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UnrealEngineUWP/Engine/Source/Runtime/UMG/Private/Components/WidgetSwitcher.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/WidgetSwitcher.h"
#include "SlateFwd.h"
#include "Components/WidgetSwitcherSlot.h"
#define LOCTEXT_NAMESPACE "UMG"
/////////////////////////////////////////////////////
// UWidgetSwitcher
UWidgetSwitcher::UWidgetSwitcher(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bIsVariable = true;
SetVisibilityInternal(ESlateVisibility::SelfHitTestInvisible);
}
void UWidgetSwitcher::ReleaseSlateResources(bool bReleaseChildren)
{
Super::ReleaseSlateResources(bReleaseChildren);
MyWidgetSwitcher.Reset();
}
int32 UWidgetSwitcher::GetNumWidgets() const
{
if ( MyWidgetSwitcher.IsValid() )
{
return MyWidgetSwitcher->GetNumWidgets();
}
return Slots.Num();
}
int32 UWidgetSwitcher::GetActiveWidgetIndex() const
{
if ( MyWidgetSwitcher.IsValid() )
{
return MyWidgetSwitcher->GetActiveWidgetIndex();
}
return ActiveWidgetIndex;
}
void UWidgetSwitcher::SetActiveWidgetIndex(int32 Index)
{
ActiveWidgetIndex = Index;
if ( MyWidgetSwitcher.IsValid() )
{
// Ensure the index is clamped to a valid range.
int32 SafeIndex = FMath::Clamp(ActiveWidgetIndex, 0, FMath::Max(0, Slots.Num() - 1));
MyWidgetSwitcher->SetActiveWidgetIndex(SafeIndex);
}
}
void UWidgetSwitcher::SetActiveWidget(UWidget* Widget)
{
ActiveWidgetIndex = GetChildIndex(Widget);
if ( MyWidgetSwitcher.IsValid() )
{
// Ensure the index is clamped to a valid range.
int32 SafeIndex = FMath::Clamp(ActiveWidgetIndex, 0, FMath::Max(0, Slots.Num() - 1));
MyWidgetSwitcher->SetActiveWidgetIndex(SafeIndex);
}
}
UWidget* UWidgetSwitcher::GetWidgetAtIndex( int32 Index ) const
{
if ( Slots.IsValidIndex( Index ) )
{
return Slots[ Index ]->Content;
}
return nullptr;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3621452) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3567301 by Arciel.Rekman Linux: fix for importing failure when clicking shortcuts (UE-47932). - Slate dialog would return incorrect relative paths (not matching CWD) if Engine or Project shortcuts were used. #jira UE-47932 Change 3567687 by Arciel.Rekman Minor fixes to gdb pretty printers by icculus. Change 3568024 by Arciel.Rekman Made SDL_SetWindowInputFocus() wait until window is viewable (UE-33369). - Pull request #2608 contributed by Ereski. - Updated x86_64 lib only (anticipating more changes to SDL). #coderview Cengiz.Terzibas, Ryan.Gordon Change 3568173 by Max.Chen Movie Scene Capture: Delay on shot boundaries by setting the sequencer play rate to 0. This allows particles, TAA, and other effects to settle on the shot cuts. #jira UE-44598 Change 3568174 by Max.Chen Sequencer: Added option to rerun construction scripts on bound actors in the sequence every frame. #jira UE-31193 Change 3568331 by Matt.Kuhlenschmidt PR #3850: Add extensible source navigation service (Contributed by mhutch) Change 3568350 by Matt.Kuhlenschmidt PR #3851: Add argument to pass params to standalone play session (Contributed by mhutch) Change 3568387 by Matt.Kuhlenschmidt PR #3852: Add FEditorDelegates::BeginLocalPlay event (Contributed by mhutch) Change 3568541 by Arciel.Rekman Merged Icculus' patch for copy-paste (UE-40071). - Alas does not seem to fix inability to copy/paste between Output log and kate. - Updated x86_64 lib only (anticipating more changes). Change 3568547 by Arciel.Rekman Fix OpenGL queries reused after deletion. Change 3568790 by Matt.Kuhlenschmidt PR #3857: Loading screen widgets not scaled correctly (Contributed by projectgheist) Change 3568900 by Alexis.Matte Fix the fbx re-import factory handler to say failed in case there was no geometry to import. #jira UE-47506 Change 3568902 by Alexis.Matte Reduce memory footprint when importing large FBX scene PR #3834 #jira UE-47833 Change 3569061 by Arciel.Rekman Linux: remove unnecessary symbols for MSVC visualizers. - Reported by ASan as collision because they exist in each DSO. Change 3569782 by Cody.Albert Updated ImportAssets Commandlet help text to properly reflect supported features. Change 3569843 by Arciel.Rekman SDL: add logic to select headless EGL device. - SDL will try to guess which device is GPU using CUDA device id (can also be hinted explicitly). - Also fixes the problem of engine not starting on some drivers that don't support the necessary EGL extensions. Change 3570234 by Max.Chen Sequencer: Import FBX settings. Added settings to toggle force front x axis and whether to create cameras that don't already exist in the level. #jira UE-46754 Change 3570578 by Arciel.Rekman Linux: make FAnsiMalloc compatible with malloc()/free(). - Prerequisite for ASan. Also helps fringe cases when we have to use FAnsiMalloc. Change 3571015 by Alexis.Matte Issue warning when we found zero normal, tangent or binormal #jira UE-46419 Change 3571376 by Jamie.Dale Force a unique package localization ID when loading packages for diffing Change 3571412 by Jamie.Dale Removed unused setting Change 3571487 by Alexis.Matte fix speed tree import cancel workflow #jira UE-47482 Change 3571614 by Jamie.Dale Games now use the native culture of any of the game targets as the fallback (rather than always using English) This replaces the previously removed redundant setting from CL# 3571412 Change 3572649 by Jamie.Dale SavePackageHelper now always honors KeepObjectFlags Change 3572730 by Matt.Kuhlenschmidt Guard against crash in the details panel when there is a message in the queue and something scrolls into view when the list has been invalidated #jira UE-48037 Change 3572773 by Matt.Kuhlenschmidt Guard against high res screenshot crashing if the requested image size doesnt match the image data size #jira UE-47765 Change 3572813 by Michael.Trepka Workaround for a mysterious issue in Xcode 9 beta 3 and 4 which makes it generate -Wnullability-inferred-on-nested-type warnings/errors in MetalDebugCommandEncoder.h even though we tell Clang to ignore them in MacPlatformCompilerPreSetup.h Change 3573043 by Arciel.Rekman FAnsiMalloc: fix compile issue (UE-48066). #jira UE-48066 Change 3573236 by Arciel.Rekman Linux: add UnrealLightmass to the installed build. - Was also requested by a licensee on UDN. Change 3573705 by Arciel.Rekman SDL: update UE4 fork to the latest trunk (UETOOL-1242). - Revision 11184 form 2017-08-04: http://hg.libsdl.org/SDL/rev/04063928c4a8 - Change by icculus (Ryan Gordon). - Rebuilt x86_64 library only for now. Change 3573741 by Arciel.Rekman Fix crash when capturing a movie (UE-48093). #jira UE-48093 Change 3574389 by Max.Chen Sequencer: Array bounds check. #jira UE-48095 Change 3574399 by Max.Chen Sequencer: Fix crash in removing delegate #jira UE-47461 Change 3574415 by Max.Chen Sequencer: Put level visibility tracks in the SpawnObjects evaluation group to ensure levels are streamed before any possessable bindings are resolved Change 3574416 by Max.Chen Prevent slow task feedback from performing slow operations (flushing rendering commands, checking if shaders are initialized) when there are no modal dialogs open Change 3574726 by Matt.Kuhlenschmidt Focus the details view when actor selection changes if it is not focused Change 3574922 by Michael.Trepka Copy of CL 3574653 by Richard.Wallis XCode Beta 4 Compile fixes. "Inferring '_Nonnull' for pointer type within array is deprecated " Change 3576525 by Nick.Darnell Editor - Data table rows names sort correctly in the property customization. Blueprint - Fixing some crashes due to holding onto raw pointers instead of TWeakObjectPtrs. UMG - SetWidgetClass now reinstances the widget if you change it at runtime. Editor - Deleting actors that are still referenced now at least logs to the console what still references it. Change 3576714 by Nick.Darnell Editor - Build fix. Change 3576770 by Jamie.Dale Removed some dead code It seems to be left over from the first attempt at stable localization keys Change 3578433 by Matt.Kuhlenschmidt Fix content browser settings being per project and having created a "Global" category for one setting Change 3578556 by Max.Chen Editor: Fix toolbar shared ref which was keeping the viewport toolbar around when switching between default and cinematic viewports. #jira UE-48125 Change 3578561 by Matt.Kuhlenschmidt Fix USD importing not respecting DestinationPath for automated import Change 3580124 by Matt.Kuhlenschmidt Fix bogus warning message when a property has an editcondition that is not marked edit aynwhere. This has always been supported and is the correct way to make an editcondition Change 3581936 by Jamie.Dale Restoring defaults for UContentBrowserSettings Change 3582039 by Matt.Kuhlenschmidt High DPI mode changes - Editor viewport screen percentage is now adjusted automatically to account for DPI scaling. By default the scene will be rendered at a lower resolution based on screen percentage calculated based on 100/DPIScale. Users can override this automatic calcuation in the performance options if desired. - DPI awareness is only set on windows in the editor now (still disabled by default) - Fixed hit proxy calculation not working properly with screen percentage - Developers can now register a delegate with SlateApplication to tell when a window's DPI changes Change 3582049 by Matt.Kuhlenschmidt Fix color picker not properly converting FColor properties back to gamma space Change 3582054 by Matt.Kuhlenschmidt Fix mac menus updating during unsafe times such as modal windows and slow tasks #jira UE-47874 Change 3582084 by Jamie.Dale Make sure to update the rendering resources for the active world if reloading its map build data This prevents a crash in the renderer due to it holding onto stale data Change 