186823 on 2016/11/04 by Graeme.Thornton Fixed an incorrect size check in the EDL pak signing code Change 3186925 on 2016/11/04 by Graeme.Thornton Allow UnrealPak to read encryption settings from project ini files Change 3189885 on 2016/11/08 by Graeme.Thornton Static analysis warning fix Change 3190015 on 2016/11/08 by Robert.Manuszewski Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread Change 3190253 on 2016/11/08 by Chris.Wood Improved MDD performance for on the CR server. [UE-37566] - Improve MDD performance on CR server Blocked MDD init'ing the crash handling code as it isn't desirable on the server. Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper. Change 3192993 on 2016/11/10 by Robert.Manuszewski Thread Heartbeat will no longer report the same hang multiple times. Change 3193111 on 2016/11/10 by Robert.Manuszewski Minor change in the condition that detects the same hangs - allow the same callstacks from different threads Change 3193168 on 2016/11/10 by Steve.Robb TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely. Change 3193171 on 2016/11/10 by Steve.Robb Easier debugging of FPendingRegistrantInfo map. Change 3193188 on 2016/11/10 by Steve.Robb TAutoPointer deprecated. Change 3193796 on 2016/11/10 by Graeme.Thornton Fix pak creation failure when no pak signing keys are supplied Change 3194524 on 2016/11/11 by Graeme.Thornton Another static analysis warning fix Change 3195119 on 2016/11/11 by Steve.Robb TAutoPtr deprecated. Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]). Some large headers moved into .cpp files. Change 3196582 on 2016/11/14 by Gil.Gribb UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3196878 on 2016/11/14 by Steve.Robb TScopedPointer deprecated. Change 3198061 on 2016/11/15 by Steve.Robb Class array is no longer regenerated when saving UClasses. Change 3198065 on 2016/11/15 by Robert.Manuszewski Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread. Change 3198199 on 2016/11/15 by Robert.Manuszewski Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed. Change 3199954 on 2016/11/16 by Graeme.Thornton Removing USING_SIGNED_CONTENT Change 3200221 on 2016/11/16 by Chris.Wood CrashReportProcess code cleanup - removing unused using directives Change 3200232 on 2016/11/16 by Chris.Wood Multiple CrashReportProcess updates and improvements (CRP v1.2.6) UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives InvalidCrashReports now saved to S3 instead of local folder Removed option tosync MinidumpDiagnostics from Perforce Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing) Added improved logging to Slack with option to monitor MDD performance Added hourly log folders to MDD logs Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures) Change 3200382 on 2016/11/16 by Robert.Manuszewski Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists). Change 3200562 on 2016/11/16 by Gil.Gribb UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication. Change 3201093 on 2016/11/16 by Ben.Zeigler #UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only. Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only. Change 3201736 on 2016/11/17 by Steve.Robb Strtoi64 platform and TCString functions. #fyi robert.manuszewski Change 3201938 on 2016/11/17 by Ben.Woodhouse Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future. Commandline: p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp #fyi robert.manuszewski Change 3203757 on 2016/11/18 by Robert.Manuszewski Removing debug code from async loading code. Change 3203927 on 2016/11/18 by Robert.Manuszewski Fixing comments in the async loading code. Change 3204851 on 2016/11/18 by Steve.Robb Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value. Change 3204854 on 2016/11/18 by Steve.Robb UEnumProperty. Change 3205027 on 2016/11/18 by Ben.Zeigler Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr Add Get() to TSubclassOf so it matches our other wrappers Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf Change 3206334 on 2016/11/21 by Ben.Zeigler #UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries #UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient. Cook finishes but game is still crashing in some cases, so I might adjust this after other testing Change 3206353 on 2016/11/21 by Ben.Zeigler Fix EnumProperty to handle EDL preload dependencies properly Change 3206625 on 2016/11/21 by Ben.Zeigler Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient Change 3206937 on 2016/11/21 by Ben.Zeigler #jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer Correctly save enum tag for enum properties, it was being set but not serialized Change 3207002 on 2016/11/21 by Ben.Zeigler #jira UE-38799 Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed. Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future. If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time. We should generally outlaw non-transient objects with transient outers, it does not do what people expect. Change 3207032 on 2016/11/21 by Ben.Zeigler #jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do [CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
EObjectFlags NewObjectFlags = RF_Transactional;
if (HasAnyFlags(RF_Transient))
{
NewObjectFlags |= RF_Transient;
}
UPanelSlot* PanelSlot = NewObject<UPanelSlot>(this, GetSlotClass(), NAME_None, NewObjectFlags);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 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 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change 2957866 on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change 2964098 on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
PanelSlot->Content = Content;
PanelSlot->Parent = this;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3420477) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3386262 on 2017/04/10 by Ben.Marsh Add app-local deployment of DirectX components that are no longer included with newer versions of Windows by default (XAudio 2.7, XInput 1.3). Also add a one-click button to the packaging settings to include the default app-local dependencies, rather than having to specify the path. Change 3386999 on 2017/04/10 by Ben.Marsh Plugins: Add support for explicit dependencies from one plugin onto another. Required plugins can be configured in an identical manner to project files, by adding a "Plugins" key to the .uplugin file. Dependencies are automatically built and loaded, and the plugin browser will warn if you try to disable a plugin that something else has a dependency on. Change 3387073 on 2017/04/10 by Ben.Marsh Move FLightPropagationRuntimeSettings into the Renderer module, to remove engine dependency on a plugin. Change 3387988 on 2017/04/11 by Steve.Robb Comments added to clarify the role of DestructItem and DestructItems. Change 3388085 on 2017/04/11 by Ben.Marsh UBT: Fix bEnabled flag on plugin references being ignored. Now collect up all the plugin references in order of priority before creating plugin instances for them. Fixes CIS fail for UT. Change 3390048 on 2017/04/12 by Richard.Hinckley #jira UE-43876 Fixed description of Streaming settings (within Project Settings). Change 3390697 on 2017/04/12 by Steve.Robb CLASS_PointersDefaultToAutoWeak and CLASS_PointersDefaultToWeak removed. Change 3390711 on 2017/04/12 by Steve.Robb AGRESSIVE_ARRAY_FORCEINLINE removed. Change 3392167 on 2017/04/13 by Robert.Manuszewski UObject can be added to GC cluster only if all of its Outers can also be added to it. Fixing asserts caused by components that are added to GC clusters even if their owner actors that can't be in GC clusters. #jira UE-42948 Change 3392309 on 2017/04/13 by Robert.Manuszewski When adding objects to clusters after these clusters have been created it's possible to come across objects that are already in the cluster we're adding the object to so instead of crashing, allow it. Change 3392620 on 2017/04/13 by Ben.Marsh UGS: Only check for updates every 5 minutes. Change 3392623 on 2017/04/13 by Ben.Marsh UGS: Only poll for new changes every 60 seconds. Change 3392744 on 2017/04/13 by Ben.Marsh UGS: Query changelist descriptions individually to determine whether changes affect code or content, to hopefully reduce Perforce server load. Change 3392874 on 2017/04/13 by Ben.Marsh UGS: Allow specifying regexes in the project config file which filters which changes to be displayed. Useful for changes submitted by build machines, updates to collections, etc... Change 3392878 on 2017/04/13 by Ben.Marsh Update UGS to version 1.96 Change 3395635 on 2017/04/17 by Ben.Marsh UAT: Prefix log output from executing UAT commands through BuildGraph with the name of that command. Change 3395655 on 2017/04/17 by Ben.Marsh UAT: Add a command for syncing a DDC over the network (SyncDDC). Allows specifying a maximum size to copy, number of days worth of modified files to copy, and time limit not to be exceeded. Change 3396989 on 2017/04/17 by Wes.Hunt CrashReporter configurable tweaks. * Added QueueWaitingTimeAlertThreshold (used to be hardcoded to 1 min). - When the queue waiting time gets beyond this many seconds, trigger a slack alert message. Default is 10 min. - Zero means never alert. * Added DiskSpaceAvailableAlertInterval (used to be hardcoded to 1 day). - Interval by which to report disk space availability. - Default is never (Zero) * Updated config file to match production config. #codereview:jin.zhang Change 3397656 on 2017/04/18 by Ben.Marsh UBT: Allow modules to opt-out of getting the default include paths from being added, by setting bAddDefaultIncludePaths = false from their build.cs file. Change 3397677 on 2017/04/18 by Robert.Manuszewski PR #3167 : Adding more descriptive error text to DetatchLinker error check (by rooneym) Change 3397722 on 2017/04/18 by Robert.Manuszewski PR #2252: Increase linker reporting for failed imports (Contributed by FineRedMist) Change 3397739 on 2017/04/18 by Richard.Hinckley #jira UE-44100 Fixed SanitizePackageName() to remove double-slash, triple-slash, etc. from package names. Also updated CreatePackage() to call SanitizePackageName() before creating. Change 3398023 on 2017/04/18 by Ben.Marsh PR #3105: Cook/package with editor and debugger attached (Contributed by projectgheist) Change 3398095 on 2017/04/18 by Ben.Marsh PR #3051: Generate map file from UAT (Contributed by projectgheist) Change 3398212 on 2017/04/18 by Ben.Marsh PR #2915: UE-38232: Removed duplicate stats (Contributed by projectgheist) Change 3399304 on 2017/04/19 by Ben.Marsh UGS: Prevent editor target files being removed when running custom tools. Change 3399306 on 2017/04/19 by Robert.Manuszewski Moved InitPropertiesFromCustomList to UbLueprintGeneratedClass and made it thread safe Change 3399729 on 2017/04/19 by Steve.Robb Simple optimization to TBitArray::RemoveAt() when all removed bits are at the end of the array. RemoveAtSwap() now simply decrements the count instead of calling RemoveAt(). Checks for a positive count added to RemoveAt() and RemoveAtSwap(). Change 3399750 on 2017/04/19 by Jin.Zhang Order branch alphabetically #RB Change 3400186 on 2017/04/19 by Steve.Robb Per-header generated code. Change 3401458 on 2017/04/20 by Steve.Robb Static log categories moved out of headers to prevent duplicates when the header is included multiple times. #jira UE-37507 Change 3401657 on 2017/04/20 by Gil.Gribb UE4 - Simplified and reworked lock free lists and the task graph bringing all platforms under the same scheme. Change 3401735 on 2017/04/20 by Gil.Gribb UE4 - Updated apple platform atomics with a new clang version which is intended to be shared among all clang platforms. Change 3403362 on 2017/04/21 by Steve.Robb Algo::Sort() fixed to support C arrays. Size+count versions of Also::IsSorted() deprecated. Algo::IsSortedBy() added. Algo::FindBy() added to allow an element to be found by projection. Simplifications and generalizations. Change 3404017 on 2017/04/21 by Ben.Marsh Fix issue where referenced plugin descriptors were missing from console builds, and prevent monolithic builds from offering to disable missing plugins. Change 3405299 on 2017/04/24 by Steve.Robb Clarified the class of the incompatible function in the error message about incompatible BP event specifiers. #jira UE-35106 Change 3405302 on 2017/04/24 by Ben.Marsh UBT: Allow excluding documentation from generated project files, by setting <ProjectFileGenerator><bIncludeDocumentation>false</bIncludeDocumentation></ProjectFileGenerator> in the XML configuration file. Change 3405629 on 2017/04/24 by Ben.Marsh Rename CPPEnvironment to CppCompileEnvironment, to reflect the class name. Change 3406431 on 2017/04/24 by Ben.Marsh UAT: Fix incorrect handling of P4SubmitOptions when multiple values are present. Change 3406670 on 2017/04/24 by Ben.Marsh UBT: Enable warnings for classes with virtual functions and no virtual destructor (C4265 on Windows, -fdelete-non-virtual-dtor on Clang). Change 3407080 on 2017/04/25 by Gil.Gribb UE4 - Critical