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UnrealEngineUWP/Engine/Plugins/ScriptPlugin/Source/ScriptEditorPlugin/Private/ScriptBlueprintCompiler.cpp

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// Copyright 1998-2017 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 "ScriptBlueprintCompiler.h"
#include "ScriptBlueprint.h"
#include "ScriptBlueprintGeneratedClass.h"
#include "Kismet2NameValidators.h"
#include "KismetReinstanceUtilities.h"
#include "ScriptContext.h"
#include "ScriptContextComponent.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "K2Node_FunctionEntry.h"
#include "K2Node_VariableGet.h"
#include "K2Node_CallFunction.h"
#include "GameFramework/Actor.h"
#include "ScriptPluginComponent.h"
///-------------------------------------------------------------
FScriptBlueprintCompiler::FScriptBlueprintCompiler(UScriptBlueprint* SourceSketch, FCompilerResultsLog& InMessageLog, const FKismetCompilerOptions& InCompilerOptions, TArray<UObject*>* InObjLoaded)
: Super(SourceSketch, InMessageLog, InCompilerOptions, InObjLoaded)
, NewScriptBlueprintClass(NULL)
, ContextProperty(NULL)
{
}
FScriptBlueprintCompiler::~FScriptBlueprintCompiler()
{
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3358467) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3297108 on 2017/02/10 by Mieszko.Zielinski Added AISight's peripherial vision angle claming as well as marked up UI to not allow values from outside of [0,180] range #UE4 #jira UE-41114 Change 3299467 on 2017/02/13 by Marc.Audy Don't try to update active sounds on audio thread if the audio component is not active. If these functions are callled from a constructor on an async loading thread it can cause a crash Change 3300692 on 2017/02/13 by Marc.Audy no auto Change 3301424 on 2017/02/14 by Marc.Audy Handle gateway expansion before the node matching loop #jira UE-41858 Change 3301547 on 2017/02/14 by Marc.Audy PR #3246: Added BindDelegate that supports functions with custom (static) arguments (Contributed by PhoenixBlack) #jira UE-41926 Change 3301557 on 2017/02/14 by Marc.Audy When passing null to Rename for the new name, maintain the OldName is possible #jira UE-41937 Change 3301676 on 2017/02/14 by Marc.Audy Fix pending occlusion async traces from crashing during shutdown #jira UE-41939 Change 3302705 on 2017/02/14 by Mieszko.Zielinski Removed 'PRAGMA_DISABLE_OPTIMIZATION' uccurences from AIModule #UE4 Change 3302898 on 2017/02/14 by Dan.Oconnor Fix double negative Change 3302954 on 2017/02/14 by Dan.Oconnor Make sure we use a good version of the class Change 3302977 on 2017/02/14 by Dan.Oconnor Optimization in reinstancer turned back on - 3302898 has fixed the regression Change 3302984 on 2017/02/14 by Dan.Oconnor Relink classes that were not recompiled in a wave of the compilation manager - currently only happens for data only blueprints. This fixes issues in Odin when using the compilation manager Change 3303824 on 2017/02/15 by Richard.Hinckley Updating URL for FABRIK system information. Change 3304284 on 2017/02/15 by Dan.Oconnor Build fix Change 3304297 on 2017/02/15 by Dan.Oconnor Shadow variable fix Change 3304465 on 2017/02/15 by Lukasz.Furman fixed handling pathfollowing's requests by FloatingPawnMovement #jira UE-41884 Change 3305031 on 2017/02/15 by Marc.Audy All objects should get PostLoadSubobjects calls, regardless of whether they are outered to a CDO or not #jira UE-41708 Change 3305505 on 2017/02/15 by Michael.Noland Blueprints: Fix a crash when opening a BP with a parent class that no longer exists (unguarded access to the parent class) Change 3305506 on 2017/02/15 by Michael.Noland QAGame: Created some assets that reference a non-existent type to test 'gracefully' handling missing native class types Change 3306091 on 2017/02/16 by Marc.Audy PR #3263: Fixed duplicate comment from OnAudioFinished (Contributed by FrostByteGER) #jira UE-42027 Change 3306574 on 2017/02/16 by Marc.Audy Linked To pins can belong to invalid nodes and fail to load, this shouldn't be considered fatal Change 3307160 on 2017/02/16 by Marc.Audy Rename(null, null ... is sometimes used to just force a name out of the way, so in that case don't try and maintain old name. Change 3307982 on 2017/02/16 by Michael.Noland QAGame: Added another test asset for missing classes (this time a missing node class placed in a BP) Change 3308097 on 2017/02/16 by Michael.Noland Graph Editor: Instantly clear GraphNodeForMenu and GraphPinForMenu as soon as the menu is dismissed, fixing crashes and other odd issues after deleting pins #jira UE-41789 Change 3308303 on 2017/02/16 by Dan.Oconnor Make sure we don't call GetDefaultObject while compiling on a non-native class Change 3308850 on 2017/02/17 by Mieszko.Zielinski Fully exposed NavModifierVolume as ENGINE_API #UE4 Change 3309624 on 2017/02/17 by Phillip.Kavan [UE-40443] Recursively emit ctor initialization code for nested default subobjects when nativizing a Blueprint class. change summary: - modified FEmitDefaultValueHelper::OuterGenerate() to recursively detect and handle nested default subobjects. #jira UE-40443 Change 3310475 on 2017/02/17 by Dan.Oconnor Split bluepint compilation into CompileClassLayout and CompileFunctions, fix class hierarchy after creating reinstancers in blueprintcompilation manager. Together this means we don't need to run RecompileBlueprintBytecode Change 3310487 on 2017/02/17 by Dan.Oconnor Fix build error missed by preflgiht Change 3310497 on 2017/02/17 by Dan.Oconnor More build fixes for things missed by preflight... Change 3310635 on 2017/02/17 by Dan.Oconnor Remove unused parameter and add comment to blueprint compilation manager explaining abuse of bBeingCompiled Change 3310639 on 2017/02/17 by Dan.Oconnor Shadow variable fixes, not sure why these are being detected now Change 3311855 on 2017/02/20 by Marc.Audy Fix UChildActorComponent::ParentComponent being null on the client #jira UE-42140 Change 3312444 on 2017/02/20 by Marc.Audy Add a bAutoDestroy pin to BP Spawn Sound and Force Feedback nodes to allow users to reuse the created component #jira UE-41267 Change 3312691 on 2017/02/20 by mason.seay Deleting map now that bug has been fixed Change 3312709 on 2017/02/20 by Phillip.Kavan [UE-39705] Fix broken collision shapes when cooking with optimized BP component data option. change summary: - modified FComponentInstancingDataUtils::RecursivePropertyGather() to exclude deprecated properties, since they won't be serialized on save. - modified FBlueprintCookedComponentInstancingData::LoadCachedPropertyDataForSerialization() to remove the PPF_UseDeprecatedProperties flag (these are no longer included in the delta). - modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here). - modified AActor::CreateComponentFromTemplateData() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here; this caused deprecated property defaults to be copied out to the instance). - modified AActor::CreateComponentFromTemplateData() to append RF_PostLoad/RF_NeedPostLoadSubobjects and call PostDuplicate()/ConditionalPostLoad() on the new instance (needed to mirror what SDO does in the unoptimized case - for proper physics RB setup specifically, but may be other areas where that's needed). #jira UE-39705 Change 3313161 on 2017/02/20 by Mieszko.Zielinski PR #3272: Use Pawn for GetNavAgentPropertiesRef(). (Contributed by drelidan7) Change 3314151 on 2017/02/21 by Mieszko.Zielinski fix to hlods complaining about missing nav collision in cooked builds #UE4 Made sure hlod-generated StaticMeshes are marked as not having navigation data #jira UE-42034 Change 3314355 on 2017/02/21 by Marc.Audy Set error message back to be correctly about mobility #jira UE-42209 Change 3314566 on 2017/02/21 by Phillip.Kavan [UE-40801] Switch to an ensure() to potentially help diagnose a one-off assertion crash in the SCS editor if encountered again in a future release. #jira UE-40801 Change 3315459 on 2017/02/21 by Mike.Beach Updated marquee selection in graph editors. Ctrl dragging now inverts nodes' selection state (not only deselects them - holding alt is now for only deselection). #jira UE-16359 Change 3315546 on 2017/02/21 by Mike.Beach Mirroring CL 3294552 Count "GeneratedStub" as a success for cooked file generation - ensures the saved asset gets recorded in the asset registry. #jira ODIN-5869 Change 3315554 on 2017/02/21 by Mike.Beach Do not generate NativizedAsset plugin files if no Blueprints were nativized (cut down on mod generate/cook time). #jira ODIN-6211 Change 3317225 on 2017/02/22 by mason.seay Enable Net Use Owner Frequency on blueprints. This allows the client to use different weapons. Doesn't fix UE-42017 though. Change 3317495 on 2017/02/22 by Marc.Audy Expose raw input device configurations to other modules by request #jira UE-42204 Change 3319966 on 2017/02/23 by Nick.Atamas Polished up the material reroute node: - Removed some unnecessary widgets - Centered the pin node Change 3320099 on 2017/02/23 by Mike.Beach Guarding against passing self pins to referance parameters (it is not a property that is referencable, and would crash). Notifying the user through pin connection messages, and providing a script exception. #jira UE-40861 Change 3321227 on 2017/02/24 by Marc.Audy Just use name rather than going Name -> String -> TCHAR -> Name Change 3321425 on 2017/02/24 by Marc.Audy Minor optimizations to avoid string construction when doing StaticFindObject and ResolveName Change 3321630 on 2017/02/24 by Mike.Beach Removing reference notation from actor pointer param - allowing you to pass 'self' to Blueprint exposed function. Change 3321845 on 2017/02/24 by Lukasz.Furman fixed navlink processor trace accepting only components with WorldStatic object type #ue4 Change 3322474 on 2017/02/24 by Aaron.McLeran UE-42345 Rewriting thumbnail renderer Change 3322490 on 2017/02/24 