3582257 by Matt.Kuhlenschmidt Fix widget component spawning widgets on cook #jira UE-48201 Change 3582655 by Matt.Kuhlenschmidt Fix DPI scale not being accounted for when entering immersive. Change 3582706 by Matt.Kuhlenschmidt Fix automation tests Change 3582728 by Matt.Kuhlenschmidt Turn on high dpi by default for windows editor Change 3582732 by Matt.Kuhlenschmidt Turn on high DPI by default for mac editor Change 3583112 by Max.Chen Sequencer: Add OnPlayReverse() event for when playback is in reverse Change 3584130 by Matt.Kuhlenschmidt PR #3897: Git plugin: fix action icon in history window (Contributed by SRombauts) Change 3584237 by Matt.Kuhlenschmidt Added the beginnings of a way to extend the usd importer with a custom resolver class that optionally handles prim identification and mesh and actor spawning. Added a test resolver that handles prims based on usd "kind" metadata. Change 3584535 by Matt.Kuhlenschmidt Fix LOD identification in USD files Change 3587703 by Matt.Kuhlenschmidt Fix tooltip Change 3587901 by Matt.Kuhlenschmidt Fixed USD importing not finding and importing LODs properly Change 3588380 by Matt.Kuhlenschmidt Fix ctrl+w not duplicating on mac #jira UE-46573 Change 3590435 by Jamie.Dale Added support for in-editor previews of localized game text This is configured by the "Preview Game Culture" setting, and will automatically be active when PIE is running (the preview language is also passed to any standalone games that are launched via the editor). This preview can also be used in the UMG editor to preview widgets in different languages. While a preview is running, all editable FText fields are locked-down (read-only) to prevent accidentally clobbering source data with translation data. You can also use this new lock-down feature to prevent any localization changes in your project (set "LockLocalization" to "True" under the "Internationalization" section of either your DefaultGame or DefaultEngine INI). In order to allow the game translations to be used in the editor, we now map the translation to any package localization ID variants when the LocRes data is loaded (or when looking up a specific piece of text). This is needed as the LocRes files only ever contain the "clean" versions of the IDs (without the package localization ID the editor uses), and also means that we no longer need to gather the "editor-only" variants of the text within assets. Change 3592131 by Matt.Kuhlenschmidt Log for newly converted actors being pending kill #jira UE-47464 Change 3592200 by Matt.Kuhlenschmidt Made the class viewer menu function properly on mac. Since it as a nomad tab it wasnt properly inserting itself into the top level menu on mac nor should it since it could be docked anywhere. The filters menu is now consistent with other filters menus Change 3592227 by Matt.Kuhlenschmidt Fix drag drop of actors being offset with high dpi monitors. Change 3592719 by Bradut.Palas #jira UE-45632 - dual key bindings feature My approach was transforming the ActiveChord and DefaultChord into arrays and accessing them through an enum class called EMultipleKeyBindingIndex. A lot of connecting code, function prototypes, and data structures had to be changed to accomodate this. Most menus and tooltip texts are generated using the first valid active shortcut. Change 3592793 by Bradut.Palas Fix compile warnings for InputBindingManager (there were actually hidden bugs among them) Change 3593128 by Matt.Kuhlenschmidt Force low quality mode for background blurs by default on android Change 3593579 by Michael.Dupuis #jira UE-47223 : If we have no world simply return null when GetLandscapeInfo is called Handle the cases in PostEditChange to handle null returned from GetLandscapeInfo Change 3593580 by Michael.Dupuis Added missing shaders while generating thumbnails Change 3593582 by Michael.Dupuis #jira UE-47492 : Make sure LayerInfo is valid before accessing data Change 3593584 by Michael.Dupuis #jira UE-47253: Do not recreate the scene info in simulation mode Change 3593585 by Michael.Dupuis #jira UE-48484: no longer mark the package dirty while generating the GrassMap if they were not existing Change 3593586 by Michael.Dupuis #jira UE-48483 : hide the Rendering property group so user can't by mistake change the actor visibility Change 3593593 by Michael.Dupuis #jira UE-48327: Added guard to prevent crash when using CVarFoliageDiscardDataOnLoad and having invalid foliage in your map Change 3593597 by Michael.Dupuis #jira UE-48309: Do not build the tree if the static mesh is not even loaded yet #jira UE-48340: Properly support the Random stream and partial buffer update #jira UE-48228: Instance from blueprint are now visible in standalone game #jira UE-45854: Crash probably linked to post load called on not loaded static mesh #jira UE-48035: Properly init the per instance render data when creating a new component Only update instance in non archetype or CDO. Change 3594060 by Matt.Kuhlenschmidt Fix high DPI mode being set for non-editor. Also prevent possible crashes due to dll handle for high DPI method being freed before called Change 3594355 by Matt.Kuhlenschmidt Change API help link to point to a website since offline CHM based docs are no longer used #jira UE-48230 Change 3595358 by Matt.Kuhlenschmidt Fixed bad initial window position and sizes for editor windows By default SWindow.ClientSize will assume unscaled window size and will scale it based on DPI as needed. AdjustInitialSizeAndPositionForDPIScale argument can be used to disable this if needed Fixed a dock tabs and the main frame not taking into account dpi scale when saving their layout. Now we always save window size at 1.0 scale and auto scale it based on DPI of the monitor it opens on. #jira UE-48446 Change 3595590 by Matt.Kuhlenschmidt Fix missing includes Change 3595792 by Matt.Kuhlenschmidt Fix style warnings Change 3596418 by Bradut.Palas fixing initial issue with dual keybinds (removed ensure macro to speedup first use of alternate key) Change 3598679 by Max.Chen PR #3872: Fix small typo in ImagePlate Plugin (Contributed by TheCodez) #jira UE-48141 Change 3598720 by Max.Chen Cine Camera: Add toggle to disable constraining the roll when look at tracking is enabled. This allows the user to animate the roll while tracking an object. #jira UE-48316 Change 3600236 by Alexis.Matte Create a LOD Custom Mode in the meshes editor UI. This allow user to compare details values between LODs #jira UE-46822 Change 3600260 by Alexis.Matte Make sure temporary rename do not create redirector #jira UE-48364 Change 3600671 by Lauren.Ridge PR #3913: Fixed 3D preview issue in the material editor (Contributed by YuchenMei) #jira UE-48539 #jira UE-48180 #jira UE-48182 Change 3600812 by Jamie.Dale We now defer the registration of IME contexts until an editable text first gains focus Certain IMEs can have very high per-context costs, so this avoids that cost until we know that we definitely need to use the context #jira UE-48100 Change 3601839 by Matt.Kuhlenschmidt Fix USD import crash with "facevarying" normals Change 3602434 by Jamie.Dale Removing dead code These flags were never being tested or used in any meaningul way Change 3602611 by Jamie.Dale Ensure PackageToReload is non-null #jira UE-46655 Change 3602648 by Jamie.Dale Fixed custom columns with the same name as fixed columns causing infinite duplications in the content browser #jira UE-47392 Change 3602651 by Lauren.Ridge Fix for parameter tooltips not being found #jira UE-47417 Change 3604172 by Bradut.Palas #jira UE-48449 #jira UE-48380 #jira UE-48381 #jira UE-48423 I moved the IsFilenameValidForSaving() function from FEditorFileUtils to FFileHelper so that it is accessible from CollectionManager.cpp in order to validate collection names as file names and no longer trigger any of the bugs. Change 3604210 by Bradut.Palas #jira UE-48718 Regression issue appeared from fixing a crash when using console command "open" Reworked by only refusing to open local URLs in case of client mode and multiprocess being active simultaneously. Change 3604258 by Jamie.Dale IME contexts can now flag themselves as dead to avoid latent IME callbacks trying to access a deleted widget #jira UE-46815 #jira UE-47295 Change 3604312 by Matt.Kuhlenschmidt PR #3931: Fixing a few obvious copy & paste errors. (Contributed by DaveC79) Change 3604352 by Matt.Kuhlenschmidt Fix crash accessing potentially invalid parent layout from a detail category #jira UE-48729 Change 3604402 by Lauren.Ridge Epic Friday - array drag and drop Change 3605228 by Cody.Albert TSets and TMaps should now properly rehash if a key is modified in the details panel. Change 3605275 by Alexis.Matte Merge actor do not keep the material slot name #jira UE-43246 Change 3605715 by Max.Chen Sequencer: Fix cinematic mode getting activated on BeginPlay() instead of OnStartedPlaying(). #jira UE-48770 Change 3606411 by Max.Chen Sequencer: Fix a few player state issues. When paused, calling stop now tears down properly (spawnables are removed, etc). When a level sequence is deleted, tears down properly as well. #jira UE-42008 Change 3606440 by Max.Chen Sequencer: Update spawanble name when the spawnable actor name is changed. #jira UE-47815 Change 3606899 by Lauren.Ridge Disabling enum-based arrays from reordering Change 3606958 by Lauren.Ridge Visual polish on array handles Change 3607733 by Max.Chen Sequencer: Check null in camera cut Change 3607849 by Max.Chen Sequencer: Clip transport controls. #jira UE-48812 Change 3608181 by Max.Chen #jira UE-48813 Correctly set GPlayInEditorID when initializing the PIE gameinstance, which does the initial tick. This fixes autoplay sequences