fix: Propoerly disambiguate imports with the same name and the same outer name. This fixes an assert: LocalExportIndex.IsNull. Change 3407486 on 2017/04/25 by Gil.Gribb UE4 - Made changes so that servers, programs and non-engine executables do not create background or high priority threads. Change 3407495 on 2017/04/25 by Gil.Gribb UE4 - Tweaked out XBox and Windows low level file IO. Change 3407497 on 2017/04/25 by Gil.Gribb UE4 - Fixed bug in the pak precacher that would result in blocks being discarded too soon, which, in turn, resulted in redudnant reads. Change 3407705 on 2017/04/25 by Ben.Marsh Removing most of the junk in DotNETUtilities. Change 3409701 on 2017/04/26 by Ben.Marsh Disable another static analyzer warning for third party libraries. Change 3410074 on 2017/04/26 by Daniel.Lamb Network platform file runs heart beats and responds to modified file changes. Cook on the fly server in the editor (COTS) now detects changes to content and notifies client. Fixed issue with network platform file not using correct sandbox. #test cook on the side shootergame Change 3411131 on 2017/04/27 by Steve.Robb TIsTriviallyDestructible now supports forward-declared enums. Change 3411186 on 2017/04/27 by Steve.Robb Fix for #includes in generated code for Within classes which are in a different module from the generated class. Change 3411917 on 2017/04/27 by Steve.Robb Fixes to pushing/popping the CPP macro. Change 3411966 on 2017/04/27 by Steve.Robb Include spam reduced in generated code. Change 3412155 on 2017/04/27 by Ben.Marsh Fix for PVS Studio warning: VFOVInRadians used instead of HFOVInRadians. Change 3412223 on 2017/04/27 by Ben.Marsh Fix for PVS-Studio warning: Calling SetHelperA.Num() twice. Change 3412273 on 2017/04/27 by Ben.Marsh Fix for PVS-Studio warning: Duplicated variable name. Change 3412511 on 2017/04/27 by Ben.Marsh PR #3462: Fixed PVS-Studio issues (Part 1) (Contributed by PaulEremeeff) Change 3412582 on 2017/04/27 by Ben.Marsh Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code Change 3413136 on 2017/04/28 by Robert.Manuszewski Helper functions for dissolving specific GC clusters Change 3413310 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code. Change 3413341 on 2017/04/28 by Gil.Gribb UE4 - Add prestream capability to allow us to preload always loaded sublevels. Only turned on for Shootergame. Change 3413351 on 2017/04/28 by Ben.Marsh Include code analysis macros directly from Platform.h, so that macros are available to everything. Change 3413352 on 2017/04/28 by Ben.Marsh Fixing a few more PVS studio warnings. Change 3413437 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Comparison is always true. Change 3413759 on 2017/04/28 by Ben.Marsh Suppressing warnings for PVS-Studio. Change 3413784 on 2017/04/28 by Ben.Marsh Fix PVS-Studio warning. Change 3413898 on 2017/04/28 by Ben.Marsh Fix PVS-Studio warning: Same conditional is checked twice. Change 3413915 on 2017/04/28 by Ben.Marsh Fix PVS-Studio warning: LHS of expression is identical to RHS. Change 3413989 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: If CurrentGraph->SubGraphs.Num() == 1, it will always enter the first conditional block. Change 3414053 on 2017/04/28 by Ben.Marsh More PVS-Studio fixes. Change 3414062 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Pointer to object goes out of scope without being freed. Change 3414070 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Fix incorrect condition. Change 3414071 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Array index is always zero. Change 3414116 on 2017/04/28 by Ben.Marsh BuildGraph: Allow marking compile tasks as unsuitable for use with the parallel executor, via an AllowParallelExecutor="false" attribute. Change 3414160 on 2017/04/28 by Ben.Marsh Add support for running PVS-Studio through UnrealBuildTool. To use, pass -StaticAnalyzer=PVSStudio to the build command line (similarly, the Visual C++ analyzer can now be invoked using -StaticAnalyzer=VisualCpp). A log file will be written to the Engine/Saved/PVS-Studio or <Project>/Saved/PVS-Studio directory containing diagnostics, which can be opened using the "unparsed output" filter in the PVS-Studio standalone application. High priority warnings are printed to stdout. Change 3414237 on 2017/04/28 by Ben.Marsh EC: Allow disabling and enabling the log preprocessor via special markers in the log. To disable: <-- Suspend Log Parsing --> To enable: <-- Resume Log Parsing --> Change 3414343 on 2017/04/28 by Ben.Marsh UBT: Exclude ThirdParty folders from PVS output. Change 3414392 on 2017/04/28 by Ben.Marsh Fix regular strings being casted to BSTRs; BSTRs have a hidden length prefix in the two bytes before the first character, so passing a regular TCHAR* is reading random memory. Change 3414459 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Object goes out of scope without being freed. Change 3414495 on 2017/04/28 by Ben.Marsh Suppress some more PVS-Studio warnings. Change 3414514 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Testing WorldType being equal to EditorPreview and not equal to Inactive is redundant; changing to match description in comment instead. Change 3414526 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Variable assigned to itself has no effect. Change 3415183 on 2017/04/29 by Ben.Marsh Fix conflict in macro definitions for ENABLE_HTTP_FOR_NFS - rename the macro defined by NetworkFile to ENABLE_HTTP_FOR_NF. Hopefully fix CIS. Change 3415765 on 2017/05/01 by Ben.Marsh Suppressing PVS-Studio warning to get things building cleanly. Not sure if FContentHelper is being leaked or not. Change 3415853 on 2017/05/01 by Ben.Marsh EC: Fix jobs never completing if a "Sync & Build" step fails. Dependent jobs should evaluate their run conditions as soon as the parent step finishes, rather than waiting for child job steps to be created. Change 3416138 on 2017/05/01 by Ben.Marsh Fix Fortnite cook failures. Not sure what the exact problem is here, but my hunch is that discarded "const" causes blueprint compile failures due to not being able to connect output pins between nodes for overloaded functions, or something like that. Change 3416309 on 2017/05/01 by Ben.Marsh Build: Fix node names for static analysis. Change 3416360 on 2017/05/01 by Ben.Marsh UBT: Remove unused arguments to PrepForUATPackageOrDeploy for Windows. Change 3416398 on 2017/05/01 by Daniel.Lamb Cook on the fly NetworkFileServerConnection Remove FileModifiedCallback delegate when the connection is closed. #test Cook on the side shootergame. Change 3416826 on 2017/05/01 by Daniel.Lamb Added callback to game when files are requested reload from networkfileserver. Game will need to unload / reload effected objects. Working on simple reload capability in shootergame. #test Cook on the side shootergame with reloading Change 3417983 on 2017/05/02 by Ben.Marsh EC: Remove warning for lines not matching p4 tag syntax when running preflights; multi-line descriptions in shelved changelists break this pattern. Change 3418747 on 2017/05/02 by Steve.Robb Fix for const pointer properties. Fix for UHT debugging manifest. Test added for pointer properties. Change 3420477 on 2017/05/03 by Gil.Gribb UE4 - Removed check from windows async IO layer. [CL 3421020 by Ben Marsh in Main branch]
2017-05-03 14:18:32 -04:00
Content->Slot = PanelSlot;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 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 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change 2957866 on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change 2964098 on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
Slots.Add(PanelSlot);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 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 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change 2957866 on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change 2964098 on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
OnSlotAdded(PanelSlot);
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3115282) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3114846 on 2016/09/06 by Bob.Tellez #UE4 The cooking process now respects the per-platform chunking manifest configuration in the game ini. If you specify -manifests it forces all platforms to generate a manifest. Change 3114805 on 2016/09/06 by Bob.Tellez #UE4 Attribute sets now work with their owning actor directly instead of asking the associated ability system component for the owning actor when updating the vis logger. #JIRA FORT-29511 Change 3112750 on 2016/09/02 by Bob.Tellez #UE4 bGenerateChunks from platform-specific Game.ini is now respected in pak generation code. Change 3108977 on 2016/08/31 by Jeff.Campeau Virtual keyboard support for Xbox One Text set by virtual keyboards is now submitted on the main thread through an internal tick Change 3108956 on 2016/08/31 by Chris.Gagnon Added "ClientOnly" module type to the build tools. Fixed "ServerOnly" which seems to have rotted, I assume it wasn't in use as it didn't work. Cleaned up some duplicated code which attributted to the rot most likely Change 3108879 on 2016/08/31 by Jeff.Campeau Eliminate binary renaming (allows side by side configs) Handle multiple binaries Temporary return of fixed extension SDK DLLs (required for multiplayer until they can be dynamically configured) Change 3108876 on 2016/08/31 by Jeff.Campeau Fix a manifest generation bug that was eating a character on conjoined values. Change 3108511 on 2016/08/31 by Billy.Bramer - Submit change from JoshM at my desk to make cloud mcp requests use shared pointers for net ids, enabling the use of AsShared on cloud-related callbacks which pass net ids as parameters - Note that this change does not have any validity checking as of yet Change 3108199 on 2016/08/31 by Ben.Woodhouse Disable r.lightshaftrendertoseparatetranslucency to 0 by default, but enable in fortnite via defaultEngine.ini. Change 3107825 on 2016/08/31 by Ben.Woodhouse Lightshaft rendering - add support for rendering the lightshafts to separate translucency (via the r.LightShaftRenderToSeparateTranslucency). This ensures postprocess materials with BL_BeforeTranslucency are rendered before lightshafts are applied. This fixes issues with the skin postprocess appearing too bright where it overlaps with lightshafts #jira UE-35359 Change 3107197 on 2016/08/30 by Chris.Gagnon Added ClientOnly option for Modules: ... "Modules" : [ { "Name" : "PluginName", "Type" : "ClientOnly", "LoadingPhase" : "Default" } ] ... (example taken from a plugin definition) Change 3104551 on 2016/08/29 by Lukasz.Furman potential fix for crash in ability cancelling #jira FORT-29200 Change 3104469 on 2016/08/29 by Lukasz.Furman added iteration limit to navmesh raycast loop to protect against invalid navmesh links creating an infinite loops #jira FORT-29198 Change 3103529 on 2016/08/26 by Jeff.Campeau Xbox One keyboard shift is sometimes unresponsive Change 3103523 on 2016/08/26 by Jeff.Campeau Aug XDK era launch bug fixed Change 3103183 on 2016/08/26 by Jeff.Campeau August XDK support Change 3102360 on 2016/08/26 by James.Hopkin Removed another load of float casts - these ones weren't causing problems, but are no longer necessary. Change 3099375 on 2016/08/24 by Lukasz.Furman added sanity check to UAnimInstance::Montage_Play #jira FORT-28140 Change 3097832 on 2016/08/23 by Chad.Garyet moving set_latest_build out of notifications section, was put there accidentally Change 3097139 on 2016/08/22 by Aaron.McLeran FORT-28502 Hard crash occurs on Win10 when locking computer and then unplugging audio device - Fix is modification of CL 3062338. Moving the checking of state change to head of audio update, adding new thread safe bool to immediately halt creatiing new voices if audio device changed. - Current theory is the xaudio2 in win10 doesn't properly handle audio device remove so this is a workaround till we update to XAudio2 2.8 -#rb Bob.Tellez #tests run game, lock computer, then disable or unplug audio device used by game, audio should stop gracefully without crashing Change 3096552 on 2016/08/22 by Ben.Marsh Fix killing adb.exe instead of notepad.exe. Change 3096473 on 2016/08/22 by Ben.Marsh Kill any ADB processes after a UAT command completes. The Android target platform in the editor spawns instances of ADB, and that spawns a background process to handle this and future requests. It can keep open handles to stdout, preventing the EC postprocessor from terminating. Change 3096459 on 2016/08/22 by Ben.Marsh Remove taskkill call for now. Change 3096450 on 2016/08/22 by Ben.Marsh Use system function instead of backticks to prevent errors killing job. Change 3096449 on 2016/08/22 by Ben.Marsh Kill ADB instances after running UAT; attempt to fix handle to stdout being kept open at the end of builds. Change 3096272 on 2016/08/22 by Chad.Garyet trying to remove postpfilter to see if that might be the stdout/err issue Change 