by Aaron.McLeran UE-42345 Forgot to take abs of sample before averaging Change 3323562 on 2017/02/27 by Mike.Beach Fixing bad merge, copying loop from //UE4/Main that accidently got replaced. Change 3323685 on 2017/02/27 by Mike.Beach Preventing us from cross-binding editor & PIE actors when we fixup level script actor bindings (on duplicate for PIE). #jira UE-30816 Change 3323776 on 2017/02/27 by Marc.Audy Coding standard clean up pass Change 3324050 on 2017/02/27 by Ben.Zeigler Fix issue with a StreamableHandle being cancelled while in progress leaving the in progress flag active. Added and improved error messages when streaming goes wrong Port of 3317217, 3315540, and 3314374 from UE4-Fortnite Change 3324294 on 2017/02/27 by Ben.Zeigler Engine changes needed to support "Asset Management" UI: Add concept of "Manage" dependency to the Asset Registry, to represent that an asset like a texture is managed by a Primary Asset. This will be used to compute usage statistics and chunking Add ability for AssetManager to override the PrimaryAssetType/Id on a asset data loaded off disk. Needed so the asset audit tools work properly Significant performance improvements to the asset registry dependency gather, and correctly report as in progress while dependencies are still being gathered. On Fortnite it now finishes in 10 seconds instead of 100 Add bUpdateDiskCacheAfterLoad option for the asset registry, if true (default) this will update the Asset Registry's disk cache when an object is loaded, only in the editor. This is so changes made in PostLoad are correctly mirrored in the disk cache Add PrimaryAssetType as a wrapper struct around FName to allow customizations and blueprint usage, clean up the noexport definitions for a few related classes Add Asset Manager code to create and query "Manage" references used for auditing and chunking Add code to read AssetManager scanning rules out of the AssetManagerSettings object, also settable in editor Made it so UWorlds are now PrimaryAssets of the type Map, and enable the AssetManager by default for all games Port of CL #3323720 and related fixes from Fortnite Change 3324295 on 2017/02/27 by Ben.Zeigler Add AssetManagerEditor which contains the editor interface for the AssetManager system, and engine code needed to support it Add support for Management references to the Reference Viewer, and add ability to extend that context menu from plugins/games Add struct customizations for PrimaryAssetId and PrimaryAssetType Add AssetAuditBrowser window that shows a specialized asset picker for auditing, accessible from content browser, reference viewer, and main windows pane Add AssetAuditContext, which is a cleaned up port of the one from Paragon. This needs some more work before being final Expose PropertyCustomizationHelpers::MakePropertyComboBox which allows making an "enum-like" combo box for struct customizations, it now works much like the PropertyEditorAsset UI Add Custom Column support to AssetView/AssetPicker. This can be used to show runtime-generated column data Fix bug in SAssetView where column view did not work with a filter predicate, because the column view was generated before the deferred filter predicate run, leading to an empty filter Port of CL #3323722 and related fixes from Fortnite Change 3324398 on 2017/02/27 by Ben.Zeigler CIS fix Change 3324442 on 2017/02/27 by Ben.Zeigler Nonunity fix discovered while testing my nonunity fix Change 3325465 on 2017/02/28 by Marc.Audy Expand RawInput to support up to 20 buttons Change 3325468 on 2017/02/28 by Marc.Audy Fix CIS Change 3325887 on 2017/02/28 by Phillip.Kavan [UE-41893] Implicitly nativize child Blueprints that override one or more BlueprintCallable functions from a parent Blueprint. change summary: - added FBlueprintEditorUtils::ShouldNativizeImplicitly() - modified FBlueprintGlobalOptionsDetails::IsNativizeEnabled() to disable the 'Nativize' checkbox when the BP is implicitly enabled - modified FBlueprintGlobalOptionsDetails::GetNativizeState() to set the 'Checked' state when the BP is implicitly enabled - modified FBlueprintGlobalOptionsDetails::GetNativizeTooltip() to set an alternate tooltip for the disabled state (when the BP is implicitly enabled) - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to ensure that implicitly-enabled BPs are flagged as selected for nativization #jira UE-41893 Change 3326713 on 2017/02/28 by Marc.Audy Update MAX_NUM_CONTROLLER_BUTTONS to match number of keys created Change 3327688 on 2017/03/01 by Marc.Audy Fix spelling, remove autos Change 3328139 on 2017/03/01 by Marc.Audy Win32 doesn't report the DeviceData in the same way that Win64 does, removing filtered check for now so that Win32 packaged games can use RawInput (4.15.1) #jira UE-42375 Change 3328550 on 2017/03/01 by Mike.Beach Typo fix in cast node tooltip. Change 3328575 on 2017/03/01 by Nicholas.Blackford Submitting Tick Interval Functional Test Change 3328972 on 2017/03/02 by Jack.Porter Fix for crash entering Landscape mode #jira UE-42497 Change 3329224 on 2017/03/02 by Nick.Bullard Removing Redirector from EngineTest project Change 3330093 on 2017/03/02 by Mike.Beach Modified fix from Marc.Audy - Guarding against malformed graphs (missing their schema), which can happen in the middle of an undo transaction (removing the graph). Returning the graph's path name in this situation (instead of the display name), so we atleast have some semblance of context. #jira UE-42166 Change 3330306 on 2017/03/02 by Mike.Beach Replacing ArrayLibrary Get() calls in blueprints with a custom node, which can be toggled back and forth from returning by reference or by value. #jira UE-6451 Change 3330626 on 2017/03/02 by samuel.proctor Functional Test for Blueprint Containers Change 3330690 on 2017/03/02 by Mike.Beach Modified the fix from CL 3308097 - cannot clear the edgraph pin context since many menu actions expect it be available still as the menu is clossing (menu's dismiss gets triggered before the action is executed). #jira UE-42500 Change 3330704 on 2017/03/02 by Mike.Beach CIS fix - fallout from CL 3330306 Change 3330875 on 2017/03/02 by Dan.Oconnor Iteration on compile manager - removed skeleton compile pass in favor of FastGenerateSkeletonClass (directly generate reflection data from blueprint source data - no graph cloning) Change 3330892 on 2017/03/02 by Mike.Beach CIS fix for linux builds - include filename is case sensitive. Change 3331585 on 2017/03/03 by Mike.Beach Fix for CIS issues (fallout from CL 3330306) - had success/failure return value flipped. Spuriously failing on deprecated node fixup. Change 3333455 on 2017/03/06 by Ben.Zeigler Cleaned up version of CL #3332060, fixes crashes when calling StreamableManager::SynchronousLoad from inside a async PostLoad callback Also disable the "do sync load as async load" code in EDL, as EDL basically already does that internally Move the recursion guard inside async load tick outside of the EDL section, it's just as unsafe with EDL off Change 3333484 on 2017/03/06 by Ben.Zeigler #jira UE-42312 Fix crash trying to read Searchable Name references to objects in the same package, now guess at package/object name Change 3333553 on 2017/03/06 by Ben.Zeigler #jira UE-42387 Don't write out empty generated ini files for config files that are empty in both source and destination, this stops plugins without configs from ending up in cache Change 3333697 on 2017/03/06 by Mike.Beach Resolving some CIS errors - fix for missed handling of split-struct pins (fallout from CL 3330306) on deprecated node conversion (mapping old pins to new pins). Change 3334047 on 2017/03/06 by Ben.Zeigler #jira UE-42587 Now that we handle Add gameplay cues correctly by deferring them until after load, we also need to handle Remove cues, to avoid cues being stuck on permanently. Change 3334228 on 2017/03/06 by Ben.Zeigler #jira UE-42153 Fix several crashes with gameplay tag query structs #jira UE-39760 Fix it to display tag query description on creation Change 3335221 on 2017/03/07 by Lukasz.Furman fixed compilation errors for macros: UE_VLOG_MESH, UE_CVLOG_MESH #ue4 Change 3335733 on 2017/03/07 by dan.reynolds Fixing Attenuation Shape Material Reference Change 3335918 on 2017/03/07 by Mike.Beach More deeply nesting an active world check in UMeshComponent::CacheMaterialParameterNameIndices(). Only guarding the parts that use the world (prior to this, we were blocking material parameter discovery, which was causing cooked content to loose material settings). #jira UE-42480 Change 3336053 on 2017/03/07 by zack.letters Moved and renamed test to meet naming convention and proper location Change 3336087 on 2017/03/07 by Phillip.Kavan [UE-18618] Fix an ensure() misfire on PIE exit for listen server mode. change summary: - Modified UWorld::TransferBlueprintDebugReferences() to allow the LevelScript BP's target debug object reference to be reset to NULL when CreatePIEWorldBySavingToTemp() has recompiled it during the PIE startup process and autosaved the BP as a temporary. #jira UE-18618 Change 3336118 on 2017/03/07 by Phillip.Kavan Ensure that BP class component templates are included as preload dependencies where appropriate. Change 3336418 on 2017/03/07 by Marc.Audy Set the PIEInstanceID before calling ConvertToPIEPackageName (4.15.1) #jira UE-42507 Change 3336529 on 2017/03/07 by dan.reynolds AEOverview UMG Interface Change 3336729 on 2017/03/07 by Michael.Noland Blueprints: Changed a checkSlow() followed by unguarded access to an if and ensure() in BlueprintActionFilterImpl::IsDeprecated to prevent a potential crash in release if the node class is invalid for some reason #jira UE-42519 Change 3337054 on 2017/03/08 by Mieszko.Zielinski Fixed UGameplayTaskResource::AutoResourceID getting cleared on hot reload #UE4 Change 3337605 on 2017/03/08 by Mieszko.Zielinski PR #3345: Fix reversed comparison in FGameplayResourceSet::HasAllIDs (Contributed by hoelzl) Change 3337612 on 2017/03/08 by Lina.Halper Commenting out ensure as this doesn't cause any harm and fix it up later by itself. - adding ticket for further investigation #rb: Martin.Wilson #jira: UE-42062 Change 3338353 on 2017/03/08 by Mike.Beach Undoing CL 3320099, and instead allowing self nodes to be plugged into const ref inputs. Now auto-generating ref terms for the self node (the input param expects an addressable UProperty). Skipping this for native functions, as UHT already does something similar. #jira UE-40861 Change 3340052 on 2017/03/09 by Marc.Audy Don't mark a blueprint dirty if the default value isn't actually set #jira UE-42511 Change 3340211 on 2017/03/09 by samuel.proctor Adding TMap/TSet tests for Containers Functional Test Change 3340272 on 2017/03/09 by Marc.Audy auto removals small optimizations Change 3340341 on 2017/03/09 by Marc.Audy Fortnite fixes for blueprint exposed editor only struct members #jira UE-42430 Change 3340356 on 2017/03/09 by Marc.Audy Do not allow blueprint exposed editor only struct members #jira UE-42430 Change 3340369 on 2017/03/09 by Mike.Beach Certain operations expect set/map elements to be constructed, instead of using an 'uninitialized' value (like with FStrings, previously this would blow up attempting to assign a value to an FString that hadn't been constructed). Fix is to construct the member when we make space in the container (emulating execSetArray). #jira UE-42572 Change 3340445 on 2017/03/09 by mason.seay Renamed and updated test map. Also disabled tests until reviewed Change 3340627 on 2017/03/09 by Marc.Audy Remove autos Change 3340639 on 2017/03/09 by Dan.Oconnor Avoid CDO creation when asking if an object IsDefaultSubobject Change 3340642 on 2017/03/09 by Marc.Audy Correctly maintain removed items from arrays when duplicating actors via T3D #jira UE-42278 Change 3340689 on 2017/03/09 by Dan.Oconnor Avoid UObject::Modify calls when renaming edgraph nodes as part of UEdGraphNode::PostLoad() or UEdGraph::MoveNodesToAnotherGraph Change 3340709 on 2017/03/09 by Dan.Oconnor Remove misplace dClassDefaultObject null check for now Change 3340710 on 2017/03/09 by Dan.Oconnor Avoid FindRedirectedPropertyName when performing StaticDuplicateObject Change 3340728 on 2017/03/09 by Dan.Oconnor Null checking CDO so that we can duplicate a class with no CDO Change 3342184 on 2017/03/10 by mason.seay Nav mesh generation test - not finished Change 3342930 on 2017/03/13 by Mieszko.Zielinski Added missing undefining of local macros in VisualLoggerAutomationTests.cpp #UE4 Change 3343739 on 2017/03/13 by Marc.Audy Protect against ChildActorClass becoming null while ChildActorTemplate remains valid. Change 3343758 on 2017/03/13 by Marc.Audy Ensure that when you change visibility, children also get marked dirty as needed. SetVisibility is no longer virtual, use OnVisibilityChanged in subclasses instead #jira UE-42240 Change 3343816 on 2017/03/13 by Mike.Beach Making sure we build CrashReporter for nativized clients. #jira UE-42056 Change 3343858 on 2017/03/13 by Phillip.Kavan Back out changelist 3336118 (per discussion) - did not solve the issue. Change 3344218 on 2017/03/13 by Mike.Beach Patching some holes in the wildcard pin logic for our new array GetItem node (making sure the node properly retains its type). Change 3344388 on 2017/03/13 by Mike.Beach Preventing make/break nodes from being in the context menu for structs that are not labeled 'BlueprintType' (still available if you drag off a node with a struct pin of that type). #jira UE-37971 Change 3344411 on 2017/03/13 by dan.reynolds AEOverviewMain update - Organized Variables - Added comments on level interface with UI script Change 3344956 on 2017/03/14 by Marc.Audy Remove autos Slight optimization Change 3345365 on 2017/03/14 by Mike.Beach In the Blueprint diff tool, no longer assuming that graph names are unique (using the outer path to find matching graphs between diff panels). #jira UE-42787 Change 3345565 on 2017/03/14 by Marc.Audy auto removal Change 3345654 on 2017/03/14 by Marc.Audy Allow hierarchical metadata querying when HACK_HEADER_GENERATION is true Change 3345771 on 2017/03/14 by Zak.Middleton #ue4 - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager]: ClientNetSendMoveDeltaTime=0.0111f ClientNetSendMoveDeltaTime=0.0222f ClientNetSendMoveThrottleAtNetSpeed = 10000 ClientNetSendMoveThrottleOverPlayerCount=10 These are the default values maintained for backwards compat. Related to OR-36422. Change 3346314 on 2017/03/14 by Dan.Oconnor Add two features to FBlueprintCompileReinstancer. Exposing it's CPFUO extensions and add a flag to avoid potentially unneeded CDO duplication. Change 3346329 on 2017/03/14 by Dan.Oconnor Avoid CDO creation in UBlueprintGeneratedClass::PostLoad - rely instead on compiler Change 3346436 on 2017/03/14 by Dan.Oconnor Compilation Manager iteration - improvements to reinstancing logic and postponement of reinstancing reference replacement until after loading has finished (done strictly to reduce the number of 'find references' calls). Behavior change is behind the GMinimalCompileOnLoad flag Change 3346632 on 2017/03/14 by Ben.Zeigler Change StringClassReference customization to use MustImplement and BlueprintBaseOnly metadata, to match the metadata used by SubclassOf customization Add missing Class Property metadata to the metadata list Change 3347525 on 2017/03/15 by Marc.Audy PR #3371: Fix for binding ability action to input component (Contributed by ryanjon2040) #jira UE-42810 Change 3347562 on 2017/03/15 by Phillip.Kavan [UE-32816] Support for value-based bitfield enum associations in the editor. notes: - default mode is still index-based, so there are no backwards-compatibility issues change summary: - new metadata key for flagging enums as value-based (UseEnumValuesAsMaskValuesInEditor) - modified SPropertyEditorNumeric::Construct() to include logic for handling value-based enum associations - modified SGraphPinInteger::Construct() to include logic for handling value-based enum associations - added default value fixup to UK2Node_BitmaskLiteral, so that changed/removed values get masked out on load - switched UK2Node_BitmaskLiteral::PostLoad() to Serialize(), so that default value fixup occurs before compilation #jira UE-32816 Change 3348030 on 2017/03/15 by Marc.Audy Remove experimental blueprintable components setting, they are supported fully Change 3348034 on 2017/03/15 by Phillip.Kavan CIS fix. Change 3348054 on 2017/03/15 by Marc.Audy Fix shadow error Change 3348063 on 2017/03/15 by mason.seay Updateed bp logic to use asserts. Added scenarios to descriptions of tests Change 3348131 on 2017/03/15 by mason.seay Updating maps and reorganizing content Change 3348146 on 2017/03/15 by Mike.Beach Making it so we can use DataTable variables as inputs in the GetDataTableRow node. The output pin is now a wildcard when the row type is undefined, and we throw an access error at runtime if the table and output type don't match. Change 3348213 on 2017/03/15 by dan.reynolds AEOverview UMG Update - Added level selection persistence between categories (so you can pick and choose from multiple categories) - Added a clear all selections button - Added comments to the UMG BP Change 3348344 on 2017/03/15 by Lukasz.Furman fixed missing path following result flag descriptions #ue4 Change 3348489 on 2017/03/15 by mason.seay Moved content and updated test descriptions Change 3348496 on 2017/03/15 by Mike.Beach Keeping the new version of the GetArrayItem node from causing a stack overflow with wildcard reroute nodes. Change 3348502 on 2017/03/15 by Ben.Zeigler #jira UE-42935 Fix several issues with GameplayTag and Container switch nodes crashing. Container didn't handling having multiple empty nodes correctly Fix general issue with Switch nodes where removing an execution pin with right click was not synchronizing the pin list properly Change it so the Container switch shows the simple tag string instead of Case 0, and change it to not quote by default for Container display strings Change 3348504 on 2017/03/15 by Ben.Zeigler #jira UE-41554 Add GameplayTag initialization to InitializeObjectReferences if it hasn't been initialized yet, this is important so it gets initialized before being initialized from unsafe areas like Serialize Change 3348512 on 2017/03/15 by Mike.Beach Reroute nodes connected to a new output, will propagate the type through its inputs (was previously treating the input's wildcard type as authoritative). Change 3348513 on 2017/03/15 by Phillip.Kavan [UE-38979] Error out on an attempt to nativize a Blueprint class that also implements a native C++ interface with a pure virtual function declaration. change summary: - added TIsAbstract<T> for traits testing to see if native C++ types are abstract (in terms of C++, not UE4) - changed TCppStructOps::IsAbstract() to use TIsAbstract<T> - added UClass::CppClassOps to capture class-specific traits info for the underlying C++ class type - modified UClass::PurgeClass() to clean up class-specific traits info (if valid) - modified FNativeClassHeaderGenerator::ExportNativeGeneratedInitCode() to generate code to initialize class-specific traits info for compiled-in class types - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to throw an error during nativization if a target BP class is found to implement a native interface class that's also abstract (i.e. an interface class that declares one or more of its methods as pure virtual) - modified BlueprintActionFilterImpl::IsExtraneousInterfaceCall() to initially exclude any native interface class that is also abstract - modified FKismetEditorUtilities::CanBlueprintImplementInterface() to additionally exclude any native class that is also abstract - modified