Copy from Dev-Framework Change 3608361 by christopher.biancard QAGame: Submitting test content for Array Element Reorder testing Change 3608512 by Alexis.Matte Add fbx exporter option dialog, support export all and cancel all functionality when doing bulk export. #jira UE-48058 Change 3608629 by Max.Chen Camera Rig: Fix crane and rail not being packaged properly. #jira UE-48829 Change 3609217 by Matt.Kuhlenschmidt Added a lock around access to slate active timers to protect it against race conditions when accessed on the slate movie thread and the game thread Change 3609722 by Alexis.Matte Make sure a warning is log when we cannot export an animation sequence. #jira UE-48390 Change 3609774 by Alexis.Matte Fix the merge actor build LOD scale again, a previous merge erase the fix #jira UE-48156 Change 3609891 by christopher.biancard QAGame: Minor additions for test coverage on Array Element Reorder Change 3610171 by Lauren.Ridge Fixes for reordering metadata, creating actual swap function out of three element functions #jira UE-48823 Change 3610407 by Lauren.Ridge Fixing highlighting and behavior to place dragged row in the spot you release (not below) Change 3610472 by Lauren.Ridge Moving final location logic Change 3610797 by Lauren.Ridge Disabling dragging handles during PIE Change 3611089 by Lauren.Ridge Disabling handles when overall tree is disabled Change 3612479 by Lauren.Ridge Fix for asset contex menu warning #jira UE-46667 Change 3612791 by Michael.Dupuis #jira UE-48914 : Add the possibility to specify if we need CPU access to the instance buffer depending on the usage. Grass should always have CPU access. Change 3612802 by Michael.Dupuis missing file from checkin 3612791 Change 3612805 by Max.Chen Sequencer: Fix crash with null GEditor Copy from Release-4.17 #jira UE-48443 Change 3612806 by Max.Chen Sequencer: Fix crash when capturing a movie with options enabling separate process and close editor. Copy from Release-4.17 #jira UE-48487 Change 3612807 by Max.Chen Sequencer: Fix crash upgrading the time range of a null track. Copy from Release-4.17 #jira UE-48490 Change 3612808 by Max.Chen Sequencer: Fixed dragging skeletal animations causing them to revert back to t-pose Copy from Release-4.17 #jira UE-48367 Change 3612849 by Arciel.Rekman Fix tesselation in packaged Linux projects (UE-24301). - Change by Cengiz.Terzibas. #jira UE-24301 Change 3613022 by Nick.Darnell Editor - Fixing a crash on load with a null CoordIndex json node. Change 3613030 by Matt.Kuhlenschmidt PR #3932: UE-48693: if instead of while statement (Contributed by projectgheist) #jira UE-48747 Change 3613047 by Matt.Kuhlenschmidt PR #3933: Git plugin: add "branch source" in history window (Contributed by SRombauts) Change 3613050 by Matt.Kuhlenschmidt PR #3942: Sort Data Table Structures Alphabetically (Contributed by Nick-Pearson) Change 3613062 by Matt.Kuhlenschmidt PR #3939: Fix a typo in RecordQualityLevelsAnalytics(). (Contributed by samhocevar) Change 3613241 by Nick.Darnell Editor - Fixing the content browser's view settings to be project agnostic, and they will start saving again. Change 3613329 by Lauren.Ridge Moving favorite levels to a standard submenu so they also work on Mac Change 3613344 by Nick.Darnell Editor - Fixing the achorgrid show up as white in HDPI mode, seems because we were upsampling the image, the blend was between dark and a transparent white, so that caused everything to turn white in HDPI mode. #jira UE-48921 Change 3613380 by Matt.Kuhlenschmidt Fix FBX window being off the screen in high DPI #jira UE-48872 Change 3614598 by Matt.Kuhlenschmidt Fixed Sequencer Keyframes appearing out of place on High DPI Monitors #jira UE-48915 Change 3614625 by Matt.Kuhlenschmidt Fixed not being able to click on BSP correctly in high dpi #jira UE-48947 Change 3614672 by Matt.Kuhlenschmidt Fix combo box windows being larger than necessary on high dpi monitors #jira UE-48908 Change 3614699 by Matt.Kuhlenschmidt Fix typo #jira UE-48941 Change 3615011 by Matt.Kuhlenschmidt Fix color picker calculation appearing offscreen for high dpi Change 3615013 by Michael.Dupuis #jira UE-48897: Properly rebuild the tree when reapplying instance to the component Change 3615014 by Colin.Benoit Sequencer Recorder test content Change 3615048 by Colin.Benoit Sequencer Recorder: more test content Change 3615118 by Lauren.Ridge Updating realtime state of viewports to also change when settings toggled #jira UE-48884 Change 3615127 by Lauren.Ridge Remove delegate binding on viewport destruction Change 3615180 by Bradut.Palas #jira UE-48167 profiler crash Don't duplicate the graph data when rebuilding because that completely voids the OneToOneMapping mechanism, resulting in the crash. Looking up objects in the mapping would always return null because the mapping contains the old addresses, before the rebuild. One option would have been to completely rebuild the mapping according to the duplicate graph, which would be dubious because the duplicate method isn't specifically designed so that the result would replace the source. But it looks like duplicating the data is not needed, it's safe to rebuild in-place, RebuildForFilter() doesn't do anything illegal with the objects. This is also the only purpose and the only reference of the function. Change 3615232 by Lauren.Ridge Adding input handling to the material editor viewport client #jira UE-48909 Change 3615703 by Jamie.Dale Fixed crash when fixing up references after a package rename failed #jira UE-48856 Change 3615752 by Matt.Kuhlenschmidt More generic fix for color picker and other windows that use CalculatePopupWindowPostion not accounting for DPI scale Change 3615907 by Jamie.Dale Fixed some crashes caused by CL# 3600812 Change 3616031 by Matt.Kuhlenschmidt Added guard against invalid blueprints (ones without a generated class) being trying to be opened in the property matrix and failing #jira UE-48986 Change 3616151 by Arciel.Rekman Fixing adding array elements in config. - "+Blah=Foo" will do Blah.AddUnique(Foo) - ".Blah=Foo" will do Blah.Add(Foo) - See JoshA re: why (also see: https://udn.unrealengine.com/questions/388157/incorrect-behavior-in-configcacheinicpp.html?childToView=389307) Change 3616439 by Andrew.Porter QAGame: Updating level visibility content in sequencer smoke map Change 3616441 by Matt.Kuhlenschmidt Fix more sequencer track offsetting with DPI scale #jira UE-48981 Change 3617263 by Max.Chen Sequencer: Fix crash in level visibility teardown. Null playback context. #jira UE-49012 Change 3617316 by Max.Chen Sequencer: Fixed a regression where the frame rate isn't getting initialized for a movie scene. Change 3617648 by Matt.Kuhlenschmidt Adding some windows specific logging around setting or failing to set process dpi awareness Change 3617665 by Matt.Kuhlenschmidt Guard against layers module not being loaded in keybinding automation test Change 3617731 by Arciel.Rekman Fix crashes on AMD Mesa drivers (UE-48374). - Do not expose unnecessary symbols from libelf.a to avoid symbol collision with system library used by drivers. Change 3617923 by Bradut.Palas #jira UE-47072 Editor was crashing because deleted actor was not cleaned properly from asset editors. Changed IAssetEditorInstance to offer a function for deleting an object from the editor. Change 3618088 by Matt.Kuhlenschmidt Guard against crash with potentially invalid worlds in preview scenes #jira UE-48997 Change 3618373 by Matt.Kuhlenschmidt Force worldsettings to be hidden in editor so that it is not considered for selection #jira UE-48996 Change 3618464 by Max.Chen Sequencer: Fix regression where spawnables don't play because they're defined as temporary editor actors. #jira UE-48923 Change 3619789 by Matt.Kuhlenschmidt Fix DPI scale warnings in any kind of headless editor mode Change 3619802 by Jamie.Dale Fixed deprecation warning in malloc profiler Change 3619841 by Matt.Kuhlenschmidt Fix missing icons in the package project menu #jira UE-48674 Change 3619991 by Lauren.Ridge Fix typo in transaction message #jira UE-48993 Change 3620086 by Lauren.Ridge Moving realtime viewport logic to refresh instead of construct so it is always triggered upon opening a new material editor #jira UE-48884 Change 3620616 by Matt.Kuhlenschmidt Fix up file Change 3621002 by Matt.Kuhlenschmidt Back out change to apply scaling rules in loading screens since blueprint based DPI scaling rule classes will not have been created yet #jira UE-49125 Change 3621049 by Arciel.Rekman Fix a build error. - Also make sure that we don't print confusing message when no messagebox can be shown (this code changed during the merge). Change 3621064 by Arciel.Rekman Deleted too much in the previous changelist. Change 3621369 by Matt.Kuhlenschmidt Fix keybindings automation test failing due to multiple entries in the active choords array pointing to the same thing #jira UE-49131 [CL 3621569 by Matt Kuhlenschmidt in Main branch]
2017-08-31 21:51:42 -04:00
UWidget* UWidgetSwitcher::GetActiveWidget()const
{
return GetWidgetAtIndex(GetActiveWidgetIndex());
}
UClass* UWidgetSwitcher::GetSlotClass() const
{
return UWidgetSwitcherSlot::StaticClass();
}
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
void UWidgetSwitcher::OnSlotAdded(UPanelSlot* InSlot)
{
// Add the child to the live canvas if it already exists
if ( MyWidgetSwitcher.IsValid() )
{
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
CastChecked<UWidgetSwitcherSlot>(InSlot)->BuildSlot(MyWidgetSwitcher.ToSharedRef());
}
}
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
void UWidgetSwitcher::OnSlotRemoved(UPanelSlot* InSlot)
{
// Remove the widget from the live slot if it exists.