3095369 on 2016/08/19 by Ben.Zeigler #Jira FORT-28683 Fix it so when using SimulateInEditor with Online PIE enabled, it disables trying to use the online service. Before it would half create the online instances, leading to issues in gameplay code when using simulate This will need updating when merging to Main to deal with the module changes Change 3095002 on 2016/08/19 by James.Hopkin Fixed another case of integers being cast to floats before being written to JSON. #jira FORT-28694 Change 3094834 on 2016/08/19 by Chad.Garyet trying a close of stdout and stderr to see if that remedies the ai test issue Change 3094719 on 2016/08/19 by John.Abercrombie Force a net update on the Avatar Actor whenever we start or stop a new Montage Change 3094487 on 2016/08/19 by James.Hopkin JSON writing of session settings no longer casts ints to floats (was causing INT_MIN to be written incorrectly). Change 3092389 on 2016/08/17 by Chad.Garyet more caveman debugging, skipping email notification if node is the fortnite ai test node. Change 3090898 on 2016/08/16 by Aaron.McLeran FORT-25911 Live OT7 crash in FVorbisAudioInfo::ReadCompressedData Implementing CL 3080958 in FN Change 3090761 on 2016/08/16 by Chris.Gagnon Added initial pass of safe zone suport to the front end. Change 3090734 on 2016/08/16 by John.Abercrombie Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage Here's the issue in the version of the code prior to this checkin: - UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped - When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value - So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick - It also means if we were playing a montage, and then stop, we'll start ticking - Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing Change 3090405 on 2016/08/16 by Chad.Garyet checking in caveman debugging for fortnite ai test node Change 3089743 on 2016/08/15 by Ben.Zeigler #jira FORT-28235 When a UWidget is added/removed from a UPanelWidget, invalidate layout. This fixes issues where removing a widget leaves it still visible on screen. There may be a better slate-level solution to this issue Change 3088178 on 2016/08/12 by Saul.Abreu Fixed bug in wrap box layout logic that would cause the inner slot vertical padding to only be added *after* the second row. Change 3087372 on 2016/08/12 by James.Hopkin Added a float overload from TJsonWriter::WriteValue - ever since I made doubles ultra precise to allow large numbers to be read properly, floats have been written with garbage on the end. Also removed 100 lines worth of code duplication while I was there. Automation tests still pass. Change 3084836 on 2016/08/10 by Lina.Halper Fix crash with retargeting additive anim montage Change 3083188 on 2016/08/09 by Bob.Tellez #UE4 UEnvQueryItemType_Point expects a FNavLocation instead of an FVector. Since passing an FVector in AddItemData() causes an assertion failure and the template specialization for FNavLocation has linkage problems, it is now required to pass in a FNavLocation instead of an FVector explicitly. Change 3082835 on 2016/08/09 by Bob.Tellez #UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances. Change 3082621 on 2016/08/09 by Lukasz.Furman fixed accessing empty navigation data in crowd's path processing #jira FORT-27847 Change 3081749 on 2016/08/08 by Saul.Abreu #jira UE-34104 Implemented a customizable snapshot delay in the widget reflector - particularly handy for getting snapshots of tooltips. Change 3081596 on 2016/08/08 by John.Abercrombie Added a tick prerequisite for the mesh's primary actor tick of the FortGameState when a movement comp registers to be ticked by the game state Backed out change to CharacterMovementComponent to check to see if the pose had been ticked this frame. Tested root motion in PIE ded, PIE non-ded, and client/server configuration and it all looked good. (Basically it looks like there's some tick ordering issue with root motion in the engine, and I don't have the time right now to investigate it. This works.) #jira FORT-28139 - Hero's animation hitches when performing any action besides walking and jumping Change 3081536 on 2016/08/08 by Daniel.Broder Fixed bug in FGameplayTagContainer::AppendTags() where it was not reserving the correct amount of space for all of the tags it is about to add. #UE4 #NoReleaseNotes Change 3080679 on 2016/08/08 by Simon.Tovey Increased threshold to ignore stall warning on partilce async work. Increased precision of error message. May still fire and still needs looking into properly. If it does fire still I'll make it a higher priority. Change 3080652 on 2016/08/08 by Chad.Garyet Merging token scripts from ue4 main to fortnite changed fornite main json scheduled builds to all use skiptargetswithouttickets Change 3079357 on 2016/08/05 by John.Abercrombie Character movement components can now be throttled - This can be enabled/disabled by using the FortniteChar.ServerTickMovementAtNetUpdateRate console variable - game should be restarted after toggling it - Character movement components are throttled based on their current NetUpdateRate All character movement components are updated by the Game State - This can be enabled/disabled by using the FortniteChar.CentralCharMovementTick console variable - game should be restarted after toggling it Change 3078666 on 2016/08/05 by Simon.Tovey Disabling some log spam for particles. Change 3072992 on 2016/08/01 by Jonathan.Lindquist Fixing a bug related to weld object seams Change 3070991 on 2016/07/29 by Fred.Kimberley Allow aggregators to perform calculations while ignoring multiple GEs. Change 3070518 on 2016/07/29 by Bob.Tellez #UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad. Change 3069605 on 2016/07/28 by Bob.Tellez #UE4 SScrollBox now works with invalidation panels. Change 3069600 on 2016/07/28 by Bob.Tellez #UE4 SMenuAnchor now works with invalidation panels. Change 3069583 on 2016/07/28 by Bob.Tellez #UE4 Added some code to warn and recover from some invalid accounting of render instances in HierarchicalInstancedStaticMesh, if it exists in the future. Change 3068935 on 2016/07/28 by Bob.Tellez [AUTOMERGE] #UE4 Added a CVar to disable stencils on metal since they are very expensive right now. This is believed to be much better in OSX 10.12. #JIRA FORT-27836 -------- Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3068932 by Bob.Tellez on 2016/07/28 15:50:40. Change 3068422 on 2016/07/28 by John.Pollard Fix FORT-27840 - Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player #tests Live game + replays Change 3067537 on 2016/07/27 by Bob.Tellez [AUTOMERGE] #UE4 Nullifying HierarchicalInstancedStaticMesh instances that were neither in the PerInstanceSMData list nor in the RemovedInstances list. #JIRA FORT-26696 -------- Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3065681 by Bob.Tellez on 2016/07/26 21:02:55. Change 3065138 on 2016/07/26 by Josh.Markiewicz #UE4 - fixed rare case where CreateSession would crash (duplicate of Dev-Networking fix) - DestroySession now always adds a task to the async queue and never tries to complete its work within the same call - *BUG REPRO* - if CreateSession was called leaving a session in the Creating state followed by a call to DestroySession before session left Creating state this could happen - DestroySession would remove the named session while the previous CreateSession was in flight - A new CreateSession could be called afterward because the previous named session was removed - the first CreateSession would finish and give the session a valid SessionInfo - the second CreateSession would finish and assert that the SessionInfo should be invalid #tests contrived Create,Destroy,Create in same frame and saw crash, fixed code, crashes no more Change 3064932 on 2016/07/26 by Tim.Tillotson Fix for editor crash when loading unreal stats in the session frontend. Was a results of modifying EventMetadata while using a copy of the data. #JIRA UE-33426 Change 3064743 on 2016/07/26 by Mark.Satterthwaite Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash. #jira FORT-27685 Change 3063870 on 2016/07/25 by Lukasz.Furman fixed navlink area class assignment, again custom link definitions were exporting from CDO without initializing data first #jira FORT-27713 Change 3063747 on 2016/07/25 by Bob.Tellez #Fortnite Fixed XB1 compile error due to use of DeviceDetails in XAudio2. Also removed a redundant #if XAUDIO_SUPPORTS_DEVICE_DETAILS #JIRA Change 3063500 on 2016/07/25 by Bob.Tellez #UE4 Fixing static analysis warning about not checking the return value of CoInitialize. Also initializing DeviceEnumerator to nullptr in case CoCreateInstance fails. Change 3063317 on 2016/07/25 by Lukasz.Furman fixed navlink deprecation in engine module, temporarily changed deprecation to private access since macro doesn't work with auto generated constructors #fortnite Change 3063224 on 2016/07/25 by Bob.Tellez #UE4 Unshelved change from Nick.Darnell. This is the less-invasive version of 3062014. Avoid adding widgets to the hittest grid more than once. Change 3063188 on 2016/07/25 by Lukasz.Furman removed all raw class pointers from link & area nav modifiers and replaced them with weak object pointers #jira FORT-27186 Change 3062338 on 2016/07/22 by Aaron.McLeran FORT-26470 Adding ability to stop sounds and switch audio engine into a no-sound mode when audio device is disabled/unplugged. #tests run game, disable or unplug audio device used by game, audio should stop gracefully without crashing Change 3061806 on 2016/07/22 by Ben.Zeigler #jira FORT-27519 Change error from moving a non registered component to an ensure instead of a fatal crash, this error is very old and I'm not sure what would cause it, but it went off without giving us a stack Change 3061790 on 2016/07/22 by Ben.Zeigler #jira FORT-26136 Stop a shipping game without blueprint guard enabled from printing useless stacks without an accompanying error message. This was slowing down shipping builds with no benefit Related to changes made on Orion in CL #2878992 Change 3060590 on 2016/07/21 by Mark.Satterthwaite Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D. Change 3060542 on 2016/07/21 by Bob.Tellez #UE4 Made SetIsEnabled and SetVisibility virtual. Change 3058876 on 2016/07/20 by Aaron.McLeran FORT-25593 Mac crash when idling in zone with screen locked Adding logging when failing to update AuGraph and not asserting. Change 3058653 on 2016/07/20 by Bob.Tellez #UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects. Change 3058568 on 2016/07/20 by Bob.Tellez #UE4 Added an optional flag to IAssetRegistry::GetAssetByObjectPath to ignore in-memory assets for maxiumum performance. Change 3058203 on 2016/07/20 by Bob.Tellez #UE4 Clearing pin links for fixed up BT nodes so they are not asymmetrical by the time the node gets destroyed, causing an ensure to fail. Also removing the replaced nodes so they are no longer saved in the package. Change 3056767 on 2016/07/19 by Bob.Tellez #UE4 Speculative DetachLinker crash fix. #JIRA FORT-27335 Change 3056665 on 2016/07/19 by John.Abercrombie Fixed UPathFollowingComponent::HasReached not using the Goal's Radius when bUseNavAgentGoalLocation is false - When bUseNavAgentGoalLocation is true, we want to avoid using the Goal's location on the Nav Mesh, but the acceptability of a radius should be based on the Goal's radius Change 3054368 on 2016/07/18 by Lina.Halper - moved removing notifies to end of montage event - that way between blending out to terminate, it still can trigger notifies. #code review: Martin.Wilson, John.Abercrombie Change 3054109 on 2016/07/18 by Bob.Tellez #UE4 Fixed a bug where IAssetRegistry::GetAllAssets would not return data about live objects when passing bIncludeOnlyOnDiskAssets = false. Change 3053831 on 2016/07/18 by Lina.Halper #Anim montage recursive issue: Make sure to check valid before additive #code review: Bob.Tellez Change 3052641 on 2016/07/15 by Bob.Tellez #UE4 Fix a crash in OpusAudioInfo when InSrcBufferData is null. Change 3052601 on 2016/07/15 by Daniel.Broder EnvQueryInstanceBlueprintWrapper is now blueprintable, so you can make blueprints that allow more complex 'wrapper' behavior when using the blueprint node RunEQSQuery (on the EnvQueryManager). #ReleaseNoteAbove^^ Also, made EEnvQueryStatus a blueprint type, which makes it much easier to work with in blueprints. #UE4 #ReleaseNote! Change 3052201 on 2016/07/15 by Rob.Cannaday Fix for broken party state when timeout on receiving leave request response Execute delegate after marking the party in a disconnected state #jira FORT-25362 Change 3050944 on 2016/07/14 by Bob.Tellez #UE4 Fix an ensure that was incorrectly triggering when the number of hitches in a session is 0 Change 3050352 on 2016/07/14 by Olaf.Piesche #jira UE-32058 Making sure owned pointer to CurrentMaterial is set to RenderMaterial if we choose default material because of missing flags for particle systems. Change 3049049 on 2016/07/13 by