FBlueprintInterfaceFilter::IsClassAllowed() to additionally exclude any native class that is also abstract #jira UE-38979 Change 3348651 on 2017/03/15 by Mike.Beach Fixing the new GetDataTableRow node so that it'll give you the option of reroute nodes. Change 3348684 on 2017/03/15 by Michael.Noland Blueprints: Allow string and text variables to be marked as multi-line PR #3294: UE-42147: Add multiline to BP view details (Contributed by projectgheist) #jira UE-42275 Change 3348691 on 2017/03/15 by Michael.Noland Cameras: Added support for specifying a default aspect ratio and whether or not to constrain to it in a camera manager subclass; useful when using custom view logic that doesn't source from a camera component as the view target PR #2593: Finish implementing aspect ratio handling for PlayerCameraManager (Contributed by CleanCut) #jira UE-33052 Change 3348698 on 2017/03/15 by Michael.Noland Removed a sprite reference from trigger shape classes and excluded some component references from camera rigs in cooked builds PR #2922: Ensuring editor data is not accessed when excluded from cook (Contributed by moritz-wundke) #jira UE-38484 Change 3348722 on 2017/03/15 by Dan.Oconnor Fix replacement bug - due to last minute refactor of this reference replacer call Change 3348736 on 2017/03/15 by Michael.Noland Blueprints: Added missing include for UTextProperty (compiled fine locally both with the file checked out and the file unmodified) Change 3348810 on 2017/03/15 by Michael.Noland Blueprints: Added support for seeing the user defined tooltip on get/set nodes for local variables PR #3256: UE-41098: Added UFunction argument (Contributed by projectgheist) Change 3348811 on 2017/03/15 by Michael.Noland PR #3380: Added CancelAbility Blueprint node (Contributed by ryanjon2040) #jira UE-42904 Change 3348969 on 2017/03/15 by Dan.Oconnor Build fix Change 3349023 on 2017/03/16 by Aaron.McLeran Copying //Tasks/UE4/Private-GDC17-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3349389 on 2017/03/16 by mason.seay Finished up Navigation map. Improved Navmesh map (still needs some work before review) Change 3349575 on 2017/03/16 by Marc.Audy Emit ScriptMacros.h in addition to ObjectMacros.h in generated headers Change 3349628 on 2017/03/16 by Ben.Zeigler Add direct support for Chunk setting to AssetManager. If AssetManager exists and no game callback is set it uses the new, much faster method. Otherwise it falls back to the old one Fix some memory corruption issues in ChunkManifestGenerator where it was modifying a map while iterating it, could lead to assets ending up in multiple chunks accidentally Remove the "Old Cooker" entirely, it hasn't functioned since around 4.9 Various fixes to AssetManagerEditorModule Convert ShooterGame to use the AssetManager for chunking Change 3349629 on 2017/03/16 by Ben.Zeigler Change Fortnite to use the AssetManager chunking system, which simplifies the chunk 1 setup significantly Also includes changes made on Fortnite Branch as CL #3323724: Fortnite changes to take advantage of the Manage dependency in the asset manager Move definition of asset types to ini from native, and simplify it so all zone themes are scanned, even if not used Make FeedbackBank a primary asset type. It's currently editor only as there are some outdated banks we don't want to cook Change 3350043 on 2017/03/16 by Marc.Audy Fix Audio compile errors Change 3350092 on 2017/03/16 by Dan.Oconnor Fix missing output parameters when the function result node is pruned Change 3350190 on 2017/03/16 by Ben.Zeigler CIS fix Change 3350707 on 2017/03/16 by Dan.Oconnor Add means of enabling BlueprintCompilationManager via editor ini. Wedging the check into LaunchEngineLoop because of assets that are loaded during engine initialization Change 3350820 on 2017/03/16 by Joe.Conley Xenakis project: Setting GameMode to GameMode instead of None so the game doesn't crash on Play Change 3350893 on 2017/03/16 by Dan.Oconnor Build fix Change 3351017 on 2017/03/16 by Dan.Oconnor Using ordered arguments instead of named arguments improves load time in BP heavy projects Change 3351056 on 2017/03/16 by Dan.Oconnor Avoiding Copies Change 3351062 on 2017/03/16 by Dan.Oconnor Enable BlueprintCompilationManager by default - this is a major change in code path when loading uassets that contain blueprints Change 3351770 on 2017/03/17 by Marc.Audy Fix CIS warnings Change 3351818 on 2017/03/17 by Mike.Beach CopyPropertiesForUnrelatedObjects() will now only copy tagged data when the two objects truly are unrelated (different native base classes). We have to do this because the two native base classes may have different serialization methods that add/expect different data, which is not compatible with the other. #jira UE-35970 Change 3351918 on 2017/03/17 by Mike.Beach CIS fix - renaming local so it doesn't conflict with the one in the outer scope. Change 3351931 on 2017/03/17 by Ben.Zeigler Make CoreRedirects a proper Automated Test, and fix a test failure with not handling : in the output string Fix legitimate regression where doing a package -> package rename would clear Outer, this was a result of a fix I made in Main a few weeks ago Change 3351956 on 2017/03/17 by Dan.Oconnor Make sure result element is emptied when calling Intersect, Union, or Difference #jira UE-42993 Change 3352049 on 2017/03/17 by Ben.Zeigler #Jira UE-42118 Add RemoveGameplayTag to the tag blueprint library Delete (with redirector) redundant AddGameplayTagToContainer function that got accidentally added in parallel on Fortnite. Decided to keep the shorter TagContainer parameter name for both though Change 3352065 on 2017/03/17 by Aaron.McLeran Fixing compile errors - deleting unused files - removing #pragma once in SSynthKnob.cpp - Making phonon have win64 whitelist to avoid compiling on other platforms Change 3352100 on 2017/03/17 by Aaron.McLeran Fixing compile errors - Moving header file to public folder since it's used outside of module Change 3352182 on 2017/03/17 by Ben.Zeigler #jira UE-39815 Fix several issues with renaming tags in the tag settings view, it now deletes redirectors properly when renaming or making a new tag that matches an existing redirector Change 3352286 on 2017/03/17 by Ben.Zeigler #jira UE-39519 Add error messages when only one of GameMode/GameState is derived from the outdated parent classes Modified version of PR #3285: Add error log messages if the GameMode/GameState are mis-matched (Contributed by jwatte) Change 3352299 on 2017/03/17 by Ben.Zeigler #jira UE-40544 PR #3130: UE-40544: Check pause state if state change is allowed (Contributed by projectgheist) Change 3352303 on 2017/03/17 by Ben.Zeigler #jira UE-40856 Commit PR #3147: Remove unnecessary directory separator for GetSaveGamePath (Contributed by projectgheist) Remove unnecessary FString casting and in OpenGLDebugFrameDump.cpp there were FString multiplications that would never compile Change 3352320 on 2017/03/17 by Ben.Zeigler #jira UE-40087 Fix it so console keybind can be used in shipping games with console enabled Commit PR #3079: Fix ALLOW_CONSOLE define usage (Contributed by KrisRedbeard) Change 3352338 on 2017/03/17 by Ben.Zeigler #jira UE-42800 PR #3367: Made CheatManager more useful for non-FPShooters (Contributed by crumblycake) Change 3352352 on 2017/03/17 by Dan.Oconnor Emptying map instead of trying to remove an element when conversion of a value type fails - can't remove a single element until the map is rehashed #jira UE-42937 Change 3352581 on 2017/03/17 by Lukasz.Furman fixed memory leak in navmesh generators copy of CL# 3352356 #ue4 Change 3352665 on 2017/03/17 by Aaron.McLeran Fixing build error - Adding virtual destructor to FSoundWaveSoundWaveAssetActionExtender - Also renamed the class to only include SoundWave once! - Fixing static analysis warning on null deref. Change 3352685 on 2017/03/17 by Dan.Oconnor Fix for bad behavior of GetValues and GetKeys functions when there are gaps in a TMap (e.g. due to Remove calls) #jira UE-42547 Change 3352706 on 2017/03/17 by Aaron.McLeran Fixing build error Changing TSharedPtr<FSoundWaveSoundWaveAssetActionExtender> to TSharedPtr<ISoundWaveAssetActionExtensions> Change 3352708 on 2017/03/17 by Dan.Oconnor Data only and interface blueprints need SkeletonGeneratedClass set on load so that they can be used by the BlueprintEditor #jira UE-43023 Change 3352860 on 2017/03/17 by Lukasz.Furman fixed memory leak in navmesh generators copy of CL# 3352849 #ue4 Change 3352967 on 2017/03/17 by Dan.Oconnor Avoid tagging blueprints as modified while compiling with the new compilation manager. Leaving old code path unaffected, although it may benefit from this change. #jira UE-43027 Change 3352979 on 2017/03/17 by Dan.Oconnor Static analysis driven fixes #jira UE-43044 Change 3352987 on 2017/03/17 by Aaron.McLeran Fixing build error - Removing myo from other platforms, win64 only Change 3353234 on 2017/03/18 by Marc.Audy Fix Win32 build Change 3353344 on 2017/03/19 by Marc.Audy Fix cyclic includes in new Audio code Change 3353350 on 2017/03/19 by Marc.Audy Disable static analysis for myo third party code Change 3353750 on 2017/03/20 by Marc.Audy Fix additional cyclic include Change 3353926 on 2017/03/20 by Mieszko.Zielinski Made FNavAgentProperties::GetExtent return INVALID_NAVEXTENT if prop's AgentRadius is not set #UE4 This results in using FNavAgentProperties::DefaultProperties in navigation system queries to fallback to default query extent. #jira UE-18493 Change 3354249 on 2017/03/20 by Mike.Beach Raising a UHT error if you use a non-byte enum type in a Blueprint function. Blueprints currently only support uint8 enums (already an error if you tag the enum with 'BlueprintType', this error just emulates/extends that one). #jira UE-42479 Change 3354464 on 2017/03/20 by Dan.Oconnor Fix missing source