if ( MyWidgetSwitcher.IsValid() && InSlot->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
TSharedPtr<SWidget> Widget = InSlot->Content->GetCachedWidget();
if ( Widget.IsValid() )
{
MyWidgetSwitcher->RemoveSlot(Widget.ToSharedRef());
}
}
}
TSharedRef<SWidget> UWidgetSwitcher::RebuildWidget()
{
MyWidgetSwitcher = SNew(SWidgetSwitcher);
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
for ( UPanelSlot* PanelSlot : Slots )
{
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
if ( UWidgetSwitcherSlot* TypedSlot = Cast<UWidgetSwitcherSlot>(PanelSlot) )
{
TypedSlot->Parent = this;
TypedSlot->BuildSlot(MyWidgetSwitcher.ToSharedRef());
}
}
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
return MyWidgetSwitcher.ToSharedRef();
}
void UWidgetSwitcher::SynchronizeProperties()
{
Super::SynchronizeProperties();
SetActiveWidgetIndex(ActiveWidgetIndex);
}
#if WITH_EDITOR
const FText UWidgetSwitcher::GetPaletteCategory()
{
return LOCTEXT("Panel", "Panel");
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3284787) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3284469 on 2017/02/02 by Saul.Abreu Fixed comment on Slate Brush for getting the resource object and what kind of object it may be. Change 3284410 on 2017/02/02 by Ben.Zeigler Add FSlateBrush subclass constructors that take resource objects, to create static brushes at startup time that refer to already loaded UTextures Change 3284381 on 2017/02/02 by Saul.Abreu #fortnite Added functionality to common button to actually use the single material brush setting and automatically create and expose access to a material instance dynamic. Also fixed some potential object lifetime issues in CommonButton. Change 3282423 on 2017/02/01 by Ben.Zeigler Fix issue with synchronous load of objects not invalidating cached nulls for asset ptrs. This was always an issue but my recent change to assetptr SynchronousLoad made it manifest more often. In the future we may want to invalidate cached nulls on object creation to handle cases like save games Change 3282265 on 2017/02/01 by Ian.Fox #UE4, #XMPP - Reduce verbosity of strophe receive-stanza log Change 3282159 on 2017/02/01 by Ben.Zeigler Fix issue where async loading null string reference would deadlock Change 3282054 on 2017/02/01 by James.Longstreet #fortnite #jira FORT-28234 Fix sceImeDialogTerm() warning We were calling sceImeDialogTerm() in cases where the dialog wasn't active. The only state it's legitimate to call sceImeDialogTerm() in is SCE_IME_DIALOG_STATUS_FINISHED. Change 3282051 on 2017/02/01 by James.Longstreet #fortnite #jira FORT-30021 Respect bVirtualKeyboardSendsTextChanged on PS4 Change 3281799 on 2017/02/01 by Nick.Cooper #Fortnite - Removed code on PS4 that was adding a EMouseButtons::Left press when the right shoulder button was pressed #jira FORT-35821 Change 3281771 on 2017/02/01 by Lukasz.Furman fixed end of path conditions breaking movement when path starts with a navlink and turn back below #jira FORT-36375 Change 3280579 on 2017/01/31 by Ben.Zeigler Remove ForEachProperty and switch AssetManager to use TPropertyValueIterator instead. Code review changes to TPropertyValueIterator. Add InitializeAssetBundlesFromMetadata to AssetManager which parses AssetBundles metadata at load/save time and uses that to assign asset references to specific bundles. Add RecursivelyExpandBundleData to allow recursively acquiring bundle dependencies. Add AssetBundles to the PropertyMetadata list. Sorted list and fixed some comment typos. Change it so the DataAsset factory won't show blueprintable native classes as valid, the editor doesn't like it when you have both blueprinted and non-blueprinted assets of the same base class. Change AssetPtr.LoadSynchronous to be const and to behave the same as Get(). This was a licensee complaint and the old behavior to null out the reference because of a transient load error can cause data loss. Change 3280176 on 2017/01/31 by Lukasz.Furman fixed missing navmesh update on replacing existing floor/roof #jira FORT-36369 Change 3279761 on 2017/01/31 by Saul.Abreu #fortnite Added ability to keep common buttons interactable even when they're selected, so they can still be clicked. Old default behavior is preserved. Change 3279678 on 2017/01/31 by Saul.Abreu #fortnite Moved GetCurrentInputType from UCommonActionWidget to UCommonUIContext for reuse. Change 3278593 on 2017/01/30 by Ben.Zeigler Delay initialization of asset registry tag filter list until it is needed, to make sure it catches modules that were loaded after the asset registry module. Fixes issues with tags not inherting to child classes Change 3278592 on 2017/01/30 by Ben.Zeigler Add TPropertyValueIterator to replace ForEachProperty. This is a recursive iterator instead of a predicate search, and also allows extracting the property chain, which I need for metadata parsing. AssetManager has an example of both uses, will delete ForEachProperty tomorrow. Change 3277859 on 2017/01/30 by Lukasz.Furman fixed navigation path postprocessing not working with vertical navlinks near start point required by taker portal up move #jira FORT-36570 Change 3277580 on 2017/01/30 by Ben.Zeigler #jira FORT-36662 Return streamable manager to always use hard references, weak references do not work during AddReferencedObjects at all, because of the unreachable flag that is set during GC. This returns the behavior of forcing assets to be "Force Deleted" if they were loaded by asset manager. Change 3276903 on 2017/01/29 by Bob.Tellez #BlueprintContext Updated copyright notice for 2017 Change 3276902 on 2017/01/29 by Bob.Tellez #CommonUI Updated some missed copyright notices for 2017 Change 3276731 on 2017/01/29 by Jeff.Campeau Forward modified warning messages Change 3276642 on 2017/01/28 by Jeff.Campeau Change specific errors from packaging multiple configurations into a single package into warnings. Change 3276228 on 2017/01/27 by Ben.Zeigler Fix crash/data loss when a Pin's DefaultObject points to an ObjectRedirector. FixObject will return redirectors so you need to correct for that Change 3276073 on 2017/01/27 by Ben.Zeigler Add some utility functions to core asset manager and streamablemanager and fix various editor interactions. Add startup and cook interaction hooks to AssetManager directly and call them form Engine in addition to the game-specific hooks. Add concept of BulkScanning to AssetManager, use this when scanning many directories. Fix issues with string asset references being wrong for blueprint classes, this would be easier if the assetdata pointed to the class and not the possibly-missing blueprint. Change StreamableManager to keep referenced objects as weak pointers. These pointers are effectively soft in the editor, hard outside of the editor. By storing them as raw pointers it was difficult to guarantee their safety without causing issues with deleting assets. Change 3276058 on 2017/01/27 by Ben.Zeigler Add UStruct::ForEachProperty, which recursively iterates properties of a struct and calls a lambda. Add some new BaseStructure accessors Change 3275981 on 2017/01/27 by Alex.Thurman Move Item Management Screen input handling into child activatable panels. #JIRA FORT-35759 #JIRA FORT-35758 Change 3275626 on 2017/01/27 by John.Pollard First pass at implementing net relevancy for replays * All connections are considered when determing if an actor is relevant * Enable by setting demo.UseNetRelevancy to 1 * Override cull distance with demo.CullDistanceOverride Change 3275221 on 2017/01/27 by John.Pollard FORT-36482 - Fix issue with using wrong serializer for re-mapping objects Change 3274149 on 2017/01/26 by Alex.Thurman Expose the Common Widget Switcher as part of the common UI plugin library. #fort Change 3274103 on 2017/01/26 by Michael.Trepka Fixed a crash on startup on Mac when using a shader cache populated during cooking and re-enabled cook time cache generation in Fortnite Change 3273867 on 2017/01/26 by James.Hopkin Enabled Stomp for PS4 #jira FORT-35517 Change 3273749 on 2017/01/26 by James.Hopkin Added libwebsocket libraries for PS4 #jira FORT-35517 Change 3273105 on 2017/01/26 by James.Hopkin Moved libwebsockets.h into platform-specific folders (in preparation for PS4 building against slightly more recent version) Change 3273020 on 2017/01/26 by Jeff.Campeau Stage manifest files from loose folder, not binary folder (appdata.bin is no longer created in the binary directory) Change 3272825 on 2017/01/25 by Saad.Nader #fort Added function to set the auto activation on or off on a common widget switcher. Updated CommonTabListWidget to temporarily turn off activation when setting a linked switcher. Added some missing delegate cleanup code. Change 3272598 on 2017/01/25 by Justin.Augspurger #fortnite Add activatable panel function that returns if an input handler is set. Change 3272411 on 2017/01/25 by Michael.Trepka Increased g.TimeoutForBlockOnRenderFence on Mac to 5 minutes Change 3271913 on 2017/01/25 by Lukasz.Furman fixed conditions of movement's destinaiton oveshot check to work with setup in FTest maps #jira FORT-36375 Change 3271723 on 2017/01/25 by Bob.Tellez #UE4 Disabled MfMedia on windows. Change 3271223 on 2017/01/25 by Jeff.Campeau Allow packaging to fall back to the engine directory for the lastchunk file if it's not present in the staged version. Change 3271066 on 2017/01/24 by Chris.Gagnon - Properly clean up the UIManager and Analog Cursor when game/pie exists. - FortAnalogCursor now sequesters the mouse during InputSuspension. - Change the callback order for activate and deactivate so the classes can chain activate. Change 3271064 on 2017/01/24 by Chris.Gagnon - NavigateToWidget() added to SlateApplication - SlistView and it's descendants now have the ability to navigate to the widget scrolled into view Change 3270778 on 2017/01/24 by Michael.Trepka Fixed and enabled cook time binary shader cache generation for Mac Change 3270645 on 2017/01/24 by Jeff.Campeau - New manifest generation (backward compatible) - True support for multiconfig packages - Settings all based in target settings in editor - Localized package resources with support to reduce redundancies - Resource table generation and manifest generation combined - Further reduced unneeded deploy copies #jira FORT-36413 Change 3270191 on 2017/01/24 by Lukasz.Furman reverted file unrelated to DecoyDistance fix Change 3270133 on 2017/01/24 by Lukasz.Furman fixed item scoring in DecoyDistance test #jira FORT-36034 Change 3269363 on 2017/01/24 by James.Hopkin #online #stomp Added error logging for loss of heartbeat #jira FORT-34763 Change 3268921 on 2017/01/23 by Saul.Abreu #fortnite Renamed CommonWidgetGroup to emphasize that it is an abstract base class. Added ability to get the selected button out of CommonButtonGroup. Change 3268913 on 2017/01/23 by Saul.Abreu #fortnite Recreated some minor changes to UEnumProperty so that TMap properties don't assert with enums as keys. Change 3268436 on 2017/01/23 by Michael.Trepka Added rhi.Metal.AllowRHIThread to allow games to disable RHI thread on Mac to be able to use shader cache, which currently is incompatible with RHI thread. Disabled RHI thread on Mac in Fortnite. Also, temporarily disabled Metal validation layer in Fortnite until I have more information on the cost of various levels of validation. Change 3266945 on 2017/01/20 by Bob.Tellez #UE4 Allowing more configurations to generate debug symbols Change 3266814 on 2017/01/20 by Bob.Tellez #UE4 Moved MfMedia video track handling to the render thread, which removes the need for some buffer management in