Bob.Tellez #UE4 Fix an ensure and a crash in ParticleTrail2EmitterInstance for Ribbon particles. #JIRA FORT-27030 Change 3048186 on 2016/07/13 by John.Abercrombie Selecting Geometry trace mode will no longer project onto the nav mesh first in ProjectedPoints EQS generators Change 3046531 on 2016/07/12 by Bob.Tellez #UE4 Added more information to an ensure about BeginPlay being called on an actor that has already begun play. #JIRA FORT-26683 Change 3046134 on 2016/07/12 by Ian.Fox #UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin Change 3045544 on 2016/07/11 by Bob.Tellez #UE4 Made Attribute fixup code only execute when loading the data from disk as it was intended. Change 3045101 on 2016/07/11 by Fred.Kimberley Changed PostSerialize logic to always use the attribute data if it is valid. Updated the details customization to set the owner and name properties when the attribute is changed. Change 3045035 on 2016/07/11 by John.Abercrombie UpdateMoveFocus will only clear the focus if the path following component is idle - Keeps the AI rotated in the correct direction when movements get paused Change 3044883 on 2016/07/11 by Mark.Satterthwaite Avoid FORT-26879 - when rendering into the viewport back-buffer the scene-viewport sets a null render-target array which MetalRHI wasn't handing, so add the necessary branches to clear the render-target array in MetalStateCache. #jira FORT-26879 Change 3044819 on 2016/07/11 by Carlos.Cuello Setting LOCKED_REPLAY_VERSION to 0 so that replays have valid changelists associated with them in ReplayMGR Change 3044683 on 2016/07/11 by Bob.Tellez #UE4 ActorPosition is now set to your AttachmentRootActor's position instead of your owning actor's position. Change 3044581 on 2016/07/11 by Nick.Cooper #UE4 - Added bSuppressStackingCues to UGameplayEffect, to allow the option avoid sending a GameplayCue RPC for each instance of a stacking UGameplayEffect #jira FORT-23140 Change 3043726 on 2016/07/08 by Billy.Bramer - Add ability for custom UGameplayModMagnitudeCalculations to specify that they have gameplay-code dependencies external to the ability system that can invalidate them aside from just routine attribute capture - UGameplayModMagnitudeCalculations can specify an external multicast delegate that the ability system component can bind to for notification of when the mod calculations are dirty and need to be refreshed - Add advanced support for UGameplayModMagnitudeCalculations opting into allowing this feature to work on client machines as well; Advanced feature to really only be used by games utilizing network dormancy on attributes that they don't mind the client attempting to calculate (ones that won't have gameplay impact); Client-based feature cannot work in tandem with attribute capture - Rename FGameplayEffectModifierMagnitude::AttemptRecalculateMagnitudeFromDependentChange to AttemptRecalculateMagnitudeFromDependentAggregatorChange to alleviate possible confusion from the newly added support for external dependencies - Rename FActiveGameplayEffectsContainer::PreDestroy to Uninitialize and move its call site from the destructor of the owning ASC to UnitializeComponents, where it can have enough information to be useful - Misc ability system cleanup (fix typos, etc.) Change 3043152 on 2016/07/08 by Daniel.Broder Re-enabled EQS details table on screen by default. (This matches the actual description of the variable, which says that enabled is the default. Also, we really need this as the default since those details are critical for debugging.) #UE4 #NoReleaseNotes Change 3041765 on 2016/07/07 by John.Abercrombie Fixed basing whether the AI should turn or not by comparing the current desired rotation vs the last update's desired rotation - The AI should be turning based on whether or not the current desired rotation is different from the rotation of the Pawn Change 3041664 on 2016/07/07 by Bob.Tellez #UE4 Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #JIRA FORT-25983 Change 3040645 on 2016/07/06 by Bob.Tellez #UE4 Added a cvar to disable OpenGL support on Mac. If a mac that does not support Metal launches while this cvar is set to 1 then they will get a dialog box describing that they do not support metal and the process will close. Change 3039969 on 2016/07/06 by Billy.Bramer - Fix for non-snapshotted, attribute-based modifiers potentially not replicating correctly - When dependency magnitude results in a magnitude recalculation, mark the active effect dirty and wake the owner from dormancy, as the client is incapable of recalculating the value properly Change 3036256 on 2016/07/01 by Bob.Tellez #UE4 RequestExit(true) on Mac now exits without triggering exception handling, just like on Windows. Change 3036173 on 2016/07/01 by Ben.Salem Get FTests running sequentially. And, actually, running at all in non-editor. Known issues: Filename lookup needs to be changed to use asset registry instead of packages in directory. Will be worked on next. Change 3035551 on 2016/07/01 by John.Abercrombie Reworked use of the Montage pointer of the AnimNotifyEvent in UAnimInstance::OnMontageInstanceStopped based on Lina's feedback - CL 3034853 contained the original change Change 3035152 on 2016/06/30 by Daniel.Broder Added new API function for DrawDebugSolidBox, which takes an FBox instead of a Center and Extent. It also allows specifying a transform as well (but defaults to using the identity transform for convenience). #ReleaseNoteAbove The new version of DrawDebugSolidBox is more convenient and more efficient if you already have an FBox! No need to calculate the Center and Extent just to use them to recalculate the Box. Made the previous two versions of DrawDebugSolidBox call to the new one that takes an FBox and FTransform. This change keeps the implementation details more manageable for any future changes. Also, fixed typos in parameter names for DrawDebugSolidBox and DrawDebugBox versions where Extent was erroneously named "Box". NOTE: In the future, we should probably make the same changes to the DrawDebugBox API that were made for DrawDebugSolidBox, as well as similar changes for other shapes (such as DrawDebugSphere, Cylinder, etc.), which currently don't have versions that take the shape class directly/ #UE4 #ReleaseNoteAtTop Change 3034918 on 2016/06/30 by William.Ewen Updating Null RHI's max texture dimensions and max texture mip count to avoid a warning and match up with d3d11 and metal. Change 3034853 on 2016/06/30 by John.Abercrombie When a Montage is stopped we send out any anim notify state end notifications related to the Montage, and remove it from the list Change 3033507 on 2016/06/29 by Ben.Zeigler #jira UE-32651 Fix crash I had while auto saving a map with a reflection capture component. This has happened fairly often to licensees as well so we may want to merge it to a release branch Change 3033413 on 2016/06/29 by Daniel.Wright Added DistanceFieldBias to StaticMesh BuildSettings for mesh distance fields * Useful for reducing self shadowing on meshes that have ambient animation Change 3033343 on 2016/06/29 by Billy.Bramer - Fix typo in ability system: FMinimapReplicationTagCountMap should be FMinimalReplicationTagCountMap (it has nothing to do with minimaps!) Change 3032888 on 2016/06/29 by Billy.Bramer - Add ability to base a gameplay effect modifier's magnitude off of the magnitude of an attribute evaluated only up to a certain channel when using attribute-based modifiers Change 3031800 on 2016/06/28 by Jonathan.Lindquist new exr texture Change 3030807 on 2016/06/28 by Lukasz.Furman added more debug logs for rare navmesh raycast crash #jira FORT-22373 Change 3030624 on 2016/06/28 by Lukasz.Furman switching navgraph to use FMetaNavMeshPath #fortnite Change 3030002 on 2016/06/27 by Ben.Zeigler Fix crash I got in SGraphPin::OnDragEnter when the pin did not have an outer. GetOuter now calls the Unchecked version I'm not sure why it was allowed to be null here, but it was clearly supported on purpose before and was crashing with the pin changes. Change 3029720 on 2016/06/27 by Ben.Zeigler Fix TextFilterTests to pass the parameters in the correct order for > operators, and add tests that actually verify this. The real use cases were correct, only the test was broken Change 3029574 on 2016/06/27 by Bob.Tellez #UE4 Fixed a crash caused by attempting to render shadows while r.ShadowQuality was 0. Change 3027275 on 2016/06/24 by Billy.Bramer - First pass of adding evaluation channel support to non-instant gameplay effects - Evaluation channels allow for game-specific control over the order of modifier evaluation - Channels evaluate in order, with the output of one channel acting as the base value/input into the next channel in sequential order - Example: Sample Attribute: Base Value 100. Multiplicative Mod 1.1 in channel 0 and multplicative mod 1.1 in channel 1 will evaluate as ((100 * 1.1) * 1.1) instead of (100 * 1.2) - By default, evaluation channels are disabled (everything evaluates at channel 0), but a game can opt into using channels via INI - Game must specify bAllowGameplayModEvaluationChannels=true, as well as provide name aliases for the channels that the game is allowed to use via GameplayModEvaluationChannelAliases array - Game can also specify the DefaultGameplayModEvaluationChannel via INI; Gameplay effect modifiers will default into that channel - Evaluation channels show up per modifier (and per scoped modifier) in a new property on gameplay effects - Misc. clean-up and refactors within the ability system as a result of changes to support evaluation channels; Begin process of trying to remove heavy reliance on friend classes Change 3022931 on 2016/06/22 by Nick.Cooper #UE4 - Prevent camera anims without an FOV track from making any modifications to the camera FOV Change 3021845 on 2016/06/21 by Carlos.Cuello Fix for crash at startup on Mac, was asserting on !bPerformingOperation but there are codepaths where that wasn't being set to false at the end of an operation in failure cases. Fixed up those codepaths and changed the check() to an ensure() so we can still track where these cases happen but won't affect our shipping build. #jira Fort-25978 Change 3021800 on 2016/06/21 by Lukasz.Furman adding function to query if navmesh was initialized in given radius #jira FORT-24487 Change 3021777 on 2016/06/21 by Martin.Mittring UE-31921 The sub surface profile shader seems to be incorrectly ignoring post processes content that used SkyLight OcclusionTint feature will look different and might need a retweak. a brighter (~ 3-4 times) and less vibrant color results in a similar look #code_review:Jonathan.Lindquist [CL 3123852 by Bob Tellez in Main branch]
2016-09-13 18:15:38 -04:00
InvalidateLayoutAndVolatility();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 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 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change 2957866 on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change 2964098 on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
return PanelSlot;
}
bool UPanelWidget::ReplaceChildAt(int32 Index, UWidget* Content)
{
if ( Index < 0 || Index >= Slots.Num() )
{
return false;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 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 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change 2957866 on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change 2964098 on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
UPanelSlot* PanelSlot = Slots[Index];
PanelSlot->Content = Content;
if ( Content )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 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 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change 2957866 on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change 2964098 on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
Content->Slot = PanelSlot;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 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 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change 2957866 on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change 2964098 on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
PanelSlot->SynchronizeProperties();
return true;
}
#if WITH_EDITOR
bool UPanelWidget::ReplaceChild(UWidget* CurrentChild, UWidget* NewChild)
{
int32 Index = GetChildIndex(CurrentChild);
if ( Index != -1 )
{
return ReplaceChildAt(Index, NewChild);
}
return false;
}
UPanelSlot* UPanelWidget::InsertChildAt(int32 Index, UWidget* Content)
{
UPanelSlot* NewSlot = AddChild(Content);
ShiftChild(Index, Content);
return NewSlot;
}
void UPanelWidget::ShiftChild(int32 Index, UWidget* Child)
{
int32 CurrentIndex = GetChildIndex(Child);
Slots.RemoveAt(CurrentIndex);
Slots.Insert(Child->Slot, FMath::Clamp(Index, 0, Slots.Num()));
}
void UPanelWidget::SetDesignerFlags(EWidgetDesignFlags NewFlags)
{
Super::SetDesignerFlags(NewFlags);
// Also mark all children as design time widgets.