path when using compilation manager Change 3354499 on 2017/03/20 by Dan.Oconnor Disable compilation manager Change 3354620 on 2017/03/20 by Ben.Zeigler #jira UE-43087 Fix crash when calling HasGPUEmitter on a Server build, this is newly an issue because it is calling GetAssetRegistryTags in more places than it used to Change 3354714 on 2017/03/20 by Michael.Noland PR #3352: Fixed issue with diffed Blueprints being searchable (Contributed by MichaelSchoell) #jira UE-42655 Change 3354718 on 2017/03/20 by Michael.Noland Engine: Change FViewport::IsGameRenderingEnabled to be static PR #3317: FViewport::IsGameRenderingEnabled (Contributed by tomix1024) #jira UE-42471 Change 3354721 on 2017/03/20 by Michael.Noland PR #3293: Made GetDefaultLocale accessible in blueprint (Contributed by derekvanvliet) #jira UE-42274 Change 3354907 on 2017/03/20 by Aaron.McLeran Fixing content in xenakis map Change 3355223 on 2017/03/20 by Ben.Zeigler #jira UE-43096 Fix crash when trying to ResolveName a path that ends in . (apparently when you LoadObject empty string, it ends up trying to load "." before giving up Change 3355297 on 2017/03/20 by Dan.Oconnor Fix incorrect flag settings from fast skeleton path.. this is part of the fix for UE-43083 Change 3355373 on 2017/03/20 by Michael.Noland PR #3222: Allow Blueprint Variables to be Readonly (Contributed by FrostByteGER) #jira UE-41640 Change 3355417 on 2017/03/20 by Ben.Zeigler Fix formatting bug where I forgot some braces Change 3355462 on 2017/03/20 by Aaron.McLeran UE-43046 Property type changed with no possible conversion Resaved asset in question Change 3355629 on 2017/03/20 by Dan.Oconnor Don't warn the user when their return node that has no pins (other than an exec pin). These return nodes cannot be deleted and connecting them does nothing. Prior to recent changes the warning never fired because the return node would be pruned and not validated. Change 3355631 on 2017/03/20 by Dan.Oconnor Fix compilation results spam in compilation manager. Scoped compiler events (e.g. BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime);) will flush the results log if no 'event' has been started. Timing data collected via this mechanism will not be useful (can only measure entire call to ::Flush in compilation manager) Change 3356127 on 2017/03/21 by Richard.Hinckley #jira UEDOC-4711 Updated an invalid/old URL in a comment to a valid/current URL. Change 3356193 on 2017/03/21 by Marc.Audy Temporarily remove editor only properties in FCameraFocusSettings until we correctly no longer create pins for struct properties that are not exposed to blueprints #jira UE-43420 Change 3356222 on 2017/03/21 by Marc.Audy Expose new attenuation settings to blueprints to resolve cook warnings. Change 3356286 on 2017/03/21 by Richard.Hinckley #jira UEDOC-4711 Selected a different URL for the update. Change 3356339 on 2017/03/21 by Marc.Audy Delete unconnected return nodes to fix fortnite cook warnings Change 3356827 on 2017/03/21 by Ben.Zeigler Explicitly disable copy operations for streamable manager objects. This may be causing some obscure crashes like WEX-5182 but I am not sure how the copy constructor would be getting called. Either way it's unsafe Put in protection against passing in duplicate items to RequestAsyncLoad, which is another possible cause of internal data corruption Add some more ensures to track down possible issues with handle corruption Change 3356920 on 2017/03/21 by Ben.Zeigler Fix ensure just checked in to not go off when handles are halfway through being cancelled Change 3358152 on 2017/03/22 by Phillip.Kavan #jira UE-43102 - Fix an occasional crash on load in nativized EDL-enabled builds with non-nativized child BPs. Change summary: - Modified AActor::PostLoadSubobjects() to skip the CheckAndApplyComponentTemplateOverrides() call in the CDO case; at that point the ICH may not be fully loaded, but we don't require the non-nativized child BP's CDO to be fixed up anyway. [CL 3358685 by Marc Audy in Main branch]
2017-03-22 12:57:30 -04:00
void FScriptBlueprintCompiler::CleanAndSanitizeClass(UBlueprintGeneratedClass* ClassToClean, UObject*& InOldCDO)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3358467) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3297108 on 2017/02/10 by Mieszko.Zielinski Added AISight's peripherial vision angle claming as well as marked up UI to not allow values from outside of [0,180] range #UE4 #jira UE-41114 Change 3299467 on 2017/02/13 by Marc.Audy Don't try to update active sounds on audio thread if the audio component is not active. If these functions are callled from a constructor on an async loading thread it can cause a crash Change 3300692 on 2017/02/13 by Marc.Audy no auto Change 3301424 on 2017/02/14 by Marc.Audy Handle gateway expansion before the node matching loop #jira UE-41858 Change 3301547 on 2017/02/14 by Marc.Audy PR #3246: Added BindDelegate that supports functions with custom (static) arguments (Contributed by PhoenixBlack) #jira UE-41926 Change 3301557 on 2017/02/14 by Marc.Audy When passing null to Rename for the new name, maintain the OldName is possible #jira UE-41937 Change 3301676 on 2017/02/14 by Marc.Audy Fix pending occlusion async traces from crashing during shutdown #jira UE-41939 Change 3302705 on 2017/02/14 by Mieszko.Zielinski Removed 'PRAGMA_DISABLE_OPTIMIZATION' uccurences from AIModule #UE4 Change 3302898 on 2017/02/14 by Dan.Oconnor Fix double negative Change 3302954 on 2017/02/14 by Dan.Oconnor Make sure we use a good version of the class Change 3302977 on 2017/02/14 by Dan.Oconnor Optimization in reinstancer turned back on - 3302898 has fixed the regression Change 3302984 on 2017/02/14 by Dan.Oconnor Relink classes that were not recompiled in a wave of the compilation manager - currently only happens for data only blueprints. This fixes issues in Odin when using the compilation manager Change 3303824 on 2017/02/15 by Richard.Hinckley Updating URL for FABRIK system information. Change 3304284 on 2017/02/15 by Dan.Oconnor Build fix Change 3304297 on 2017/02/15 by Dan.Oconnor Shadow variable fix Change 3304465 on 2017/02/15 by Lukasz.Furman fixed handling pathfollowing's requests by FloatingPawnMovement #jira UE-41884 Change 3305031 on 2017/02/15 by Marc.Audy All objects should get PostLoadSubobjects calls, regardless of whether they are outered to a CDO or not #jira UE-41708 Change 3305505 on 2017/02/15 by Michael.Noland Blueprints: Fix a crash when opening a BP with a parent class that no longer exists (unguarded access to the parent class) Change 3305506 on 2017/02/15 by Michael.Noland QAGame: Created some assets that reference a non-existent type to test 'gracefully' handling missing native class types Change 3306091 on 2017/02/16 by Marc.Audy PR #3263: Fixed duplicate comment from OnAudioFinished (Contributed by FrostByteGER) #jira UE-42027 Change 3306574 on 2017/02/16 by Marc.Audy Linked To pins can belong to invalid nodes and fail to load, this shouldn't be considered fatal Change 3307160 on 2017/02/16 by Marc.Audy Rename(null, null ... is sometimes used to just force a name out of the way, so in that case don't try and maintain old name. Change 3307982 on 2017/02/16 by Michael.Noland QAGame: Added another test asset for missing classes (this time a missing node class placed in a BP) Change 3308097 on 2017/02/16 by Michael.Noland Graph Editor: Instantly clear GraphNodeForMenu and GraphPinForMenu as soon as the menu is dismissed, fixing crashes and other odd issues after deleting pins #jira UE-41789 Change 3308303 on 2017/02/16 by Dan.Oconnor Make sure we don't call GetDefaultObject while compiling on a non-native class Change 3308850 on 2017/02/17 by Mieszko.Zielinski Fully exposed NavModifierVolume as ENGINE_API #UE4 Change 3309624 on 2017/02/17 by Phillip.Kavan [UE-40443] Recursively emit ctor initialization code for nested default subobjects when nativizing a Blueprint class. change summary: - modified FEmitDefaultValueHelper::OuterGenerate() to recursively detect and handle nested default subobjects. #jira UE-40443 Change 3310475 on 2017/02/17 by Dan.Oconnor Split bluepint compilation into CompileClassLayout and CompileFunctions, fix class hierarchy after creating reinstancers in blueprintcompilation manager. Together this means we don't need to run RecompileBlueprintBytecode Change 3310487 on 2017/02/17 by Dan.Oconnor Fix build error missed by preflgiht Change 3310497 on 2017/02/17 by Dan.Oconnor More build fixes for things missed by preflight... Change 3310635 on 2017/02/17 by Dan.Oconnor Remove unused parameter and add comment to blueprint compilation manager explaining abuse of bBeingCompiled Change 3310639 on 2017/02/17 by Dan.Oconnor Shadow variable fixes, not sure why these are being detected now Change 3311855 on 2017/02/20 by Marc.Audy Fix UChildActorComponent::ParentComponent being null on the client #jira UE-42140 Change 3312444 on 2017/02/20 by Marc.Audy Add a bAutoDestroy pin to BP Spawn Sound and Force Feedback nodes to allow users to reuse the created component #jira UE-41267 Change 3312691 on 2017/02/20 by mason.seay Deleting map now that bug has been fixed Change 3312709 on 2017/02/20 by Phillip.Kavan [UE-39705] Fix broken collision shapes when cooking with optimized BP component data option. change summary: - modified FComponentInstancingDataUtils::RecursivePropertyGather() to exclude deprecated properties, since they won't be serialized on save. - modified FBlueprintCookedComponentInstancingData::LoadCachedPropertyDataForSerialization() to remove the PPF_UseDeprecatedProperties flag (these are no longer included in the delta). - modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here). - modified AActor::CreateComponentFromTemplateData() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here; this caused deprecated property defaults to