MediaTextureResource.cpp. Also, Mfmedia now emits the PlaybackEndReached event. #JIRA FORT-31753 Change 3266541 on 2017/01/20 by Lukasz.Furman moved navigation export of building actor's static mesh into owning actor data instead of using parent chain, attempt to fix husks passing through walls that lost navigation data at some point during game #jira FORT-35741 Change 3266269 on 2017/01/20 by Fred.Kimberley Change async loading of gameplay cues so that the gameplay cue manager maintains ownership of the assets and can control their lifetime. Change 3266053 on 2017/01/20 by Michael.Trepka Fixed issues with shader cache not working properly with Mac Metal (but it still requires -norhithread to work at all). Enabled the shader cache by default if RHI thread is disabled. Change 3265585 on 2017/01/20 by Bart.Hawthorne Enable Oodle in Fortnite Change 3264678 on 2017/01/19 by Lukasz.Furman fixed crash on opening behavior trees with invalid decorator class (empty redirectors) #ue4 Change 3264473 on 2017/01/19 by Fred.Kimberley Tell the streamable manager to manage gameplay cue assets that are async loaded. #jira FORT-35171 Change 3262846 on 2017/01/18 by John.Pollard FORT-30352 - Fix by lowering network logging verbosity for benign condition Change 3262535 on 2017/01/18 by Michael.Trepka Fix for FORT-35776 Make sure to set reasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements Change 3262386 on 2017/01/18 by John.Pollard Deprecate bPendingNetUpdate, NetUpdateTime and LastNetUpdateTime Change 3262375 on 2017/01/18 by Ian.Fox #UE4, #XMPP - Handle Message stanza errors #JIRA OGS-505 Change 3262262 on 2017/01/18 by John.Pollard Turn on adaptive network updates by default Change 3262215 on 2017/01/18 by Rob.Cannaday Fix for returned XMPP messages (to invalid recipient) triggering on message received delegates Change 3262094 on 2017/01/18 by Jamie.Dale Cook on the fly builds now resolve string asset references Change 3262091 on 2017/01/18 by Jamie.Dale Guarding against potentially invalid call to FString::Mid Change 3262089 on 2017/01/18 by Jamie.Dale Fixing RedirectCollector issues with projects outside the UE4 directory It was storing relative paths, but MakeStandardFilename wouldn't make a relative path for anything outside of the UE4 directory. In addition to this, some code was testing filters using package style paths, so I converted all the code to use package style paths instead. Change 3261201 on 2017/01/17 by Ben.Zeigler Perf improvements to PackageName that improve cooked load times by around a second. These string functions get called very often and Split is very slow, especially backwards searching or case insensitive. Change 3261098 on 2017/01/17 by John.Pollard Fix for FORT-35711 - Edited buildings do not always replicate correctly We were removing the actor from the network object list too soon Change 3260515 on 2017/01/17 by John.Abercrombie Fix MoveTo task ending with success when it's interrupted - Default the task to an invalid status rather than assuming we are successful #jira FORT-35497 - Defender can pick up a weapon from far away as they get knocked DBNO Change 3260343 on 2017/01/17 by Lukasz.Furman fixed end of path conditions for crowd simulation when using string pulled path #jira FORT-35713 Change 3259419 on 2017/01/16 by John.Pollard Network actor list fixes: * Don't add add actor to network list if it will just immediately get removed * Remove destroyed actors from actor list on clients * Make sure actor Role is set to correct value before adding to network actor list Change 3259104 on 2017/01/16 by Michael.Trepka Change the default for rhi.Metal.RuntimeDebugLevel to 2, as 3 is too expensive for Development builds and disable METAL_DEBUG_OPTIONS in Test builds Change 3259017 on 2017/01/16 by Saad.Nader #fort Added a missing remove delegate handler when widget is destructed. Change 3258901 on 2017/01/16 by Saad.Nader #fort Added the ability to remove an input action from the list of actions we are listening for in an activatable panel. Change 3258844 on 2017/01/16 by Ryan.Rauschkolb #fortnite Fixed issue where UUMGSequencePlayer:Tick would broadcast OnAnimationFinished before the final frame of the animation plays Change 3258734 on 2017/01/16 by Michael.Trepka Fixed a crash on exit on Mac in FCocoaWindow's windowWillResize: #jira FORT-35720 Change 3258353 on 2017/01/16 by James.Hopkin #xmpp Fixed UserJid constructor to be constructed by value - same efficiency, less code and allows any combination of rvalues and lvalues. Change 3257640 on 2017/01/13 by Saul.Abreu #fortnite #jira FORT-35387 Item Quantity List widget, not yet complete. Minor tweak to widget factory (for pooling) to support player controllers as "outer"s. In progress refactor of list of resources given for a mulch operation, using the item quantity list widget. Change 3257310 on 2017/01/13 by Bob.Tellez #UE4 Default stack size for windows is now configurable. There is a different number for windows editor targets than non-editor targets. Change 3257094 on 2017/01/13 by John.Pollard Refactor network actor list management to be more efficient * Move dormancy list management to FNetworkObjectList * Optimize actor network dormancy by removing actors from the active list that are dormant on all connections * Removed NetUpdateTime on actor, and now use the NextUpdateTime on FNetworkObjectInfo (these values are more hot in the cache too) * We now early out of the consider logic faster when possible * Remove other misc unused network state/code and general cleanup Change 3255891 on 2017/01/12 by Chris.Gagnon Added "Back" action to squads screens and armory landing. Added activation widget centering for squads screens. Added a couple Explicit navigations to get a better navigation experience. Added a bunch of Fkeys to the input binding table. Added PanelButton Widget. Change 3254809 on 2017/01/11 by Bob.Tellez #UE4 Crash fix for shader views that get destroyed but still have pointers to them in the SRV cache. Change 3254651 on 2017/01/11 by Bob.Tellez #UE4 Changed MfMedia track sync mode to Unbuffered since buffered causes a crash shortly after playing. #JIRA FORT-35566 Change 3254307 on 2017/01/11 by Lukasz.Furman fixed "Ftest start" command interfering with automation passes #jira FORT-35459 Change 3253625 on 2017/01/11 by Lukasz.Furman more accurate overshot detection for crowd simulation trying to reach last path corner #jira FORT-35502 Change 3252864 on 2017/01/10 by Lina.Halper fix for invalid anim curve issue when duplicating curves. #jira: FORT-35151 Change 3252427 on 2017/01/10 by Ben.Zeigler #jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now. Copied from CL #3252418 Change 3252344 on 2017/01/10 by Lukasz.Furman added navmesh tile observation to hotspots now they will be able to reevaluate unreachable slots if nearby navmesh is updated (active only when more than half melee slots is unreachable) #jira FORT-35450 Change 3251644 on 2017/01/09 by Saul.Abreu #fortnite #jira FORT-35388 Refactored common input so that the actions hold the per-platform key mappings. A config file holds the mapping of individual keys to their per-platform display data (icon-only for now). ALL ENTRIES IN THE INPUT ACTION DATA TABLE ARE NOW MISSING THEIR KEYS. RE-ADD THEM. I did test that it works. Change 3251118 on 2017/01/09 by David.Hamm Corrected ability system logging messages that are turning up in bug reports. Change 3250932 on 2017/01/09 by Bob.Tellez #UE4 Unshelved from DanielW. Fix for memory usage during map save for large maps Change 3250093 on 2017/01/06 by Jeff.Campeau libstrophe UE4 modifications Change 3249787 on 2017/01/06 by John.Pollard Add some replay/network stats Change 3248808 on 2017/01/05 by Chris.Gagnon Fix for ensuring Main Tabs properly activates it's content. Includes a pretty hacky delay, will need to deal with that at somepoint. Change 3248693 on 2017/01/05 by Chris.Gagnon NavigationEvent now gets populated with the modifier keys so that Shift and Ctrl behaviors of the list work. Change 3248647 on 2017/01/05 by Saul.Abreu Fixed shadowed variable warning in Create Event node. Change 3248358 on 2017/01/05 by Saul.Abreu Added return type/outputs to the signature displayed in the CreateEvent node. Also added tooltip describing the syntax for display since it's non-standard. Change 3247937 on 2017/01/05 by Chris.Gagnon - Refactored the Custom Navigation Event to be a part of the Viewport so that it functions properly with Multi PIE and doesn't interfere with the Editor while PIE is running. - Added the ability for an FReply to specify an explict navigation attempt directly. - Added ENavigationGenesis to the navigation system allowing SListView and STileView's bHandleGamepadEvents functionality to be hooked up again. Change 3247887 on 2017/01/05 by Bob.Tellez #UE4 UpdateExistingPackagePriorities does not work in EDL. It is now disabled. #JIRA FORT-35193 Change 3247770 on 2017/01/05 by Fred.Kimberley Fix an issue where PreAttributeBaseChange was not always being called and sometimes called after the attribute base value had changed. Change 3247133 on 2017/01/04 by Saul.Abreu UWidget designer method renaming to avoid extremely likely naming collisions. Change 3246507 on 2017/01/04 by Chris.Gagnon Created CommonBorder and UCommonBorderStyle very simple but will allow consistent sharing of styles. Cleaned up palette category usage and a few misc things. Updated the UI test material, and created a UI Test BorderStyle to utilize it. Change 3245517 on 2017/01/03 by Chris.Gagnon Copying over slate material changes to provide more functionalit. Added a UITest Material as an example Change 3245371 on 2017/01/03 by Lukasz.Furman fixed husks attacking props from far away #jira FORT-34655 Change 3245363 on 2017/01/03 by Justin.Sargent Tracked down a CEF viewport scaling issue to some changes made for supporting high DPI. After talking it over with Trepka, we decided to revert the specific change causing the CEF viewport regression. Trepka will be following up with a proper fix. #jira OPP-6513 Change 3244525 on 2017/01/02 by Chris.Gagnon Activatable panels now clear out action handlers when the slate widgets are released. Change 3244517 on 2017/01/02 by Chris.Gagnon New frontend major refactors. - New content api for UI States - New intro / outro functionality for activatable panels - New CommonWidgetStack widget - Landing pages - Navigation suport for SListView, STileView - Navigation changes - Lots of New UI layout changes and functionality changes - More things that I'm forgetting Change 3242434 on 2016/12/21 by Ben.Zeigler Improve package saving time by stopping export sorting from recursing into dependencies outside of the package. It has no control over them so it doesn't care about their load order. Change 3242433 on 2016/12/21 by Ben.Zeigler Small perf improvement for quad tree, stop it from constantly reallocating memory when removing nodes as they will likely get filled again or the node will get deleted Change 3242294 on 2016/12/21 by Bob.Tellez #UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled Change 3241034 on 2016/12/20 by John.Abercrombie Add or UpdateBlueprintSearchMetadata when we don't have a TargetPlatform - Better fix for issue mentioned in CL 3241023 Change 3241023 on 2016/12/20 by John.Abercrombie Fixed UBlueprint::PreSave crashing when there is no TargetPlatform (default behavior) Change 3240988 on 2016/12/20 by Lukasz.Furman fixed melee defenders not finishing move then their goal is outside tether range #jira FORT-34673 Change 3240966 on 2016/12/20 by