int32 Children = GetChildrenCount();
for ( int32 SlotIndex = 0; SlotIndex < Children; SlotIndex++ )
{
if ( Slots[SlotIndex]->Content != nullptr )
{
Slots[SlotIndex]->Content->SetDesignerFlags(NewFlags);
}
}
}
#endif
bool UPanelWidget::RemoveChild(UWidget* Content)
{
int32 ChildIndex = GetChildIndex(Content);
if ( ChildIndex != -1 )
{
return RemoveChildAt(ChildIndex);
}
return false;
}
bool UPanelWidget::HasAnyChildren() const
{
return GetChildrenCount() > 0;
}
void UPanelWidget::ClearChildren()
{
for ( int32 ChildIndex = GetChildrenCount() - 1; ChildIndex >= 0; ChildIndex-- )
{
RemoveChildAt(ChildIndex);
}
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3497164) #lockdown Nick.Penwarden #rb none ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3433074 by Matt.Kuhlenschmidt Fix crash when clicking on certian tutorial blueprints. #jira UE-44593 Change 3433075 by Matt.Kuhlenschmidt Remove hittest grid log spam. The underlying problem causing this has been fixed Change 3433077 by Matt.Kuhlenschmidt Fix lighting becoming unbuilt when mesh painting #jira UE-44837 Change 3433081 by Matt.Kuhlenschmidt PR #3553: Crashfix for static array properties (Contributed by Pierdek) Change 3433104 by Alexis.Matte Make sure re-import skeletal mesh follow the import morph option #jira UE-42846 Change 3434825 by Matt.Kuhlenschmidt Fix crash when GC happens while the vr editor radial menu is open. Change 3434831 by Matt.Kuhlenschmidt Added missing file Change 3434868 by Shaun.Kime If you have a reroute node between a Material Function texture input and its usage, the parent material will fail to resolve the reroute node. #jira ue-44670 Change 3434998 by Alexis.Matte Meshes editors material/section panel are now fully transactional - Staticmesh editor: section material slot, section cast shadow, section collision, material slot instance, material slot name - Skeletal mesh editor: material slot instance, material slot name Also fix some transaction description #jira UE-44462 Change 3435195 by Jamie.Dale Fixed incorrect handling of some LTR scripts that require shaping These scripts need to go through HarfBuzz, and this also fixes a case where HarfBuzz wasn't applying font scale correctly. #jira UE-44767 Change 3435199 by Jamie.Dale Fixed some crashes/artifacts with bidirectional text It was possible for a line to compute an incorrect range, which could cause crashes or other highlighting issues. The highlighting logic has also been updated as the old code didn't handle all bidirectional cases correctly. Change 3435200 by Jamie.Dale Fixed a grapheme cluster metrics issue in the font editor viewport The viewport also now respects the default shaping method CVar. Change 3435771 by Alexis.Matte Fix degenerated bounds calculation for skeletalmesh when the skeleton is remove from a re-import (PhysicAsset API change, adding 1 function) #jira UE-44609 Change 3436856 by Jamie.Dale Added some missing Unicode block ranges Change 3436914 by Jamie.Dale Adding some missing combining character ranges to the text shaper Change 3436923 by Alexis.Matte PR #3463: Get bounds for all triangles, not just the first one. WedgeIndex was . (Contributed by DaveC79) #jira UE-43764 Change 3436948 by Jamie.Dale Updated the Portal to use the predefined Unicode block ranges Change 3436961 by Max.Chen Sequencer: Show camera shake/anim track menus even if there aren't any assets. Change 3437244 by Max.Chen Sequencer: Clear locked cameras when releasing Sequencer. #jira UE-44967 Change 3437515 by Arciel.Rekman UBT: improvements for LocalExecutor. - Larger number of parallel jobs on 16GB+ machines. - Use WaitForExit() instead of polling. - Tested on Linux and Mac. Change 3437629 by Matt.Kuhlenschmidt Improve asset import data display in static and skeletal meshes Change 3438047 by Arciel.Rekman Fix overlapping ranges being passed to memcpy(). Change 3438822 by Yannick.Lange ViewportInteraction: Move gizmo handle files to make them private. Change 3438906 by Matt.Kuhlenschmidt PR #3556: Git Plugin: fix new option "init Git LFS" that make assets read-only (master/UE4.17) (Contributed by SRombauts) Change 3438907 by Matt.Kuhlenschmidt PR #3565: add -quality option to buildlighing commandlet (Contributed by kayama-shift) Change 3438908 by Matt.Kuhlenschmidt PR #3558: UE-44862: Always update SColorPicker color on OK button (Contributed by projectgheist) Change 3439393 by Matt.Kuhlenschmidt Force highest LOD for highres screenshots Change 3439819 by Matt.Kuhlenschmidt Turned FAssetData into a struct for some upcoming script exposure of FAssetData Change 3439949 by Arciel.Rekman Fixed selection logic for the UE4_LINUX_USE_LIBCXX environment variable. - Allows disabling libc++ by setting the variable to 0. - Pull request #3576 contributed by jared-improbable. Change 3441078 by Jamie.Dale The culture/language/locale console commands are now available in all build configs Change 3441109 by Jamie.Dale Text containing surrogate pairs now runs through HarfBuzz when shaping in Auto mode This is needed as the kerning-only shaping code assumes that everything is within the BMP Change 3441275 by Matt.Kuhlenschmidt Disable spinning on location and scale. These dont work because we have no notion of infinite spinning Change 3442748 by Yannick.Lange ViewportInteraction: Remove unused console variables. Change 3442775 by James.Golding Add support for editing MaterialFunctions to MaterialEditingLibrary Pull Material recompile/update code into UMaterialEditingLibrary::RecompileMaterial Pull MaterialFunction update code into UMaterialEditingLibrary::UpdateMaterialFunction util Move RebuildMaterialInstanceEditors to UMaterialEditingLibrary Added test content for Material/MaterialFunction editing Add needed BlueprintReadWrite to expressions (constants, function input/output) Expose UMaterialExpressionMaterialFunctionCall::SetMaterialFunction to BP, rename old func (which takes old function) to SetMaterialFunctionEx, also expose GetInputNameWithType Change 3442779 by James.Golding Fix header order Change 3442817 by Yannick.Lange ViewportInteraction: Add can execute checks for level editor commands. Change 3443038 by Michael.Dupuis #jira UE-43377: When you select a foliage actor we will move all instance contained in it to the new level as we can't move a foliage actor Only permit moving foliage instance if there is some selected Change 3443855 by Michael.Dupuis #jira UE-44885: Unregister from PerModuleDataObjects when the object is destroyed Change 3446096 by Max.Chen Sequencer: Add OnFinished() event when a level sequence completes playback #jira UE-45173 Change 3446097 by Max.Chen Sequencer: Evaluate one last time before the sequence is torn down and reset #jira UE-45174 Change 3446242 by Jamie.Dale Fixed caret not appearing in empty text layouts Caret selections have no range, and therefore have no width Change 3446361 by Matt.Kuhlenschmidt Fix WITH_EDITOR only functions causing generated code compile errors when the all functions on the class are WITH_EDITOR Change 3446457 by Alexis.Matte Polish the speed tree import dialog #jira UE-44963 Change 3446946 by Michael.Trepka Modified FWindowsWindow::GetRestoredDimensions to return correct window position for normal windows for which GetWindowPlacement returns position in workspace coordinates #jira UE-37934 Change 3447543 by Arciel.Rekman Reduce VMAs on Linux. - Trades off increased address space (VIRT in terms of ps/htop) for smaller number of distinct mappings (VMAs, virtual memory areas). This decreases possibility to run into vm.max_map_count limit on Linux. - Tested on Linux and Mac. Change 3448468 by Arciel.Rekman Fix race condition during creation of GMalloc. - On Mac GMalloc can be created on two different thread that are racing with each other - app's main thread and a system thread. Change 3449012 by Max.Chen Sequencer: Add time to transform, color and vector key structs so that key times are editable from the key editors. #jira UE-45089 Change 3449018 by Max.Chen Sequencer: Add OnCameraCut event that fires when there is a camera cut. #jira UE-45137 Change 3449195 by Max.Chen Sequencer: Add setting for limit scrubbing to playback range. #jira UE-43502 Change 3449198 by Max.Chen Sequencer: Reorder hierarchical bias so that group priority takes precedence. Change 3449217 by Max.Chen Sequencer: Add setting to activate realtime viewports when in sequencer. Change 3449219 by Max.Chen Sequencer: Focus on search boxes when opened. Change 3449238 by Max.Chen Sequencer: Assign actor should replace the actor itself after it has updated all the components. Also, replace components be fullname rather than by class. Change 3449239 by Max.Chen Sequencer: Fix offsets when moving multiple sections. Dragging should be clamped to the bounds that any of the selected sections hits against the unselected sections. Change 3449241 by Max.Chen Sequencer: Restore section selection after full tree rebuild. Change 3449279 by Max.Chen Sequencer: Set movie scene capture frames only when not using custom frames. This allows the user entered frame numbers to persist in config, rather than overwriting them when doing a "Render Shot" Change 3449280 by Max.Chen Sequencer: Spawn in the persistent level. Otherwise, they get spawned into whatever sublevel is current. #jira UE-44552 Change 3449294 by Max.Chen Sequencer: Null check for sequencer ed mode crash. Change 3449297 by Max.Chen Sequencer: Fix delay in sliding values. Mark changed when sliding values. Mark refresh immediately when committing values since OnValueChanged will be called and needs to have the correct value that was refreshed immediately. #jira UE-42866 Change 3449542 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3451507 by Matt.Kuhlenschmidt Fix extra slate uv coords not functioning on ES2 Change 3451510 by Matt.Kuhlenschmidt PR #3595: Fixed wrong colour for level status (Contributed by ronve) Change 3451529 by Alexis.Matte fbx scene importer: Make sure we set INVALID_UNIQUE_ID to node that has no attribute. #jira UE-34410 Change 3451611 by Yannick.Lange ViewportInteraction: Dragging gizmo without second pass for snapped calculations. Change 3452134 by Jamie.Dale Fixed constant font cache flushing if a widget had no font set Change 3452239 by Jamie.Dale Fixed constant font measure flushing if a widget had no font set Change 3452243 by Jamie.Dale Removed deprecated code for creating fonts from bulk data Change 3452277 by Jamie.Dale The concept of "stale" composite fonts is now editor-only Change 3452358 by Alexis.Matte Fbx scene importer: Do not remove existing attribute reference from the blueprint if the reimport of the associate mesh attribute is not tick. #jira UE-45232 Change 3452678 by Max.Chen Sequencer: Fix crash on export if there's no shot data. Change 3453057 by Matt.Kuhlenschmidt Exposed asset exporting to script Change 3453782 by Andrew.Rodham Sequencer: Fixed deterministic cooking issues with movie scene data - Movie scene signatures are now initialized in PostInitProperties - A warning is now presented when attempting to cook old data that was never serialized with a signature. - Removed redundant legacy data upgrade logic that could dirty level sequences on load. #jira UE-44912 Change 3453788 by Yannick.Lange ViewportInteraction: Custom scene proxy for gizmo handles. Change 3453938 by Max.Chen Sequencer: Hotkeys (shift , and shift .) to step to next/previous shot #jira UE-45119 Change 3454058 by Michael.Dupuis Fixed StaticAnalysis Change 3454077 by Max.Chen Sequencer: Fix not saving the pre-animated track value when creating a track/key. On pre object change, broadcast property change so that a track or key can be created. That track/key needs to be evaluated immediately so that the pre-animated state can be saved properly. This is done now with RefreshAllImmediately and is only called when a track has been created. Also, added a return value for OnKeyProperty, so that it's known what changed in particular (ie. track created, track modified, etc) Also, fixed transform keying so that if a transform track already exists for the object or the scene component, the existing track is used. #jira UE-45130 Change 3454108 by Nick.Darnell UMG - Fixing the WIC to properly record cursor delta so that scrollbars work. Change 3454109 by Jamie.Dale Cache the text layout source info in non-shipping builds so you can inspect it in the debugger Change 3454202 by Matt.Kuhlenschmidt Fix bogus error message about the number of usable texture coordinates on ES2 when compiling a UI domain material Change 3454390 by Yannick.Lange Fix creating a plugin in a C++ project opens a second instance of Visual Studio. Use SourceCodeAccessor to open solution when necessary. #jira UE-45035 Change 3454564 by Matt.Kuhlenschmidt #rnx Fix deprecation warnings Change 3455471 by Yannick.Lange ViewportInteraction: Fix entering and exiting VR Mode disables gizmo in desktop editor viewport. #jira UE-44965 Change 3456183 by Max.Chen Sequencer: Auto key, auto track refactor. Auto key - create a key when the property changes and there's an existing track. Auto track - create a track when the property changes. This is only exposed in the level sequence editor. All - create a key and a track when the property changes. This is only exposed in VR Editor. None - do nothing. #jira UE-43469 Change 3456349 