be copied out to the instance). - modified AActor::CreateComponentFromTemplateData() to append RF_PostLoad/RF_NeedPostLoadSubobjects and call PostDuplicate()/ConditionalPostLoad() on the new instance (needed to mirror what SDO does in the unoptimized case - for proper physics RB setup specifically, but may be other areas where that's needed). #jira UE-39705 Change 3313161 on 2017/02/20 by Mieszko.Zielinski PR #3272: Use Pawn for GetNavAgentPropertiesRef(). (Contributed by drelidan7) Change 3314151 on 2017/02/21 by Mieszko.Zielinski fix to hlods complaining about missing nav collision in cooked builds #UE4 Made sure hlod-generated StaticMeshes are marked as not having navigation data #jira UE-42034 Change 3314355 on 2017/02/21 by Marc.Audy Set error message back to be correctly about mobility #jira UE-42209 Change 3314566 on 2017/02/21 by Phillip.Kavan [UE-40801] Switch to an ensure() to potentially help diagnose a one-off assertion crash in the SCS editor if encountered again in a future release. #jira UE-40801 Change 3315459 on 2017/02/21 by Mike.Beach Updated marquee selection in graph editors. Ctrl dragging now inverts nodes' selection state (not only deselects them - holding alt is now for only deselection). #jira UE-16359 Change 3315546 on 2017/02/21 by Mike.Beach Mirroring CL 3294552 Count "GeneratedStub" as a success for cooked file generation - ensures the saved asset gets recorded in the asset registry. #jira ODIN-5869 Change 3315554 on 2017/02/21 by Mike.Beach Do not generate NativizedAsset plugin files if no Blueprints were nativized (cut down on mod generate/cook time). #jira ODIN-6211 Change 3317225 on 2017/02/22 by mason.seay Enable Net Use Owner Frequency on blueprints. This allows the client to use different weapons. Doesn't fix UE-42017 though. Change 3317495 on 2017/02/22 by Marc.Audy Expose raw input device configurations to other modules by request #jira UE-42204 Change 3319966 on 2017/02/23 by Nick.Atamas Polished up the material reroute node: - Removed some unnecessary widgets - Centered the pin node Change 3320099 on 2017/02/23 by Mike.Beach Guarding against passing self pins to referance parameters (it is not a property that is referencable, and would crash). Notifying the user through pin connection messages, and providing a script exception. #jira UE-40861 Change 3321227 on 2017/02/24 by Marc.Audy Just use name rather than going Name -> String -> TCHAR -> Name Change 3321425 on 2017/02/24 by Marc.Audy Minor optimizations to avoid string construction when doing StaticFindObject and ResolveName Change 3321630 on 2017/02/24 by Mike.Beach Removing reference notation from actor pointer param - allowing you to pass 'self' to Blueprint exposed function. Change 3321845 on 2017/02/24 by Lukasz.Furman fixed navlink processor trace accepting only components with WorldStatic object type #ue4 Change 3322474 on 2017/02/24 by Aaron.McLeran UE-42345 Rewriting thumbnail renderer Change 3322490 on 2017/02/24 by Aaron.McLeran UE-42345 Forgot to take abs of sample before averaging Change 3323562 on 2017/02/27 by Mike.Beach Fixing bad merge, copying loop from //UE4/Main that accidently got replaced. Change 3323685 on 2017/02/27 by Mike.Beach Preventing us from cross-binding editor & PIE actors when we fixup level script actor bindings (on duplicate for PIE). #jira UE-30816 Change 3323776 on 2017/02/27 by Marc.Audy Coding standard clean up pass Change 3324050 on 2017/02/27 by Ben.Zeigler Fix issue with a StreamableHandle being cancelled while in progress leaving the in progress flag active. Added and improved error messages when streaming goes wrong Port of 3317217, 3315540, and 3314374 from UE4-Fortnite Change 3324294 on 2017/02/27 by Ben.Zeigler Engine changes needed to support "Asset Management" UI: Add concept of "Manage" dependency to the Asset Registry, to represent that an asset like a texture is managed by a Primary Asset. This will be used to compute usage statistics and chunking Add ability for AssetManager to override the PrimaryAssetType/Id on a asset data loaded off disk. Needed so the asset audit tools work properly Significant performance improvements to the asset registry dependency gather, and correctly report as in progress while dependencies are still being gathered. On Fortnite it now finishes in 10 seconds instead of 100 Add bUpdateDiskCacheAfterLoad option for the asset registry, if true (default) this will update the Asset Registry's disk cache when an object is loaded, only in the editor. This is so changes made in PostLoad are correctly mirrored in the disk cache Add PrimaryAssetType as a wrapper struct around FName to allow customizations and blueprint usage, clean up the noexport definitions for a few related classes Add Asset Manager code to create and query "Manage" references used for auditing and chunking Add code to read AssetManager scanning rules out of the AssetManagerSettings object, also settable in editor Made it so UWorlds are now PrimaryAssets of the type Map, and enable the AssetManager by default for all games Port of CL #3323720 and related fixes from Fortnite Change 3324295 on 2017/02/27 by Ben.Zeigler Add AssetManagerEditor which contains the editor interface for the AssetManager system, and engine code needed to support it Add support for Management references to the Reference Viewer, and add ability to extend that context menu from plugins/games Add struct customizations for PrimaryAssetId and PrimaryAssetType Add AssetAuditBrowser window that shows a specialized asset picker for auditing, accessible from content browser, reference viewer, and main windows pane Add AssetAuditContext, which is a cleaned up port of the one from Paragon. This needs some more work before being final Expose PropertyCustomizationHelpers::MakePropertyComboBox which allows making an "enum-like" combo box for struct customizations, it now works much like the PropertyEditorAsset UI Add Custom Column support to AssetView/AssetPicker. This can be used to show runtime-generated column data Fix bug in SAssetView where column view did not work with a filter predicate, because the column view was generated before the deferred filter predicate run, leading to an empty filter Port of CL #3323722 and related fixes from Fortnite Change 3324398 on 2017/02/27 by Ben.Zeigler CIS fix Change 3324442 on 2017/02/27 by Ben.Zeigler Nonunity fix discovered while testing my nonunity fix Change 3325465 on 2017/02/28 by Marc.Audy Expand RawInput to support up to 20 buttons Change 3325468 on 2017/02/28 by Marc.Audy Fix CIS Change 3325887 on 2017/02/28 by Phillip.Kavan [UE-41893] Implicitly nativize child Blueprints that override one or more BlueprintCallable functions from a parent Blueprint. change summary: - added FBlueprintEditorUtils::ShouldNativizeImplicitly() - modified FBlueprintGlobalOptionsDetails::IsNativizeEnabled() to disable the 'Nativize' checkbox when the BP is implicitly enabled - modified FBlueprintGlobalOptionsDetails::GetNativizeState() to set the 'Checked' state when the BP is implicitly enabled - modified FBlueprintGlobalOptionsDetails::GetNativizeTooltip() to set an alternate tooltip for the disabled state (when the BP is implicitly enabled) - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to ensure that implicitly-enabled BPs are flagged as selected for nativization #jira UE-41893 Change 3326713 on 2017/02/28 by Marc.Audy Update MAX_NUM_CONTROLLER_BUTTONS to match number of keys created Change 3327688 on 2017/03/01 by Marc.Audy Fix spelling, remove autos Change 3328139 on 2017/03/01 by Marc.Audy Win32 doesn't report the DeviceData in the same way that Win64 does, removing filtered check for now so that Win32 packaged games can use RawInput (4.15.1) #jira UE-42375 Change 3328550 on 2017/03/01 by Mike.Beach Typo fix in cast node tooltip. Change 3328575 on 2017/03/01 by Nicholas.Blackford Submitting Tick Interval Functional Test Change 3328972 on 2017/03/02 by Jack.Porter Fix for crash entering Landscape mode #jira UE-42497 Change 3329224 on 2017/03/02 by Nick.Bullard Removing Redirector from EngineTest project Change 3330093 on 2017/03/02 by Mike.Beach Modified fix from Marc.Audy - Guarding against malformed graphs (missing their schema), which can happen in the middle of an undo transaction (removing the graph). Returning the graph's path name in this situation (instead of the display name), so we atleast have some semblance of context. #jira UE-42166 Change 3330306 on 2017/03/02 by Mike.Beach Replacing ArrayLibrary Get() calls in blueprints with a custom node, which can be toggled back and forth from returning by reference or by value. #jira UE-6451 Change 3330626 on 2017/03/02 by samuel.proctor Functional Test for Blueprint Containers Change 3330690 on 2017/03/02 by Mike.Beach Modified the fix from CL 3308097 - cannot clear the edgraph pin context since many menu actions expect it be available still as the menu is clossing (menu's dismiss gets triggered before the action is executed). #jira UE-42500 Change 3330704 on 2017/03/02 by Mike.Beach CIS fix - fallout from CL 3330306 Change 3330875 on 2017/03/02 by Dan.Oconnor Iteration on compile manager - removed skeleton compile pass in favor of FastGenerateSkeletonClass (directly generate reflection data from blueprint source data - no graph cloning) Change 3330892 on 2017/03/02 by Mike.Beach CIS fix for linux builds - include filename is case sensitive. Change 3331585 on 2017/03/03 by Mike.Beach Fix for CIS issues (fallout from CL 3330306) - had success/failure return value flipped. Spuriously failing on deprecated node fixup. Change 3333455 on 2017/03/06 by Ben.Zeigler Cleaned up version of CL #3332060, fixes crashes when calling StreamableManager::SynchronousLoad from inside a async PostLoad callback Also disable the "do sync load as async load" code in EDL, as EDL basically already does that