Ben.Zeigler Disable find in blueprint query when cooking for non editor platforms, saves around 50 seconds off of a Fortnite fast cook. UBlueprint::PreSave gets called even though they get filtered out of cooked builds, as the filtering is after PreSave. Change 3240898 on 2016/12/20 by Lukasz.Furman fixed memory corruption in template A* solver #fortnite Change 3239920 on 2016/12/19 by Ben.Zeigler Fix warning display for string asset references while cooking, now that failed to find errors add to KnownMissing, we need to check KnownMissing before doing the find, and turn off the internal warnings as the redirect collector has more context info Change 3239819 on 2016/12/19 by Lukasz.Furman fixed uninitialized debug draw delegate pointers #ue4 Change 3238789 on 2016/12/16 by Ben.Zeigler Fix issue where spawned cues triggered from async loads wouldn't have a proper world Fix issue where bShouldSyncLoad/bShouldAsyncLoad were backwards Change 3238782 on 2016/12/16 by Ben.Zeigler #jira FORT-34825 Fix issue where Macro CDOs had corrupted persistent ubergraph frames during blueprint compile on load, by changing it so no CDOs have persistent frames. This also saves memory as using persistent frames is incorrect for CDOs, things like latent functions do not make sense. Fix from Dan O'Connor Change 3238685 on 2016/12/16 by Bob.Tellez #UE4 Graceful recovery for actors that changed mobility between frames in TextureInstanceManager. #JIRA FORT-34833 Change 3238671 on 2016/12/16 by Ben.Zeigler Fix ensure opening widget palette view, it was trying to create asset data for trash classes becuase it was just doing a raw class iterator, which is no longer supported. Change 3238606 on 2016/12/16 by Rob.Cannaday Fix crash in FInternetAddrBSD::SetIp when InAddr is an empty string. #jira FORT-34826 Change 3238594 on 2016/12/16 by Ben.Zeigler #jira FORT-34704 Fix bNetTemporary actors to be created with reliable packets, to keep sending until their initial send is done. The code that used to resend incomplete net temporary actors appears to have stopped working sometime during UE4 networking refactors. Remove unused flags related to that code Change 3238315 on 2016/12/16 by Lukasz.Furman fixed composite navigation path usage for husks not controlled by crowd simulation #jira FORT-34509 Change 3238145 on 2016/12/16 by Lukasz.Furman fixed crash in EQS profiler #jira FORT-34831 Change 3237479 on 2016/12/15 by Ben.Zeigler Don't crash if cue manager has no world, not sure how it got into this state Change 3236992 on 2016/12/15 by Michael.Trepka Don't fall back to SM4 on Intel GPUs on Mac any more Change 3236929 on 2016/12/15 by Bob.Tellez #UE4 Fixed an ensure that was caused by an FResourceSizeEx being initialized with the wrong type Change 3236867 on 2016/12/15 by Bob.Tellez #Fortinte Submitted change from Gil to fix EDL crash loading into Outpost on PS4 #JIRA FORT-34794 Change 3236747 on 2016/12/15 by Ben.Zeigler Fortnite fixes for asset manager/async loading changes FortItemDefinitions now async load needed assets on demand. Currently this is only loading AttributeTemplate, which may not even be in use The blueprints needed for weapons are now async loaded when the player puts them on their quickbar, instead of being loaded once and staying in memory forever FortAssetManager is now being used in parallel to the loading code in FortGlobals, I will remove the FortGlobals code in the next checkin once I know things are working Change it so the MissionEventNames are loaded asynchronously when clicking the picker, this code was half completed already so I finished it up Change it so GameplayCueNotifies get async loaded on demand instead of async loaded at startup, this improves startup load times Change it so the CommonUIModule uses the global assetmanager instead of a passed in StreamableManagerHandler Item json changed because it got resorted, no actual json changes other than a few cosmetics that were added yesterday Change it so FortItem implements the mcp item interface directly, instead of FortWorldItem and FortAccountItem implementing it separately Change 3236746 on 2016/12/15 by Ben.Zeigler Add ProcessAsyncLoadingUntilComplete which will process async loading until a predicate is true or time runs out Change streamable manager to return a handle structure, that can be used to block or poll as needed. Active handles will keep objects in memory even after the load finishes FStreamableManager::SynchronousLoad now does high-priority-async-load-and-wait instead of doing a full async flush/static load object if asynch loading is in progress, this should make stalls much shorter when sync loading a single asset Deprecate some of the StreamableManager functions now that handles exist. The fact that SynchronousLoad kept an object from ever GCing was not expected behavior by most users Add Experimental feature AssetManager, which is a global singleton that supports loading assets on demand. It is disabled by default Add concept of PrimaryAssetID which is a Type:Name pair that globally identifies an asset. This is returned by GetPrimaryAssetId on UObject and is needed for the asset manager to work Add PrimaryAssetData class, which supports the primary asset and bundle concepts natively Add concept of an AssetBundleEntry/Data, which is a scoped map from name -> list of assets. If you modify an AssetBundleData it will get baked into the asset registry at runtime Fix KismetSystemLibrary and GameplayCueManager to use the new streaming functionality Change 3234031 on 2016/12/13 by Ian.Fox #UE4, #XMPP - Finish libstrophe MUC (Multi-User Chat) implementation - Pull history when joining channels - Handle configuring of XMPP channels we create (and global chat rooms if we managed to create them) [CL 3291644 by Bob Tellez in Main branch]
2017-02-07 23:55:24 -05:00
void UWidgetSwitcher::OnDescendantSelectedByDesigner(UWidget* DescendantWidget)
{
// Temporarily sets the active child to the selected child to make
// dragging and dropping easier in the editor.
UWidget* SelectedChild = UWidget::FindChildContainingDescendant(this, DescendantWidget);
if ( SelectedChild )
{
int32 OverrideIndex = GetChildIndex(SelectedChild);
if ( OverrideIndex != -1 && MyWidgetSwitcher.IsValid() )
{
MyWidgetSwitcher->SetActiveWidgetIndex(OverrideIndex);
}
}
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3284787) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3284469 on 2017/02/02 by Saul.Abreu Fixed comment on Slate Brush for getting the resource object and what kind of object it may be. Change 3284410 on 2017/02/02 by Ben.Zeigler Add FSlateBrush subclass constructors that take resource objects, to create static brushes at startup time that refer to already loaded UTextures Change 3284381 on 2017/02/02 by Saul.Abreu #fortnite Added functionality to common button to actually use the single material brush setting and automatically create and expose access to a material instance dynamic. Also fixed some potential object lifetime issues in CommonButton. Change 3282423 on 2017/02/01 by Ben.Zeigler Fix issue with synchronous load of objects not invalidating cached nulls for asset ptrs. This was always an issue but my recent change to assetptr SynchronousLoad made it manifest more often. In the future we may want to invalidate cached nulls on object creation to handle cases like save games Change 3282265 on 2017/02/01 by Ian.Fox #UE4, #XMPP - Reduce verbosity of strophe receive-stanza log Change 3282159 on 2017/02/01 by Ben.Zeigler Fix issue where async loading null string reference would deadlock Change 3282054 on 2017/02/01 by James.Longstreet #fortnite #jira FORT-28234 Fix sceImeDialogTerm() warning We were calling sceImeDialogTerm() in cases where the dialog wasn't active. The only state it's legitimate to call sceImeDialogTerm() in is SCE_IME_DIALOG_STATUS_FINISHED. Change 3282051 on 2017/02/01 by James.Longstreet #fortnite #jira FORT-30021 Respect bVirtualKeyboardSendsTextChanged on PS4 Change 3281799 on 2017/02/01 by Nick.Cooper #Fortnite - Removed code on PS4 that was adding a EMouseButtons::Left press when the right shoulder button was pressed #jira FORT-35821 Change 3281771 on 2017/02/01 by Lukasz.Furman fixed end of path conditions breaking movement when path starts with a navlink and turn back below #jira FORT-36375 Change 3280579 on 2017/01/31 by Ben.Zeigler Remove ForEachProperty and switch AssetManager to use TPropertyValueIterator instead. Code review changes to TPropertyValueIterator. Add InitializeAssetBundlesFromMetadata to AssetManager which parses AssetBundles metadata at load/save time and uses that to assign asset references to specific bundles. Add RecursivelyExpandBundleData to allow recursively acquiring bundle dependencies. Add AssetBundles to the PropertyMetadata list. Sorted list and fixed some comment typos. Change it so the DataAsset factory won't show blueprintable native classes as valid, the editor doesn't like it when you have both blueprinted and non-blueprinted assets of the same base class. Change AssetPtr.LoadSynchronous to be const and to behave the same as Get(). This was a licensee complaint and the old behavior to null out the reference because of a transient load error can cause data loss. Change 3280176 on 2017/01/31 by Lukasz.Furman fixed missing navmesh update on replacing existing floor/roof #jira FORT-36369 Change 3279761 on 2017/01/31 by Saul.Abreu #fortnite Added ability to keep common buttons interactable even when they're selected, so they can still be clicked. Old default behavior is preserved. Change 3279678 on 2017/01/31 by Saul.Abreu #fortnite Moved GetCurrentInputType from UCommonActionWidget to UCommonUIContext for reuse. Change 3278593 on 2017/01/30 by Ben.Zeigler Delay initialization of asset registry tag filter list until it is needed, to make sure it catches modules that were loaded after the asset registry module. Fixes issues with tags not inherting to child classes Change 3278592 on 2017/01/30 by Ben.Zeigler Add TPropertyValueIterator to replace ForEachProperty. This is a recursive iterator instead of a predicate search, and also allows extracting the property chain, which I need for metadata parsing. AssetManager has an example of both uses, will delete ForEachProperty tomorrow. Change 3277859 on 2017/01/30 by Lukasz.Furman fixed navigation path postprocessing not working with vertical navlinks near start point required by taker portal up move #jira FORT-36570 Change 3277580 on 2017/01/30 by Ben.Zeigler #jira FORT-36662 Return streamable manager to always use hard references, weak references do not work during AddReferencedObjects at all, because of the unreachable flag that is set during GC. This returns the behavior of forcing assets to be "Force Deleted" if they were loaded by asset manager. Change 3276903 on 2017/01/29 by Bob.Tellez #BlueprintContext Updated copyright notice for 2017 Change 3276902 on 2017/01/29 by Bob.Tellez #CommonUI Updated some missed copyright notices for 2017 Change 3276731 on 2017/01/29 by Jeff.Campeau Forward modified warning messages Change 3276642 on 2017/01/28 by Jeff.Campeau Change specific errors from packaging multiple configurations into a single package into warnings. Change 3276228 on 2017/01/27 by Ben.Zeigler Fix crash/data loss when a Pin's DefaultObject points to an ObjectRedirector. FixObject will return redirectors so you need to correct for that Change 3276073 on 2017/01/27 by Ben.Zeigler Add some utility functions to core asset manager and streamablemanager and fix various editor interactions. Add startup and cook interaction