by Andrew.Rodham Sequencer: Only perform legacy signature checks on instances, and only where signatures match the CDO Change 3456678 by Alexis.Matte Allow to add null level instance override material via the advance material array. But still limit the override material number to the mesh material number. #jira UE-45306 Change 3456945 by Max.Chen UMG: Add restore state to 2d transform section. #jira UE-45372 Change 3457196 by Arciel.Rekman Linux: serialize allocations from the memory pool. Change 3458434 by Max.Chen Sequencer: Remove obsolete set tick prerequites functions. Change 3458671 by James.Golding Added MIC editing support to MaterialEditingLibrary Fix static analysis warning Change 3458888 by Matt.Kuhlenschmidt PR #3615: More detailed log messages for debugging warnings/errors (Contributed by projectgheist) Change 3458893 by Matt.Kuhlenschmidt PR #3583: UE-44960: Delta value wasn't being used (Contributed by projectgheist) Change 3458895 by Matt.Kuhlenschmidt Fix typo Change 3458902 by Matt.Kuhlenschmidt PR #3607: Improved InputKeySelector functionality (Contributed by projectgheist) Change 3458917 by Matt.Kuhlenschmidt Fix crash with invalid object properties in the class picker #jira UE-39000 Change 3458939 by Matt.Kuhlenschmidt Fix compile error Change 3458984 by andrew.porter QAGame: Initial check in of sequencer smoke test map Change 3459510 by Matt.Kuhlenschmidt Fixed ensure when deleting a map that contains build data which also happens to be the currently loaded map. #jira UE-45052 Change 3460985 by Max.Chen Sequencer: Snap play time to keys now allows scrubbing between keys and snaps to key times within a certain screenspace tolerance. #jira UE-45090 Change 3461698 by Arciel.Rekman Avoid using ARRAY_COUNT in Vulkan. - Sometimes those arrays can have no extensions whatsoever, and it is illegal to declare a 0 element C array. Change 3462053 by Max.Chen Sequencer: Show sequencer spawnables in the world outliner and add the icon overlay for spawnables. #jira UE-43470 Change 3462139 by Max.Chen Property Editor: Add objects to FPropertyAndParent Change 3462202 by Arciel.Rekman Fix FSocket::Recv() blocking with Peek when there's no data. Change 3462253 by Nick.Darnell Slate - New Clipping System Clipping is now a stateful choice made during composition of the slate hierarchy. Previously every widget got to respect or modify the clipping rect on an as needed basis. The problem was that clipping was only allowed in the layout space of the widget, and it wasn't possible to properly clip elements with render transforms. The new system permits all kinds of transforms on any widget, and they will all be clipped correctly. It tries to use Scissor Rects as they are much cheaper, but will switch over to stenciling if need be to represent a complicated masking structure with several rotated clipping rects all needed to be combined together. Here are the new clipping states a widget can have, almost all widgets are set to No. Only change it from No if your widget actually needs to clip, generally speaking most widgets don't need to clip. /** * This widget does not clip children, it and all children inherit the clipping area of the last widget that clipped. */ Inherit, /** * This widget clips content the bounds of this widget. It intersects those bounds with any previous clipping area. */ ClipToBounds, /** * This widget clips to its bounds. It does NOT intersect with any existing clipping geometry, it pushes a new clipping * state. Effectively allowing it to render outside the bounds of hierarchy that does clip. * * NOTE: This will NOT allow you ignore the clipping zone that is set to [Yes - Always]. */ ClipToBoundsWithoutIntersecting UMETA(DisplayName = "Yes - Without Intersecting (Advanced)"), /** * This widget clips to its bounds. It intersects those bounds with any previous clipping area. * * NOTE: This clipping area can NOT be ignored, it will always clip children. Useful for hard barriers * in the UI where you never want animations or other effects to break this region. */ ClipToBoundsAlways UMETA(DisplayName = "Yes - Always (Advanced)"), /** * This widget clips to its bounds when it's Desired Size is larger than the allocated geometry * the widget is given. If that occurs, it behaves like [Yes]. * * NOTE: This mode was primarily added for Text, which is often placed into containers that eventually * are resized to not be able to support the length of the text. So rather than needing to tag every * container that could contain text with [Yes], which would result in almost no batching, this mode * was added to dynamically adjust the clipping if needed. The reason not every panel is set to OnDemand, * is because not every panel returns a Desired Size that matches what it plans to render at. */ OnDemand UMETA(DisplayName = "On Demand (Advanced)") - Large API Change - All FSlateDrawElement::Make_____ calls have been deprecated that involved passing in a clipping rect. You no longer should are passed a Clipping rect via OnPaint. You are still passed a rect, but this rect represents a Culling Rect, which is valuable if you need to just out right not paint things the user can't possibly see. If you were previously trying to determine if you should cull widgets, by doing something like this, if ( FSlateRect::DoRectanglesIntersect(MyClippingRect, CurWidget.Geometry.GetRenderBoundingRect()) ) That's no longer a good option since there are ways for widgets to ignore the culling bounds. You should convert anything like above to the one below, if (!SWidget::IsWidgetCulled(MyCullingRect, CurWidget)) To assist in debugging efforts, there are several new debugging console flags in Slate, Slate.ShowClipping 1 - Controls whether we should render a clipping zone outline. Yellow = Axis Scissor Rect Clipping (cheap). Red = Stencil Clipping (expensive). Slate.DebugCulling 1 - Disables pushing clipping or stencil rects to the GPU, but continues to intersect culling rects, so that you can tell if a widget is properly culling children it can't possibly draw. Slate.ShowTextDebugging 1 - Show debugging painting for text rendering. I've added a new Experimental Feathering Option, it adds AA geometry around the outside of Box and Image brushes. Slate.Feathering 1 If you're using RenderDoc or something similar, you can now enable render events for slate, so that you can better grok how we're batching and changing states for each UI render pass. Slate.EnableDrawEvents 1 #jira UE-4659 #rn Change 3462714 by Nick.Darnell Fixing a few more compiler issues with the clipping changes. Change 3462726 by Max.Chen Switch OnEditStructChildContentsChanged to use FObjectWriter instead of FMemoryWriter which supports serializeing UObjects. This fixes a crash when adding actor array elements to a user defined event struct. #jira UE-45431 Change 3462801 by Nick.Darnell Adding a UMG dependency to EngineTestBuild. Change 3462914 by Max.Chen Sequencer: Fix regression where spawnables aren't getting saved. Caused by 3407138 #jira UE-30007 #jira UE-39003 Change 3462946 by Nick.Darnell Automation - Tweaking the UI automation tests converting them over to use the new UI Screenshot automation test. Automation - Adding a blur widget test. Change 3462987 by Matt.Kuhlenschmidt Back out changelist 3458893 Change 3464774 by Matt.Kuhlenschmidt PR #3629: Bugfix: Missing small icon in Project Launcher profile editor (Contributed by aarmbruster) Change 3464785 by Nick.Darnell Fixing some clipping stuff in the editor. Change 3464830 by andrew.porter QAGame: Second pass on sequencer smoke test map Change 3464902 by Nick.Darnell Loading - Adding some additional checks to the the loading code to ensure we're on the main thread. Additionally adding a fix from UDN that prevents deadlocks in the rare case a user hits Alt+Tab in a fullscreen game while in a hard loading screen. Change 3464988 by Max.Chen Sequencer: Add attenuation settings for attached audio components. #jira UE-33080 Change 3465024 by Nick.Darnell MoviePlayer - Impoving the playback mode displaynames. Change 3465074 by Arciel.Rekman Fix shadowing issues of GraphicsPSOInit. Change 3465097 by Matt.Kuhlenschmidt Some refactoring of the details panel Exposed new methods of adding a struct on scope to a details panel and have it work properly with customizations. The scruct on scope has a "fake" ustructproperty that allows the details panel to show the whole struct not just an individual property. Refactored the API for adding rows to details panels to make it more consistent\ AddChildCustomBuilder->AddCustomBuilder AddChildGroup->AddGroup AddChildContent->AddCustomRow AddChildPropert->AddProperty AddChildStructure->AddExternalStructureProperty AddStructure->AddAllExternalStructureProperties AddExternalProperty->AddExternalObjectProperty or AddExternalStructureProperty Change 3465186 by Max.Chen Sequencer: Save the BindingID in the pre animated token producer so that it can be destroyed properly. This fixes a bug where the default state of a spawnable isn't saved. #jira UE-43780 Change 3465315 by Matt.Kuhlenschmidt Fix Fortnite and Orion details panel customization warnings Change 3465424 by Nick.Darnell Automation - Moving the step for setting the link to the automation reports to be set before we start the engine. Change 3465488 by Nick.Darnell Automation - Forcing textures to load before taking screenshot, so that the scene gets another opportunity to render before we render with Slate. This should fix the Blur UI Test. Change 3466277 by Arciel.Rekman Linux: fix window drift when dragging (UE-40380). - Change by Cengiz Terzibas. Change 3466370 by Nick.Darnell UMG - Fixing the colors for the resize handle in the designer. Change 3466372 by Nick.Darnell UMG - Fixing the ruler ticks sometimes not being drawn. Change 3466374 by Nick.Darnell UMG - Fixing the designer showing multiple options for sequencer. Change 3466377 by Nick.Darnell UMG - Cleaning up some clipping bits. Change 3467025 by Andrew.Rodham Re-saving assets that contain legacy (<4.15) movie scene data to remove deterministic cook warning. If conflicts arise during merging of these assets, please ignore the changes made in dev-editor, and accept game-side changes. (CIS step 62283298, jobId 7773146) (CIS step 62283297, jobId 7773146) Change 3467099 by Max.Chen Fix GetObjectPropertyClass ensure logic. This was returning UObject::StaticClass when valid. Change 3467172 by Max.Chen Sequencer: Evaluation optimizations. Also, fixes subsequences not getting expired, leaving dangling spawnables. #jira UE-43690 Change 3467192 by Matt.Kuhlenschmidt Fix transactions getting stuck in the color grading controls. This prevents PIE from working properly and causes shutdown crashes #jira UE-45527 Change 3467251 by Yannick.Lange ViewportInteraction: Fix scale and rotation snap while dragging with two lasers. #jira UE-43489 Change 3467331 by Matt.Kuhlenschmidt Fix D3D shader compiler hard coding shader path and not giving proper warnings when it cannot find the shaders Change 3467335 by Matt.Kuhlenschmidt Remove DarkStyle attribute from SNumericEntryBox and allow a spin box style to be passed to it. Change 3467558 by Max.Chen Scene Outliner: Generic support to add default columns to a scene outliner. Change 3467565 by Jamie.Dale Removing old screenshot data for test Change 3467589 by Nick.Darnell Editor - Random cleanup. Change 3467596 by Nick.Darnell Progress Bar - Exposing Border Padding to UMG. Change 3467600 by Nick.Darnell Slate - Adjusting the rendering of the splitter, previously it could be off by a pixel or two, which becomes more apparent now with the clipping changes. Change 3467601 by Max.Chen Property Editor: Fix static analysis warning Change 3467662 by Nick.Darnell Automation - Fixing a bug with the screenshot comparison tool not replacing (removing) the old screenshot data. Change 3467674 by Max.Chen Property Editor: Fix static analysis warning Change 3467737 by Max.Chen Sequencer: Added OnMovieSceneBindingsChanged delegate Change 3468053 by tim.gautier QAGame: Updating Editor Smoke Map - Updated landscapes into Stations for testing - Added Foliage Sublevel Change 3468194 by Arciel.Rekman Linux: fix problems communicating with various STL-using libs. - Stop hiding global new/delete signatures. - Disable CEF3 since this change uncovers the problem with libcef.so not built to use bundled libpng. Change 3468678 by Max.Chen Sequencer: Set "Sequencer Actor" tag before setting the actor label so that the outliner refreshes after the actor has the tag. Change 3469314 by tim.gautier QAGame: Added Painted Foliage / Spline section to EditorSmoke map Change 3469377 by Nick.Darnell Slate - Fixing some warnings in a couple of sample games due to the clipping changes. #rnx Change 3469767 by Max.Chen Sequencer: Outliner column and sequencer binding data #jira UE-43470 Change 3469974 by Arciel.Rekman Fix code projects not working in Linux installed build. Change 3470082 by Nick.Darnell Slate - The GetRenderer() call on SlateApplication no longer returns a SharedPtr, rather than convert it to a thread safe ptr, going to just make accessing it a raw ptr return, so it can be safely referenced on the game thread while being used on the slate loading thread. Change 3470174 by Nick.Darnell Slate - Get the last widget in a widget path utility. Change 