internally Move the recursion guard inside async load tick outside of the EDL section, it's just as unsafe with EDL off Change 3333484 on 2017/03/06 by Ben.Zeigler #jira UE-42312 Fix crash trying to read Searchable Name references to objects in the same package, now guess at package/object name Change 3333553 on 2017/03/06 by Ben.Zeigler #jira UE-42387 Don't write out empty generated ini files for config files that are empty in both source and destination, this stops plugins without configs from ending up in cache Change 3333697 on 2017/03/06 by Mike.Beach Resolving some CIS errors - fix for missed handling of split-struct pins (fallout from CL 3330306) on deprecated node conversion (mapping old pins to new pins). Change 3334047 on 2017/03/06 by Ben.Zeigler #jira UE-42587 Now that we handle Add gameplay cues correctly by deferring them until after load, we also need to handle Remove cues, to avoid cues being stuck on permanently. Change 3334228 on 2017/03/06 by Ben.Zeigler #jira UE-42153 Fix several crashes with gameplay tag query structs #jira UE-39760 Fix it to display tag query description on creation Change 3335221 on 2017/03/07 by Lukasz.Furman fixed compilation errors for macros: UE_VLOG_MESH, UE_CVLOG_MESH #ue4 Change 3335733 on 2017/03/07 by dan.reynolds Fixing Attenuation Shape Material Reference Change 3335918 on 2017/03/07 by Mike.Beach More deeply nesting an active world check in UMeshComponent::CacheMaterialParameterNameIndices(). Only guarding the parts that use the world (prior to this, we were blocking material parameter discovery, which was causing cooked content to loose material settings). #jira UE-42480 Change 3336053 on 2017/03/07 by zack.letters Moved and renamed test to meet naming convention and proper location Change 3336087 on 2017/03/07 by Phillip.Kavan [UE-18618] Fix an ensure() misfire on PIE exit for listen server mode. change summary: - Modified UWorld::TransferBlueprintDebugReferences() to allow the LevelScript BP's target debug object reference to be reset to NULL when CreatePIEWorldBySavingToTemp() has recompiled it during the PIE startup process and autosaved the BP as a temporary. #jira UE-18618 Change 3336118 on 2017/03/07 by Phillip.Kavan Ensure that BP class component templates are included as preload dependencies where appropriate. Change 3336418 on 2017/03/07 by Marc.Audy Set the PIEInstanceID before calling ConvertToPIEPackageName (4.15.1) #jira UE-42507 Change 3336529 on 2017/03/07 by dan.reynolds AEOverview UMG Interface Change 3336729 on 2017/03/07 by Michael.Noland Blueprints: Changed a checkSlow() followed by unguarded access to an if and ensure() in BlueprintActionFilterImpl::IsDeprecated to prevent a potential crash in release if the node class is invalid for some reason #jira UE-42519 Change 3337054 on 2017/03/08 by Mieszko.Zielinski Fixed UGameplayTaskResource::AutoResourceID getting cleared on hot reload #UE4 Change 3337605 on 2017/03/08 by Mieszko.Zielinski PR #3345: Fix reversed comparison in FGameplayResourceSet::HasAllIDs (Contributed by hoelzl) Change 3337612 on 2017/03/08 by Lina.Halper Commenting out ensure as this doesn't cause any harm and fix it up later by itself. - adding ticket for further investigation #rb: Martin.Wilson #jira: UE-42062 Change 3338353 on 2017/03/08 by Mike.Beach Undoing CL 3320099, and instead allowing self nodes to be plugged into const ref inputs. Now auto-generating ref terms for the self node (the input param expects an addressable UProperty). Skipping this for native functions, as UHT already does something similar. #jira UE-40861 Change 3340052 on 2017/03/09 by Marc.Audy Don't mark a blueprint dirty if the default value isn't actually set #jira UE-42511 Change 3340211 on 2017/03/09 by samuel.proctor Adding TMap/TSet tests for Containers Functional Test Change 3340272 on 2017/03/09 by Marc.Audy auto removals small optimizations Change 3340341 on 2017/03/09 by Marc.Audy Fortnite fixes for blueprint exposed editor only struct members #jira UE-42430 Change 3340356 on 2017/03/09 by Marc.Audy Do not allow blueprint exposed editor only struct members #jira UE-42430 Change 3340369 on 2017/03/09 by Mike.Beach Certain operations expect set/map elements to be constructed, instead of using an 'uninitialized' value (like with FStrings, previously this would blow up attempting to assign a value to an FString that hadn't been constructed). Fix is to construct the member when we make space in the container (emulating execSetArray). #jira UE-42572 Change 3340445 on 2017/03/09 by mason.seay Renamed and updated test map. Also disabled tests until reviewed Change 3340627 on 2017/03/09 by Marc.Audy Remove autos Change 3340639 on 2017/03/09 by Dan.Oconnor Avoid CDO creation when asking if an object IsDefaultSubobject Change 3340642 on 2017/03/09 by Marc.Audy Correctly maintain removed items from arrays when duplicating actors via T3D #jira UE-42278 Change 3340689 on 2017/03/09 by Dan.Oconnor Avoid UObject::Modify calls when renaming edgraph nodes as part of UEdGraphNode::PostLoad() or UEdGraph::MoveNodesToAnotherGraph Change 3340709 on 2017/03/09 by Dan.Oconnor Remove misplace dClassDefaultObject null check for now Change 3340710 on 2017/03/09 by Dan.Oconnor Avoid FindRedirectedPropertyName when performing StaticDuplicateObject Change 3340728 on 2017/03/09 by Dan.Oconnor Null checking CDO so that we can duplicate a class with no CDO Change 3342184 on 2017/03/10 by mason.seay Nav mesh generation test - not finished Change 3342930 on 2017/03/13 by Mieszko.Zielinski Added missing undefining of local macros in VisualLoggerAutomationTests.cpp #UE4 Change 3343739 on 2017/03/13 by Marc.Audy Protect against ChildActorClass becoming null while ChildActorTemplate remains valid. Change 3343758 on 2017/03/13 by Marc.Audy Ensure that when you change visibility, children also get marked dirty as needed. SetVisibility is no longer virtual, use OnVisibilityChanged in subclasses instead #jira UE-42240 Change 3343816 on 2017/03/13 by Mike.Beach Making sure we build CrashReporter for nativized clients. #jira UE-42056 Change 3343858 on 2017/03/13 by Phillip.Kavan Back out changelist 3336118 (per discussion) - did not solve the issue. Change 3344218 on 2017/03/13 by Mike.Beach Patching some holes in the wildcard pin logic for our new array GetItem node (making sure the node properly retains its type). Change 3344388 on 2017/03/13 by Mike.Beach Preventing make/break nodes from being in the context menu for structs that are not labeled 'BlueprintType' (still available if you drag off a node with a struct pin of that type). #jira UE-37971 Change 3344411 on 2017/03/13 by dan.reynolds AEOverviewMain update - Organized Variables - Added comments on level interface with UI script Change 3344956 on 2017/03/14 by Marc.Audy Remove autos Slight optimization Change 3345365 on 2017/03/14 by Mike.Beach In the Blueprint diff tool, no longer assuming that graph names are unique (using the outer path to find matching graphs between diff panels). #jira UE-42787 Change 3345565 on 2017/03/14 by Marc.Audy auto removal Change 3345654 on 2017/03/14 by Marc.Audy Allow hierarchical metadata querying when HACK_HEADER_GENERATION is true Change 3345771 on 2017/03/14 by Zak.Middleton #ue4 - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager]: ClientNetSendMoveDeltaTime=0.0111f ClientNetSendMoveDeltaTime=0.0222f ClientNetSendMoveThrottleAtNetSpeed = 10000 ClientNetSendMoveThrottleOverPlayerCount=10 These are the default values maintained for backwards compat. Related to OR-36422. Change 3346314 on 2017/03/14 by Dan.Oconnor Add two features to FBlueprintCompileReinstancer. Exposing it's CPFUO extensions and add a flag to avoid potentially unneeded CDO duplication. Change 3346329 on 2017/03/14 by Dan.Oconnor Avoid CDO creation in UBlueprintGeneratedClass::PostLoad - rely instead on compiler Change 3346436 on 2017/03/14 by Dan.Oconnor Compilation Manager iteration - improvements to reinstancing logic and postponement of reinstancing reference replacement until after loading has finished (done strictly to reduce the number of 'find references' calls). Behavior change is behind the GMinimalCompileOnLoad flag Change 3346632 on 2017/03/14 by Ben.Zeigler Change StringClassReference customization to use MustImplement and BlueprintBaseOnly metadata, to match the metadata used by SubclassOf customization Add missing Class Property metadata to the metadata list Change 3347525 on 2017/03/15 by Marc.Audy PR #3371: Fix for binding ability action to input component (Contributed by ryanjon2040) #jira UE-42810 Change 3347562 on 2017/03/15 by Phillip.Kavan [UE-32816] Support for value-based bitfield enum associations in the editor. notes: - default mode is still index-based, so there are no backwards-compatibility issues change summary: - new metadata key for flagging enums as value-based (UseEnumValuesAsMaskValuesInEditor) - modified SPropertyEditorNumeric::Construct() to include logic for handling value-based enum associations - modified SGraphPinInteger::Construct() to include logic for handling value-based enum associations - added default value fixup to UK2Node_BitmaskLiteral, so that changed/removed values get masked out on load - switched UK2Node_BitmaskLiteral::PostLoad() to Serialize(), so that default value fixup occurs before compilation #jira UE-32816 Change 3348030 on 2017/03/15 by Marc.Audy Remove experimental blueprintable components setting, they are supported fully Change 3348034 on 2017/03/15 by Phillip.Kavan CIS fix. Change 3348054 on 2017/03/15 by Marc.Audy Fix shadow error Change 3348063 on 2017/03/15 by mason.seay Updateed bp logic to use asserts. Added scenarios to descriptions of tests Change 3348131 on 2017/03/15 by mason.seay Updating maps and reorganizing content Change 3348146 on 2017/03/15 by Mike.Beach Making it so we can use DataTable