hooks to AssetManager directly and call them form Engine in addition to the game-specific hooks. Add concept of BulkScanning to AssetManager, use this when scanning many directories. Fix issues with string asset references being wrong for blueprint classes, this would be easier if the assetdata pointed to the class and not the possibly-missing blueprint. Change StreamableManager to keep referenced objects as weak pointers. These pointers are effectively soft in the editor, hard outside of the editor. By storing them as raw pointers it was difficult to guarantee their safety without causing issues with deleting assets. Change 3276058 on 2017/01/27 by Ben.Zeigler Add UStruct::ForEachProperty, which recursively iterates properties of a struct and calls a lambda. Add some new BaseStructure accessors Change 3275981 on 2017/01/27 by Alex.Thurman Move Item Management Screen input handling into child activatable panels. #JIRA FORT-35759 #JIRA FORT-35758 Change 3275626 on 2017/01/27 by John.Pollard First pass at implementing net relevancy for replays * All connections are considered when determing if an actor is relevant * Enable by setting demo.UseNetRelevancy to 1 * Override cull distance with demo.CullDistanceOverride Change 3275221 on 2017/01/27 by John.Pollard FORT-36482 - Fix issue with using wrong serializer for re-mapping objects Change 3274149 on 2017/01/26 by Alex.Thurman Expose the Common Widget Switcher as part of the common UI plugin library. #fort Change 3274103 on 2017/01/26 by Michael.Trepka Fixed a crash on startup on Mac when using a shader cache populated during cooking and re-enabled cook time cache generation in Fortnite Change 3273867 on 2017/01/26 by James.Hopkin Enabled Stomp for PS4 #jira FORT-35517 Change 3273749 on 2017/01/26 by James.Hopkin Added libwebsocket libraries for PS4 #jira FORT-35517 Change 3273105 on 2017/01/26 by James.Hopkin Moved libwebsockets.h into platform-specific folders (in preparation for PS4 building against slightly more recent version) Change 3273020 on 2017/01/26 by Jeff.Campeau Stage manifest files from loose folder, not binary folder (appdata.bin is no longer created in the binary directory) Change 3272825 on 2017/01/25 by Saad.Nader #fort Added function to set the auto activation on or off on a common widget switcher. Updated CommonTabListWidget to temporarily turn off activation when setting a linked switcher. Added some missing delegate cleanup code. Change 3272598 on 2017/01/25 by Justin.Augspurger #fortnite Add activatable panel function that returns if an input handler is set. Change 3272411 on 2017/01/25 by Michael.Trepka Increased g.TimeoutForBlockOnRenderFence on Mac to 5 minutes Change 3271913 on 2017/01/25 by Lukasz.Furman fixed conditions of movement's destinaiton oveshot check to work with setup in FTest maps #jira FORT-36375 Change 3271723 on 2017/01/25 by Bob.Tellez #UE4 Disabled MfMedia on windows. Change 3271223 on 2017/01/25 by Jeff.Campeau Allow packaging to fall back to the engine directory for the lastchunk file if it's not present in the staged version. Change 3271066 on 2017/01/24 by Chris.Gagnon - Properly clean up the UIManager and Analog Cursor when game/pie exists. - FortAnalogCursor now sequesters the mouse during InputSuspension. - Change the callback order for activate and deactivate so the classes can chain activate. Change 3271064 on 2017/01/24 by Chris.Gagnon - NavigateToWidget() added to SlateApplication - SlistView and it's descendants now have the ability to navigate to the widget scrolled into view Change 3270778 on 2017/01/24 by Michael.Trepka Fixed and enabled cook time binary shader cache generation for Mac Change 3270645 on 2017/01/24 by Jeff.Campeau - New manifest generation (backward compatible) - True support for multiconfig packages - Settings all based in target settings in editor - Localized package resources with support to reduce redundancies - Resource table generation and manifest generation combined - Further reduced unneeded deploy copies #jira FORT-36413 Change 3270191 on 2017/01/24 by Lukasz.Furman reverted file unrelated to DecoyDistance fix Change 3270133 on 2017/01/24 by Lukasz.Furman fixed item scoring in DecoyDistance test #jira FORT-36034 Change 3269363 on 2017/01/24 by James.Hopkin #online #stomp Added error logging for loss of heartbeat #jira FORT-34763 Change 3268921 on 2017/01/23 by Saul.Abreu #fortnite Renamed CommonWidgetGroup to emphasize that it is an abstract base class. Added ability to get the selected button out of CommonButtonGroup. Change 3268913 on 2017/01/23 by Saul.Abreu #fortnite Recreated some minor changes to UEnumProperty so that TMap properties don't assert with enums as keys. Change 3268436 on 2017/01/23 by Michael.Trepka Added rhi.Metal.AllowRHIThread to allow games to disable RHI thread on Mac to be able to use shader cache, which currently is incompatible with RHI thread. Disabled RHI thread on Mac in Fortnite. Also, temporarily disabled Metal validation layer in Fortnite until I have more information on the cost of various levels of validation. Change 3266945 on 2017/01/20 by Bob.Tellez #UE4 Allowing more configurations to generate debug symbols Change 3266814 on 2017/01/20 by Bob.Tellez #UE4 Moved MfMedia video track handling to the render thread, which removes the need for some buffer management in MediaTextureResource.cpp. Also, Mfmedia now emits the PlaybackEndReached event. #JIRA FORT-31753 Change 3266541 on 2017/01/20 by Lukasz.Furman moved navigation export of building actor's static mesh into owning actor data instead of using parent chain, attempt to fix husks passing through walls that lost navigation data at some point during game #jira FORT-35741 Change 3266269 on 2017/01/20 by Fred.Kimberley Change async loading of gameplay cues so that the gameplay cue manager maintains ownership of the assets and can control their lifetime. Change 3266053 on 2017/01/20 by Michael.Trepka Fixed issues with shader cache not working properly with Mac Metal (but it still requires -norhithread to work at all). Enabled the shader cache by default if RHI thread is disabled. Change 3265585 on 2017/01/20 by Bart.Hawthorne Enable Oodle in Fortnite Change 3264678 on 2017/01/19 by Lukasz.Furman fixed crash on opening behavior trees with invalid decorator class (empty redirectors) #ue4 Change 3264473 on 2017/01/19 by Fred.Kimberley Tell the streamable manager to manage gameplay cue assets that are async loaded. #jira FORT-35171 Change 3262846 on 2017/01/18 by John.Pollard FORT-30352 - Fix by lowering network logging verbosity for benign condition Change 3262535 on 2017/01/18 by Michael.Trepka Fix for FORT-35776 Make sure to set reasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements Change 3262386 on 2017/01/18 by John.Pollard Deprecate bPendingNetUpdate, NetUpdateTime and LastNetUpdateTime Change 3262375 on 2017/01/18 by Ian.Fox #UE4, #XMPP - Handle Message stanza errors #JIRA OGS-505 Change 3262262 on 2017/01/18 by John.Pollard Turn on adaptive network updates by default Change 3262215 on 2017/01/18 by Rob.Cannaday Fix for returned XMPP messages (to invalid recipient) triggering on message received delegates Change 3262094 on 2017/01/18 by Jamie.Dale Cook on the fly builds now resolve string asset references Change 3262091 on 2017/01/18 by Jamie.Dale Guarding against potentially invalid call to FString::Mid Change 3262089 on 2017/01/18 by Jamie.Dale Fixing RedirectCollector issues with projects outside the UE4 directory It was storing relative paths, but MakeStandardFilename wouldn't make a relative path for anything outside of the UE4 directory. In addition to this, some code was testing filters using package style paths, so I converted all the code to use package style paths instead. Change 3261201 on 2017/01/17 by Ben.Zeigler Perf improvements to PackageName that improve cooked load times by around a second. These string functions get called very often and Split is very slow, especially backwards searching or case insensitive. Change 3261098 on 2017/01/17 by John.Pollard Fix for FORT-35711 - Edited buildings do not always replicate correctly We were removing the actor from the network object list too soon Change 3260515 on 2017/01/17 by John.Abercrombie Fix MoveTo task ending with success when it's interrupted - Default the task to an invalid status rather than assuming we are successful #jira FORT-35497 - Defender can pick up a weapon from far away as they get knocked DBNO Change 3260343 on 2017/01/17 by Lukasz.Furman fixed end of path conditions for crowd simulation when using string pulled path #jira FORT-35713 Change 3259419 on 2017/01/16 by John.Pollard Network actor list fixes: * Don't add add actor to network list if it will just immediately get removed * Remove destroyed actors from actor list on clients * Make sure actor Role is set to correct value before adding to network actor list Change 3259104 on 2017/01/16 by Michael.Trepka Change the default for rhi.Metal.RuntimeDebugLevel to 2, as 3 is too expensive for Development builds and disable METAL_DEBUG_OPTIONS in Test builds Change 3259017 on 2017/01/16 by Saad.Nader #fort Added a missing remove delegate handler when widget is destructed. Change 3258901 on 2017/01/16 by Saad.Nader #fort Added the ability to remove an input action from the list of actions we are listening for in an activatable panel. Change 3258844 on 2017/01/16 by Ryan.Rauschkolb #fortnite Fixed issue where UUMGSequencePlayer:Tick would broadcast OnAnimationFinished before the final frame of the animation plays Change 3258734 on 2017/01/16 by Michael.Trepka Fixed a crash on exit on Mac in FCocoaWindow's windowWillResize: #jira FORT-35720 Change 3258353 on 2017/01/16 by James.Hopkin #xmpp Fixed UserJid constructor to be constructed by value - same efficiency, less code and allows any combination of rvalues and lvalues. Change 3257640 on 2017/01/13 by Saul.Abreu #fortnite #jira FORT-35387 Item Quantity List widget, not yet complete. Minor tweak to widget factory (for pooling) to support player controllers as "outer"s. In progress refactor of list of resources given for a mulch operation, using the item quantity list widget. Change 3257310 on 2017/01/13 by Bob.Tellez #UE4 Default stack size for windows is now configurable. There is a different number for windows editor targets than non-editor targets. Change 3257094 on 2017/01/13 by John.Pollard Refactor network actor list management to be more efficient * Move dormancy list management to FNetworkObjectList * Optimize actor network dormancy by removing actors from the active list that are dormant on all connections * Removed NetUpdateTime on actor, and now use the NextUpdateTime on FNetworkObjectInfo (these values are more hot in the cache too) * We now early out of the consider logic faster when possible * Remove other misc unused network state/code and general cleanup Change 3255891 on 2017/01/12 by Chris.Gagnon Added "Back" action to squads screens and armory landing. Added activation widget centering for squads screens. Added a couple Explicit navigations to get a better navigation experience. Added a bunch of Fkeys to the input binding table. Added PanelButton Widget. Change 3254809 on 2017/01/11 by Bob.Tellez #UE4 Crash fix for shader views that get destroyed but still have pointers to them in the SRV cache. Change 3254651 on 2017/01/11 by Bob.Tellez #UE4 Changed MfMedia track sync mode to Unbuffered since buffered causes a crash shortly after playing. #JIRA FORT-35566 Change 3254307 on 2017/01/11 by Lukasz.Furman fixed "Ftest start" command interfering with