3470176 by Nick.Darnell UMG - User Widgets now have an easy way to know if they're part of or have been removed from the focused widget path, which is handy for doing effects. Change 3470261 by Nick.Darnell Slate - The GetRenderer() call on SlateApplication no longer returns a SharedPtr, rather than convert it to a thread safe ptr, going to just make accessing it a raw ptr return, so it can be safely referenced on the game thread while being used on the slate loading thread. Change 3470286 by Max.Chen Sequencer: Scene Component's HiddenInGame now goes through the VisibilityTrack and the visibility template. Change 3470366 by Nick.Darnell Slate - We now version focus per user, that way during focus events, we can safely abort focus events and state transitions if someone interrrupts the active focus event with something new. Change 3470649 by Matt.Kuhlenschmidt Fix deprecation warnings Change 3470695 by Matt.Kuhlenschmidt Fixed typo #jira UE-45580 Change 3470721 by Matt.Kuhlenschmidt Fix static analysis Change 3471254 by Michael.Dupuis #jira UE-42952: Keep occlusion result per view Change 3471287 by Nick.Darnell UMG - Render Focus Rule now defaults to never. Change 3471291 by Nick.Darnell Slate - Fixing FSlateRenderer* change fallout. Change 3471299 by Nick.Darnell Slate - Fixing FSlateRenderer* change. Change 3471323 by Nick.Darnell Automation - Fixing automation and Static Analysis warning. Change 3471413 by andrew.porter QAGame: Added test content for anim blending and material parameteres to sequencer smoke level Change 3471649 by Max.Chen Sequencer: Modify the track when adding animation #jira UE-45618 Change 3471659 by Matt.Kuhlenschmidt Added a way to check if a movie is playing from the engine. Prevented viewport redraws for canvas loading screens if a slate based loading movie is playing Change 3471734 by Matt.Kuhlenschmidt Added basic material hookup to USD. Similar to FBX it will find materials based on rules specified by the user in the import settings Change 3472176 by Nick.Darnell UMG - Improving the display of the +Track menu in sequencer for UMG. Renamed it from +Add, which is repetitve to +Track. Additionally, the dropdown now shows the currently selected widgets, as well as a submenu containing all the 'important' widgets, so we no longer populate that list with a ton of irrelevant widgets that are just Buton_1 - N, which is pointless in showing people, they'll never guess which is the right button. Change 3472740 by Max.Chen Sequencer: Add GetThisFrameMetaData accessor Change 3472748 by Max.Chen Sequencer: Added OnBeginScrubbing and OnEndScrubbing event delegates Change 3472753 by Max.Chen Sequencer: Add EMovieSceneDataChangeType parameter to OnMovieSceneDataChanged delegate Change 3472870 by Nick.Darnell Clipping - Fixing the deprecated tip for scissor rect boxes to be correct. Removing it's usage from UT. Change 3473340 by Max.Chen Scene Outliner: Add ability to register additional filters Change 3473348 by Max.Chen Details View: Make ForceRefresh virtual. Added accessors to delegates (ie. GetIsPropertyReadOnlyDelegate) Change 3473441 by Max.Chen Sequencer: Autokey Refactor Part 2. Autokey is now a single toggleable state. Allow Edits Mode has 3 states: Allow All Edits - Allow any edits to occur, some of which may produce tracks/keys or modify default properties. Allow Sequencer Edits Only - All edits will produce either a track or a key. Allow Level Edits Only - Properties in the details panel will be disabled if they have a track. #jira UE-45229 Change 3473670 by Nick.Darnell Modules - The module manager no longer returns sharedptrs to IModuleInterfaces, this was the source of rare hard to track down crashes due to a shared ptr reference leak when GetModule was called on non-main threads. We now store a TUniquePtr internally, and only lease out raw pointers. #rn Change 3473711 by Nick.Darnell Disabling the ensure in the module manager. Change 3473747 by Max.Chen Sequencer: Fix tooltip Change 3474091 by Jamie.Dale Added a warning when cooking a UFontFace that is outered to a UFont asset These cause issues with iterative COTF, and should be split off into their own assets (as the UI has been asking people to do for several versions) Change 3475052 by Yannick.Lange VR Editor: Fix Crash when quitting the editor with VR Mode enabled. VR Editor was being enabled when saving the map on closing the editor. #jira UE-45415 Change 3475054 by Yannick.Lange Fix crash when adding a camera to the world in VR Mode the second time. The slate application did not reset when stop dragging in VR Mode, so the second time when starting to drag a camera out of the UI it would already by in a dragging state. #jira UE-45574 Change 3475263 by Nick.Darnell Fixing some additional cases of IModuleInteface SharedPtr usage. Change 3475268 by Max.Chen Sequencer: Set jumped state when looping playback. This fixes an issue where audio doesn't stop and restart when looped. #jira UE-45654 Change 3475269 by Max.Chen Scene Outliner: Additional filters should only apply to actor browsing mode Change 3475407 by Nick.Darnell Fixing some clipping / module shared ptr changes in the launcher code. Change 3475542 by Max.Chen Sequencer: Update thumbnail and section highlighting to use new clipping behavior. #jira UE-45692 #jira UE-45689 Change 3475743 by Michael.Dupuis #jira UE-45183: When updating phyx region take into account simple collision mip Change 3475949 by Arciel.Rekman Remove PhysX deoptimization (no longer needed). - OR-24947 has been closed three months ago. Change 3476022 by Michael.Dupuis #jira UE-45560: Make sure we're not going out of range Change 3476063 by Michael.Dupuis #jira UE-45562: Do not try to unregister from static mesh if no static mesh is specified for the component Change 3476168 by Michael.Trepka Added handling of directory symlinks to FApplePlatformFile::IterateDirectory #jira UE-43704 Change 3476172 by Nick.Darnell Fixing a Imoduleinterface change. Change 3476183 by Jamie.Dale Exposing GoTo/ScrollTo to single-line editable text for API parity with multi-line editable text Change 3476385 by Arciel.Rekman Linux: handle symlinks when iterating directories. Change 3476522 by Michael.Trepka Solved a problem with Mac FMallocTBB::Malloc() returning nullptr for 0 bytes allocations, which is inconsistent with other platforms. On Mac we always scalable_aligned_malloc, which behaves differently than scalable_malloc, so for 0 bytes requests we allocate sizeof(size_t), which is exactly what scalable_malloc does internally in such case. Change 3476806 by Nick.Darnell UMG - Focus the designer after dropping a widget onto the surface. Change 3476809 by Nick.Darnell Curve Editor - Enable Clipping on the curve editor. Change 3477475 by Nick.Darnell Fixing a module interface shared ptr usage in UT. Change 3477553 by Yannick.Lange VR Editor: Removed AssetEditorPanelID and replaced it with TabManagerPanelID. A panel for AssetEditorPanelID was never created making it impossible to open an asset editor. Change 3477734 by Yannick.Lange VR Editor: Fix Warning: SetRelativeScale3D : Invalid Scale entered (X=inf Y=inf Z=inf). Resetting to 1.f. warning when adding CineCameraActor to World from Modes Panel. Make sure to not divide by zero when there is no boundary scale. #jira UE-44933 Change 3477761 by Jamie.Dale Some improvements to avoid loading the native .locres files twice when we don't need to Change 3477780 by Nick.Darnell PR #3250: Return correct VirtualUserIndex (Contributed by projectgheist) Change 3477786 by Nick.Darnell PR #3650: Changed TestNull to accept const pointers. (Contributed by e-agaubatz) Change 3477795 by Nick.Darnell PR #2844: UE-36936: Don't stretch container for Plugin Image (Contributed by projectgheist) Change 3478092 by Nick.Darnell PR #2341: Optional Middle Mouse Button panning in Graph Editor (Contributed by flipswitchingmonkey) Engine Edit - Made some small changes to the enum type, and some naming. Change 3478450 by Nick.Darnell Fixing some uninitialized variable errors. Change 3479827 by Andrew.Rodham Sequencer: Addressed serialization issues with some struct types Change 3479874 by Jamie.Dale Fixed "NativeGameLanguage" not being used correctly during localization initialization Change 3480012 by Andrew.Rodham Sequencer: Fixed loading tagged properties as native for track identifiers #jira UE-45823 Change 3480337 by Alexis.Matte Fix morph target crash missing some valid index check Change 3480804 by Alexis.Matte Fix crash with ColorGradingMode custom detail #jira UE-45638 Change 3480892 by Andrew.Rodham Sequencer: Ensure that movie scene sequences know about the editor object version #jira UE-45842 Change 3481073 by Nick.Darnell Fix the shader compiler error from main in Slate. Change 3481303 by Nick.Darnell UMG - Fixing a bug with the drag handle not working correctly in HDPI mode. Change 3481308 by Nick.Darnell Slate - Tweaking the IsWidgetCulled logic to consider both the layout and rendering bounds. If we do this, we get a much more desireable outcome for people that want to animate widgets and such and plan to have temporary animations to move the widget offscreen, but want the layout bounds to anchor that widget in the visible frame so that it animates even when normally it would be culled b/c the render transform and therefore the renderbounds moved it completely outside the culling rect. Change 3481629 by Max.Chen Sequencer: Add Level Sequence Actor as an output for CreateLevelSequencePlayer() #jira UE-45785 Change 3481899 by Yannick.Lange VR Editor: Added debug modetoggle command with an event that is broadcasted whenever this happens. Currently this is used to show all the floating UIs of the UI system to debug without HMD using VREd.ForceVRMode. Change 3481984 by Michael.Dupuis #jira UE-45845: always validate if we have a static mesh before trying to access it as user can decide to not assign one and use the tools Change 3482047 by Nick.Darnell Slate - Adding some comments to IsWidgetCulled. Change 3482110 by Nick.Darnell Slate - IsWidgetCulled is no longer static and is now called IsChildWidgetCulled. Change 3482136 by Jamie.Dale The CamelCase break iterator now treats digits around character tokens as part of the identifier Change 3482138 by Michael.Dupuis #jira UE-45854: Properly unregister during undo operation Change 3482150 by Michael.Dupuis #jira UE-45845 : Add missing nullcheck for GetStaticMesh Change 3482153 by Nick.Darnell Slate - IsWidgetCulled is no longer static and is now called IsChildWidgetCulled. Change 3482180 by Nick.Darnell UMG - Widget Components do not need to define a widget class to be rendererd, they can have native slate widgets only. This was a regression from main. Change 3482273 by Nick.Darnell UMG - Tweaking some more things about the widget component box outline. Change 3482308 by Alexis.Matte Fixing morph target smooth group support. Do not call FillSkeletalMeshImportData more then once on FbxNode since this fonction is doing some conversion and change the FbxNode, applying those conversion twice do not return the same faces smooth group. #jira UE-45696 Change 3482327 by Nick.Darnell UMG - More tweaks to the WidgetComponent so both shows the box outline, but works in game and VR editor. Change 3482705 by Andrew.Rodham Resaving assets that contain legacy data to suppress CIS warnings. - If conflicts arise in these assets, please take game-side changes and ignore these. Change 3484245 by Max.Chen Sequencer: Evaluate on end scrub. This fixes a bug where audio doesn't evaluate in a stopped position at the end of scrubbing, causing it to not stop all sounds. This fixes a bug introduced from 3365018 where evaluate on end scrub was removed. #jira UE-45905 Change 3484263 by Max.Chen Sequencer: Fix crash on forcing refresh of details panel on release. #jira UE-45911 Change 3484431 by Andrew.Rodham Resaving assets that contain legacy data to suppress CIS warnings. - If conflicts arise in these assets, please take game-side changes and ignore these. Change 3484474 by Alexis.Matte Fix the morph target animation curve name matching. #jira UE-20294 Change 3484475 by Alexis.Matte When removing a LOD, make sure we remove all morph target data associate to the LOD. Change 3484489 by Nick.Darnell PR #3668: UE-45908: Cache debug line locations when performing a LineTraceMulti (Contributed by projectgheist) #jira UE-45908 Change 3484692 by Nick.Darnell Slate - Reverting a change from a game stream. All Arranged Children don't need to allocated 42 to begin with. Do need to initialize WidgetPaths better. Change 3484703 by Nick.Darnell Player Input - Making the input event loop for players obey EKeys::NUM_TOUCH_KEYS, rather than being set to Touch10, as the maximum touch input amount, to make supporting greater than 10 touches easier. Also making the seeding of keys use EKeys::NUM_TOUCH_KEYS. #jira UE-43213 Change 3484918 by Jamie.Dale Fixed font measuring regression with RTL text RTL applies the character count to the next glyph, so it shouldn't process the end of the loop (this was how the older code used to work). Change 3485718 by Nick.Darnell Editor - Removing Super Search & User Feedback button. Change 3485719 by Nick.Darnell Portal - Removing SuperSearch. Change 3485751 by Matt.Kuhlenschmidt Fix crash accessing platformer game menu if the menu is