automation passes #jira FORT-35459 Change 3253625 on 2017/01/11 by Lukasz.Furman more accurate overshot detection for crowd simulation trying to reach last path corner #jira FORT-35502 Change 3252864 on 2017/01/10 by Lina.Halper fix for invalid anim curve issue when duplicating curves. #jira: FORT-35151 Change 3252427 on 2017/01/10 by Ben.Zeigler #jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now. Copied from CL #3252418 Change 3252344 on 2017/01/10 by Lukasz.Furman added navmesh tile observation to hotspots now they will be able to reevaluate unreachable slots if nearby navmesh is updated (active only when more than half melee slots is unreachable) #jira FORT-35450 Change 3251644 on 2017/01/09 by Saul.Abreu #fortnite #jira FORT-35388 Refactored common input so that the actions hold the per-platform key mappings. A config file holds the mapping of individual keys to their per-platform display data (icon-only for now). ALL ENTRIES IN THE INPUT ACTION DATA TABLE ARE NOW MISSING THEIR KEYS. RE-ADD THEM. I did test that it works. Change 3251118 on 2017/01/09 by David.Hamm Corrected ability system logging messages that are turning up in bug reports. Change 3250932 on 2017/01/09 by Bob.Tellez #UE4 Unshelved from DanielW. Fix for memory usage during map save for large maps Change 3250093 on 2017/01/06 by Jeff.Campeau libstrophe UE4 modifications Change 3249787 on 2017/01/06 by John.Pollard Add some replay/network stats Change 3248808 on 2017/01/05 by Chris.Gagnon Fix for ensuring Main Tabs properly activates it's content. Includes a pretty hacky delay, will need to deal with that at somepoint. Change 3248693 on 2017/01/05 by Chris.Gagnon NavigationEvent now gets populated with the modifier keys so that Shift and Ctrl behaviors of the list work. Change 3248647 on 2017/01/05 by Saul.Abreu Fixed shadowed variable warning in Create Event node. Change 3248358 on 2017/01/05 by Saul.Abreu Added return type/outputs to the signature displayed in the CreateEvent node. Also added tooltip describing the syntax for display since it's non-standard. Change 3247937 on 2017/01/05 by Chris.Gagnon - Refactored the Custom Navigation Event to be a part of the Viewport so that it functions properly with Multi PIE and doesn't interfere with the Editor while PIE is running. - Added the ability for an FReply to specify an explict navigation attempt directly. - Added ENavigationGenesis to the navigation system allowing SListView and STileView's bHandleGamepadEvents functionality to be hooked up again. Change 3247887 on 2017/01/05 by Bob.Tellez #UE4 UpdateExistingPackagePriorities does not work in EDL. It is now disabled. #JIRA FORT-35193 Change 3247770 on 2017/01/05 by Fred.Kimberley Fix an issue where PreAttributeBaseChange was not always being called and sometimes called after the attribute base value had changed. Change 3247133 on 2017/01/04 by Saul.Abreu UWidget designer method renaming to avoid extremely likely naming collisions. Change 3246507 on 2017/01/04 by Chris.Gagnon Created CommonBorder and UCommonBorderStyle very simple but will allow consistent sharing of styles. Cleaned up palette category usage and a few misc things. Updated the UI test material, and created a UI Test BorderStyle to utilize it. Change 3245517 on 2017/01/03 by Chris.Gagnon Copying over slate material changes to provide more functionalit. Added a UITest Material as an example Change 3245371 on 2017/01/03 by Lukasz.Furman fixed husks attacking props from far away #jira FORT-34655 Change 3245363 on 2017/01/03 by Justin.Sargent Tracked down a CEF viewport scaling issue to some changes made for supporting high DPI. After talking it over with Trepka, we decided to revert the specific change causing the CEF viewport regression. Trepka will be following up with a proper fix. #jira OPP-6513 Change 3244525 on 2017/01/02 by Chris.Gagnon Activatable panels now clear out action handlers when the slate widgets are released. Change 3244517 on 2017/01/02 by Chris.Gagnon New frontend major refactors. - New content api for UI States - New intro / outro functionality for activatable panels - New CommonWidgetStack widget - Landing pages - Navigation suport for SListView, STileView - Navigation changes - Lots of New UI layout changes and functionality changes - More things that I'm forgetting Change 3242434 on 2016/12/21 by Ben.Zeigler Improve package saving time by stopping export sorting from recursing into dependencies outside of the package. It has no control over them so it doesn't care about their load order. Change 3242433 on 2016/12/21 by Ben.Zeigler Small perf improvement for quad tree, stop it from constantly reallocating memory when removing nodes as they will likely get filled again or the node will get deleted Change 3242294 on 2016/12/21 by Bob.Tellez #UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled Change 3241034 on 2016/12/20 by John.Abercrombie Add or UpdateBlueprintSearchMetadata when we don't have a TargetPlatform - Better fix for issue mentioned in CL 3241023 Change 3241023 on 2016/12/20 by John.Abercrombie Fixed UBlueprint::PreSave crashing when there is no TargetPlatform (default behavior) Change 3240988 on 2016/12/20 by Lukasz.Furman fixed melee defenders not finishing move then their goal is outside tether range #jira FORT-34673 Change 3240966 on 2016/12/20 by Ben.Zeigler Disable find in blueprint query when cooking for non editor platforms, saves around 50 seconds off of a Fortnite fast cook. UBlueprint::PreSave gets called even though they get filtered out of cooked builds, as the filtering is after PreSave. Change 3240898 on 2016/12/20 by Lukasz.Furman fixed memory corruption in template A* solver #fortnite Change 3239920 on 2016/12/19 by Ben.Zeigler Fix warning display for string asset references while cooking, now that failed to find errors add to KnownMissing, we need to check KnownMissing before doing the find, and turn off the internal warnings as the redirect collector has more context info Change 3239819 on 2016/12/19 by Lukasz.Furman fixed uninitialized debug draw delegate pointers #ue4 Change 3238789 on 2016/12/16 by Ben.Zeigler Fix issue where spawned cues triggered from async loads wouldn't have a proper world Fix issue where bShouldSyncLoad/bShouldAsyncLoad were backwards Change 3238782 on 2016/12/16 by Ben.Zeigler #jira FORT-34825 Fix issue where Macro CDOs had corrupted persistent ubergraph frames during blueprint compile on load, by changing it so no CDOs have persistent frames. This also saves memory as using persistent frames is incorrect for CDOs, things like latent functions do not make sense. Fix from Dan O'Connor Change 3238685 on 2016/12/16 by Bob.Tellez #UE4 Graceful recovery for actors that changed mobility between frames in TextureInstanceManager. #JIRA FORT-34833 Change 3238671 on 2016/12/16 by Ben.Zeigler Fix ensure opening widget palette view, it was trying to create asset data for trash classes becuase it was just doing a raw class iterator, which is no longer supported. Change 3238606 on 2016/12/16 by Rob.Cannaday Fix crash in FInternetAddrBSD::SetIp when InAddr is an empty string. #jira FORT-34826 Change 3238594 on 2016/12/16 by Ben.Zeigler #jira FORT-34704 Fix bNetTemporary actors to be created with reliable packets, to keep sending until their initial send is done. The code that used to resend incomplete net temporary actors appears to have stopped working sometime during UE4 networking refactors. Remove unused flags related to that code Change 3238315 on 2016/12/16 by Lukasz.Furman fixed composite navigation path usage for husks not controlled by crowd simulation #jira FORT-34509 Change 3238145 on 2016/12/16 by Lukasz.Furman fixed crash in EQS profiler #jira FORT-34831 Change 3237479 on 2016/12/15 by Ben.Zeigler Don't crash if cue manager has no world, not sure how it got into this state Change 3236992 on 2016/12/15 by Michael.Trepka Don't fall back to SM4 on Intel GPUs on Mac any more Change 3236929 on 2016/12/15 by Bob.Tellez #UE4 Fixed an ensure that was caused by an FResourceSizeEx being initialized with the wrong type Change 3236867 on 2016/12/15 by Bob.Tellez #Fortinte Submitted change from Gil to fix EDL crash loading into Outpost on PS4 #JIRA FORT-34794 Change 3236747 on 2016/12/15 by Ben.Zeigler Fortnite fixes for asset manager/async loading changes FortItemDefinitions now async load needed assets on demand. Currently this is only loading AttributeTemplate, which may not even be in use The blueprints needed for weapons are now async loaded when the player puts them on their quickbar, instead of being loaded once and staying in memory forever FortAssetManager is now being used in parallel to the loading code in FortGlobals, I will remove the FortGlobals code in the next checkin once I know things are working Change it so the MissionEventNames are loaded asynchronously when clicking the picker, this code was half completed already so I finished it up Change it so GameplayCueNotifies get async loaded on demand instead of async loaded at startup, this improves startup load times Change it so the CommonUIModule uses the global assetmanager instead of a passed in StreamableManagerHandler Item json changed because it got resorted, no actual json changes other than a few cosmetics that were added yesterday Change it so FortItem implements the mcp item interface directly, instead of FortWorldItem and FortAccountItem implementing it separately Change 3236746 on 2016/12/15 by Ben.Zeigler Add ProcessAsyncLoadingUntilComplete which will process async loading until a predicate is true or time runs out Change streamable manager to return a handle structure, that can be used to block or poll as needed. Active handles will keep objects in memory even after the load finishes FStreamableManager::SynchronousLoad now does high-priority-async-load-and-wait instead of doing a full async flush/static load object if asynch loading is in progress, this should make stalls much shorter when sync loading a single asset Deprecate some of the StreamableManager functions now that handles exist. The fact that SynchronousLoad kept an object from ever GCing was not expected behavior by most users Add Experimental feature AssetManager, which is a global singleton that supports loading assets on demand. It is disabled by default Add concept of PrimaryAssetID which is a Type:Name pair that globally identifies an asset. This is returned by GetPrimaryAssetId on UObject and is needed for the asset manager to work Add PrimaryAssetData class, which supports the primary asset and bundle concepts natively Add concept of an AssetBundleEntry/Data, which is a scoped map from name -> list of assets. If you modify an AssetBundleData it will get baked into the asset registry at runtime Fix KismetSystemLibrary and GameplayCueManager to use the new streaming functionality Change 3234031 on 2016/12/13 by Ian.Fox #UE4, #XMPP - Finish libstrophe MUC (Multi-User Chat) implementation - Pull history when joining channels - Handle configuring of XMPP channels we create (and global chat rooms if we managed to create them) [CL 3291644 by Bob Tellez in Main branch]
2017-02-07 23:55:24 -05:00
void UWidgetSwitcher::OnDescendantDeselectedByDesigner(UWidget* DescendantWidget)
{
SetActiveWidgetIndex(ActiveWidgetIndex);
}
void UWidgetSwitcher::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
ActiveWidgetIndex = FMath::Clamp(ActiveWidgetIndex, 0, FMath::Max(0, Slots.Num() - 1));
Super::PostEditChangeProperty(PropertyChangedEvent);
}
#endif
/////////////////////////////////////////////////////
#undef LOCTEXT_NAMESPACE