open during a console based load #jira UE-45950 Change 3486047 by Arciel.Rekman Linux: add OpenEXR implementation (UE-40270). #jira UE-40270 Change 3486467 by Max.Chen Sequencer: Reset max tick rate when destroyed. #jira UE-45956 Change 3486477 by Max.Chen Sequencer: Refresh outliner when column is removed. #jira UE-45891 Change 3486667 by Andrew.Rodham Added missing include Change 3486724 by Andrew.Rodham Sequencer: Fixed curves with no default value, and no keys being evaluated and applied to properties - Also fixed an edge case where a zero (but non-animated) channel could be applied to a final transform Change 3486730 by Alexis.Matte In the Auto-Reimport options, hide the mout point only for the default /Game/ folder #UE-45684 Change 3486749 by Alexis.Matte Make sure the parent window of the monitor directory browse folder is set properly #jira UE-45682 Change 3486805 by Matt.Kuhlenschmidt Additional safety against invalid objects being accessed by slate Change 3486848 by Alexis.Matte Make sure Monitor folder feature support root mount point map folder During auto import, give priority to asset import factory over the scene import factory #jira UE-45691 Change 3486879 by Andrew.Rodham Removing obsolete QA assets Change 3486950 by Nick.Darnell PR #2281: Scrollbar missing features and SScrollbar fixes (Contributed by SNikon) Review - made some adjustments from the original. Change 3486954 by Nick.Darnell Slate - Moving the STableViewBase over to the FOverscroll class, rather than it's own clone. Change 3486967 by Nick.Darnell Slate - Fixing some HDPI calculations for fitting new windows on screen, it was using the unscaled size of the widgets for fitting, when it needed to scale them up. Change 3486970 by Andrew.Rodham Sequencer: Delay mouse capture until drag for sequencer time slider - Fixes context menus not opening as a result of mouse capture being taken on mouse down #jira UE-45937 Change 3486984 by Andrew.Rodham Sequencer: Improved blending type iconography Change 3486996 by Nick.Darnell UMG - Adding a way for games to opt-out of the slow widget path, to completely prevent them from being cooked. UMG - The movie data is no longer cloned for each new instance that inhabits. It now keeps a reference to the now publically accessible movie scene data on the class instead. Change 3487070 by Andrew.Rodham Sequencer: Added graphics for key areas that represent empty space Change 3487195 by Andrew.Rodham Sequencer: Changed evaluation groups to always flush implicitly - Due to the latent nature of blended token types, it's no longer safe to rely solely on execution token order between tracks - This fixes an issue where events set in the PostEvaluation stage were executed before blended token actuation Change 3487322 by Nick.Darnell PR #2457: Add .gitdeps.xml-files for plugins support (Contributed by bozaro) Change 3487363 by Nick.Darnell PR #2481: Fix for packing of a project with users plugins (Contributed by yatagarasu25) Change 3487439 by Nick.Darnell PR #2642: Changed private to protected in SVirtualJoystick.h (Contributed by Skylonxe) Change 3487500 by Arciel.Rekman Removed LinuxNativeDialogs. - No longer used; has been superceded by SlateDialogs since UE 4.8 (2 years ago). Change 3487630 by Lauren.Ridge Don't create Landscape Info Maps for Editor Preview Worlds or thumbnail worlds #jira UE-44885 Change 3487864 by Matt.Kuhlenschmidt Exposed the asset registry to blueprints and script. Works in editor scripts and runtime scripts AssetRegistry is now a UInterface object. Blueprint users can access various asset registry methods using the asset registry interface (via GetAssetRegistry) and various static helpers in the AssetRegistryHelpers object C++ users should still continue to use IAssetRegistry. Change 3487879 by Matt.Kuhlenschmidt Renamed asset tools uobject helper to UAssetToolsHelpers Change 3487926 by Lauren.Ridge Fixing reset to default not showing up for custom widgets #jira UE-44164 Change 3488184 by Matt.Kuhlenschmidt PR #3656: Make References/Referencers List copyable (Contributed by user37337) #jira UE-45763 Change 3488240 by Matt.Kuhlenschmidt Fix compiler issue Change 3488350 by Lauren.Ridge Landscape info map transactional state is based on its world's transactional state #jira UE-44885 #jira UE-46019 Change 3488412 by Matt.Kuhlenschmidt Fix reset to default showing up in two different places for some customizations Change 3488413 by Matt.Kuhlenschmidt Fix slate font customization Change 3488414 by Matt.Kuhlenschmidt Fix slate font customization Change 3488415 by Matt.Kuhlenschmidt Missed file Change 3488565 by Arciel.Rekman Add pretty printers for gdb (UETOOL-1171). - Committing shelf by Cengiz.Terzibas, with some modifications. #jira UETOOL-1171 Change 3489094 by Nick.Darnell Slate - The Slate RHI Renderer now caches the TextureLODGroups so that it can properly lookup the filtering of different texture groups that are set to Default, instead of a particular filter override on a texture. Engine/Rendering - Simplifying some of the setup logic in TextureLODSettings so that code is shared for setting them up properly after loading from a config file. Change 3489095 by Nick.Darnell PR #2699: GameViewportClient - Added a method to allow setting the viewport cur. (Contributed by rfenner) Review - Fixed spacing. Change 3489108 by Matt.Kuhlenschmidt Fix deprecation warning Change 3489120 by Nick.Darnell PR #3478: Fix possible UComboBoxString crash (Contributed by nakosung) Change 3489147 by Andrew.Rodham Sequencer: Adding return value to function to appease static analysis - This function is never compiled, and if it is, it won't compile, but static analysis doesn't know that Change 3489264 by Nick.Darnell Testing - Finishing the thought behind an enum comment. Change 3489265 by Nick.Darnell PR #2750: UE-35164: Button padding (Contributed by projectgheist) Change 3489267 by Nick.Darnell PR #3645: UE-45464: Handle SSlider mouse interaction more accurately (Contributed by projectgheist) Change 3489632 by Arciel.Rekman Correctness changes to MallocPoisonProxy. - Missing forwarding functions added. Incorrect comment removed. - Change by Steve.Robb, doing here so it is in 4.17. Change 3489689 by Arciel.Rekman More MallocPoisonProxy changes I missed in previous CL. Change 3489751 by Matt.Kuhlenschmidt Moved editor performance settings out of per-project settings so they can be shared across projects Change 3489837 by Lauren.Ridge Keyboard shortcut for entering/leaving VR Mode is now Alt+V Change 3491082 by Arciel.Rekman Linux: better fix for the crash due to name collision (UE-46040). - Put classes in Sequencer module into Sequencer namespace instead of SceneOutliner namespace. - Undid change in the SceneOutliner module. #jira UE-46040 Change 3491096 by Arciel.Rekman Fix UAT compilation on the newest mono. Change 3491240 by Max.Chen Sequencer: Disable key button when allow level edits only is on. #jira UE-46060 Change 3491406 by Yannick.Lange Fix editor crashes when opening a project that includes a plugin with more than two custom Volume classes. This issue was caused because registering show volume commands is based on finding volume classes. Finding these classes at multiple times resulted in a mismatch of the returned array of volume classes because modules/plugins were still being loaded. #jira UE-45806 Change 3491559 by Alexis.Matte Make sure we use the good preview mesh when doing a preview #jira UE-45963 Change 3491563 by Alexis.Matte Fix crash with staticmesh editor LodLevel selection Change 3491564 by Nick.Darnell UMG - Fixing an offset with the grab handles in HDPI mode. Change 3491595 by Nick.Darnell Editor - Fixing a clipping artifact in the pin type dropdown in the blueprint editor. Change 3491604 by Nick.Darnell Back out changelist 3489265 Change 3491615 by Arciel.Rekman Added malloc replay proxy (Linux only for now). - Allows to dump malloc callstream (without regard to threads) and replay later to study the behavior of different mallocs and/or repro problems. Change 3491684 by Arciel.Rekman Added FMalloc functions I missed. - Also moved function bodies into the .cpp file, this does not make a difference in performance in this case. Change 3491692 by Matt.Kuhlenschmidt Some minor fixes to the static mesh editor - Fix UV combo button looking non-standard on the toolbar - Fix a few combo buttons in the details panel looking too big. Change 3491702 by Arciel.Rekman Do not compile replay proxy-specific code when not used. Change 3491717 by Michael.Dupuis #jira UE-35083: The component is now the owner of the PerInstanceRenderData instead of the proxy Add an Update path to only update specified instances range Always call BuildTreeIfOutdated so we have a standard code path to make sure static mesh are fully loaded before trying to build the tree Moved the Instance Buffer aysnc to the base class, as it's not related to UHierarchicalInstancedStaticMeshComponent Expose a new property to decide if we require dynamic instance buffer Change 3491758 by Matt.Kuhlenschmidt Fix crash on static mesh editor shutdown Change 3491873 by Cody.Albert Fixed clipping issue in Sequencer curve editor #rnx Change 3491956 by Matt.Kuhlenschmidt Fix crash opening the Previewing sub-menu in the level editor settings menu #jira UE-46095 Change 3492046 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492076 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492165 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492222 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492274 by Michael.Dupuis #jira UE-46105: Fixed Clang warning Change 3492338 by andrew.porter QAGame: Testing ensure when submitting Change 3492371 by Nick.Darnell UMG - Reverting the animation sharing, cossed GLEO regressions in cooking. Will look for a better solution. Change 3492462 by Matt.Kuhlenschmidt Fix ensure checking in files through perforce Change 3492491 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492505 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492517 by Jamie.Dale The package localization ID is no longer used at all at runtime, and is now truly editor-only This should have always been the case, but it was leaked into manifest/archives/PO files in 4.14, and while 4.15 removed it from PO files it was still present in the manifest/archives. This change removes it entirely (unless gathering editor-only data, and even then the PO file will still collapse the entries together for translation), and the deprecated 4.14 export behavior will now produce an error if you attempt to use it. After taking this change you'll need to run a gather, import, and compile of your LocRes files to update your game localization to use the new localization IDs. Change 3492630 by Nick.Darnell UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. #jira UE-46124 Change 3492692 by Matt.Kuhlenschmidt Fix drop shadows inheriting the outline color of the font. The outline should still appear but not have a different outline color from fill color Change 3492714 by Matt.Kuhlenschmidt Added outline with drop shadow to font automation test Change 3492737 by Matt.Kuhlenschmidt Fix linux Change 3492992 by tim.gautier Resaving Ocean Widget Blueprints / Sequences to resolve Legacy Sequence Data warnings #jira UE-46132 Change 3493089 by Jamie.Dale Ensure that the composite font of a font asset is flushed when the font object is GC'd Change 3493322 by Jamie.Dale Fixing null crash #jira UE-45758 Change 3494467 by Andrew.Rodham Fix Xbox warning Change 3494852 by tim.gautier QAGame: Changed streaming method of QA-EditorSmoke-Landscape to Always Loaded Change 3494853 by Nick.Darnell Another attempt at fixing the automation blueprint SA warning. Change 3494896 by Arciel.Rekman Fix possible null pointer access during Vulkan init. - May fix static analysis warnings in UE-46142, although warnings seem to be referring to something else. #jira UE-46142 Change 3494987 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3495010 by Matt.Kuhlenschmidt Adding additional logging to track down html5 issue Change 3495212 by Michael.Dupuis #jira UE-46143: Properly init the InstanceRenderData during the cooking phase (required by fortnite) Change 3495536 by Jamie.Dale Updating UGameEngine to call its Super::PreExit after performing its own teardown This prevents UEngine cleaning up resources that UGameEngine still needs. #jira UE-46159 Change 3495551 by Arciel.Rekman Another attempt to fix analyzer problem (UE-46142). Change 3495794 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3495905 by Matt.Kuhlenschmidt Fix USD crash when importing a meshwith no material [CL 3499771 by Matt Kuhlenschmidt in Main branch]
2017-06-19 20:27:30 -04:00
#if WITH_EDITOR
TSharedRef<SWidget> UPanelWidget::RebuildDesignWidget(TSharedRef<SWidget> Content)
{
return CreateDesignerOutline(Content);
}
#endif
void UPanelWidget::PostLoad()
{
Super::PostLoad();
for ( int32 SlotIndex = 0; SlotIndex < Slots.Num(); SlotIndex++ )
{
// Remove any slots where their content is null, we don't support content-less slots.
if (!Slots[SlotIndex] || Slots[SlotIndex]->Content == nullptr)
{
Slots.RemoveAt(SlotIndex);
SlotIndex--;
}
}
}
const TArray<UPanelSlot*>& UPanelWidget::GetSlots() const
{
return Slots;
}
/////////////////////////////////////////////////////
#undef LOCTEXT_NAMESPACE