variables as inputs in the GetDataTableRow node. The output pin is now a wildcard when the row type is undefined, and we throw an access error at runtime if the table and output type don't match. Change 3348213 on 2017/03/15 by dan.reynolds AEOverview UMG Update - Added level selection persistence between categories (so you can pick and choose from multiple categories) - Added a clear all selections button - Added comments to the UMG BP Change 3348344 on 2017/03/15 by Lukasz.Furman fixed missing path following result flag descriptions #ue4 Change 3348489 on 2017/03/15 by mason.seay Moved content and updated test descriptions Change 3348496 on 2017/03/15 by Mike.Beach Keeping the new version of the GetArrayItem node from causing a stack overflow with wildcard reroute nodes. Change 3348502 on 2017/03/15 by Ben.Zeigler #jira UE-42935 Fix several issues with GameplayTag and Container switch nodes crashing. Container didn't handling having multiple empty nodes correctly Fix general issue with Switch nodes where removing an execution pin with right click was not synchronizing the pin list properly Change it so the Container switch shows the simple tag string instead of Case 0, and change it to not quote by default for Container display strings Change 3348504 on 2017/03/15 by Ben.Zeigler #jira UE-41554 Add GameplayTag initialization to InitializeObjectReferences if it hasn't been initialized yet, this is important so it gets initialized before being initialized from unsafe areas like Serialize Change 3348512 on 2017/03/15 by Mike.Beach Reroute nodes connected to a new output, will propagate the type through its inputs (was previously treating the input's wildcard type as authoritative). Change 3348513 on 2017/03/15 by Phillip.Kavan [UE-38979] Error out on an attempt to nativize a Blueprint class that also implements a native C++ interface with a pure virtual function declaration. change summary: - added TIsAbstract<T> for traits testing to see if native C++ types are abstract (in terms of C++, not UE4) - changed TCppStructOps::IsAbstract() to use TIsAbstract<T> - added UClass::CppClassOps to capture class-specific traits info for the underlying C++ class type - modified UClass::PurgeClass() to clean up class-specific traits info (if valid) - modified FNativeClassHeaderGenerator::ExportNativeGeneratedInitCode() to generate code to initialize class-specific traits info for compiled-in class types - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to throw an error during nativization if a target BP class is found to implement a native interface class that's also abstract (i.e. an interface class that declares one or more of its methods as pure virtual) - modified BlueprintActionFilterImpl::IsExtraneousInterfaceCall() to initially exclude any native interface class that is also abstract - modified FKismetEditorUtilities::CanBlueprintImplementInterface() to additionally exclude any native class that is also abstract - modified FBlueprintInterfaceFilter::IsClassAllowed() to additionally exclude any native class that is also abstract #jira UE-38979 Change 3348651 on 2017/03/15 by Mike.Beach Fixing the new GetDataTableRow node so that it'll give you the option of reroute nodes. Change 3348684 on 2017/03/15 by Michael.Noland Blueprints: Allow string and text variables to be marked as multi-line PR #3294: UE-42147: Add multiline to BP view details (Contributed by projectgheist) #jira UE-42275 Change 3348691 on 2017/03/15 by Michael.Noland Cameras: Added support for specifying a default aspect ratio and whether or not to constrain to it in a camera manager subclass; useful when using custom view logic that doesn't source from a camera component as the view target PR #2593: Finish implementing aspect ratio handling for PlayerCameraManager (Contributed by CleanCut) #jira UE-33052 Change 3348698 on 2017/03/15 by Michael.Noland Removed a sprite reference from trigger shape classes and excluded some component references from camera rigs in cooked builds PR #2922: Ensuring editor data is not accessed when excluded from cook (Contributed by moritz-wundke) #jira UE-38484 Change 3348722 on 2017/03/15 by Dan.Oconnor Fix replacement bug - due to last minute refactor of this reference replacer call Change 3348736 on 2017/03/15 by Michael.Noland Blueprints: Added missing include for UTextProperty (compiled fine locally both with the file checked out and the file unmodified) Change 3348810 on 2017/03/15 by Michael.Noland Blueprints: Added support for seeing the user defined tooltip on get/set nodes for local variables PR #3256: UE-41098: Added UFunction argument (Contributed by projectgheist) Change 3348811 on 2017/03/15 by Michael.Noland PR #3380: Added CancelAbility Blueprint node (Contributed by ryanjon2040) #jira UE-42904 Change 3348969 on 2017/03/15 by Dan.Oconnor Build fix Change 3349023 on 2017/03/16 by Aaron.McLeran Copying //Tasks/UE4/Private-GDC17-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3349389 on 2017/03/16 by mason.seay Finished up Navigation map. Improved Navmesh map (still needs some work before review) Change 3349575 on 2017/03/16 by Marc.Audy Emit ScriptMacros.h in addition to ObjectMacros.h in generated headers Change 3349628 on 2017/03/16 by Ben.Zeigler Add direct support for Chunk setting to AssetManager. If AssetManager exists and no game callback is set it uses the new, much faster method. Otherwise it falls back to the old one Fix some memory corruption issues in ChunkManifestGenerator where it was modifying a map while iterating it, could lead to assets ending up in multiple chunks accidentally Remove the "Old Cooker" entirely, it hasn't functioned since around 4.9 Various fixes to AssetManagerEditorModule Convert ShooterGame to use the AssetManager for chunking Change 3349629 on 2017/03/16 by Ben.Zeigler Change Fortnite to use the AssetManager chunking system, which simplifies the chunk 1 setup significantly Also includes changes made on Fortnite Branch as CL #3323724: Fortnite changes to take advantage of the Manage dependency in the asset manager Move definition of asset types to ini from native, and simplify it so all zone themes are scanned, even if not used Make FeedbackBank a primary asset type. It's currently editor only as there are some outdated banks we don't want to cook Change 3350043 on 2017/03/16 by Marc.Audy Fix Audio compile errors Change 3350092 on 2017/03/16 by Dan.Oconnor Fix missing output parameters when the function result node is pruned Change 3350190 on 2017/03/16 by Ben.Zeigler CIS fix Change 3350707 on 2017/03/16 by Dan.Oconnor Add means of enabling BlueprintCompilationManager via editor ini. Wedging the check into LaunchEngineLoop because of assets that are loaded during engine initialization Change 3350820 on 2017/03/16 by Joe.Conley Xenakis project: Setting GameMode to GameMode instead of None so the game doesn't crash on Play Change 3350893 on 2017/03/16 by Dan.Oconnor Build fix Change 3351017 on 2017/03/16 by Dan.Oconnor Using ordered arguments instead of named arguments improves load time in BP heavy projects Change 3351056 on 2017/03/16 by Dan.Oconnor Avoiding Copies Change 3351062 on 2017/03/16 by Dan.Oconnor Enable BlueprintCompilationManager by default - this is a major change in code path when loading uassets that contain blueprints Change 3351770 on 2017/03/17 by Marc.Audy Fix CIS warnings Change 3351818 on 2017/03/17 by Mike.Beach CopyPropertiesForUnrelatedObjects() will now only copy tagged data when the two objects truly are unrelated (different native base classes). We have to do this because the two native base classes may have different serialization methods that add/expect different data, which is not compatible with the other. #jira UE-35970 Change 3351918 on 2017/03/17 by Mike.Beach CIS fix - renaming local so it doesn't conflict with the one in the outer scope. Change 3351931 on 2017/03/17 by Ben.Zeigler Make CoreRedirects a proper Automated Test, and fix a test failure with not handling : in the output string Fix legitimate regression where doing a package -> package rename would clear Outer, this was a result of a fix I made in Main a few weeks ago Change 3351956 on 2017/03/17 by Dan.Oconnor Make sure result element is emptied when calling Intersect, Union, or Difference #jira UE-42993 Change 3352049 on 2017/03/17 by Ben.Zeigler #Jira UE-42118 Add RemoveGameplayTag to the tag blueprint library Delete (with redirector) redundant AddGameplayTagToContainer function that got accidentally added in parallel on Fortnite. Decided to keep the shorter TagContainer parameter name for both though Change 3352065 on 2017/03/17 by Aaron.McLeran Fixing compile errors - deleting unused files - removing #pragma once in SSynthKnob.cpp - Making phonon have win64 whitelist to avoid compiling on other platforms Change 3352100 on 2017/03/17 by Aaron.McLeran Fixing compile errors - Moving header file to public folder since it's used outside of module Change 3352182 on 2017/03/17 by Ben.Zeigler #jira UE-39815 Fix several issues with renaming tags in the tag settings view, it now deletes redirectors properly when renaming or making a new tag that matches an existing redirector Change 3352286 on 2017/03/17 by Ben.Zeigler #jira UE-39519 Add error messages when only one of GameMode/GameState is derived from the outdated parent classes Modified version of PR #3285: Add error log messages if the GameMode/GameState are mis-matched (Contributed by jwatte) Change 3352299 on 2017/03/17 by Ben.Zeigler #jira UE-40544 PR #3130: UE-40544: Check pause state if state change is allowed (Contributed by projectgheist) Change 3352303 on 2017/03/17 by Ben.Zeigler #jira UE-40856 Commit PR #3147: Remove unnecessary directory separator for GetSaveGamePath (Contributed by projectgheist) Remove unnecessary FString casting and in OpenGLDebugFrameDump.cpp there were FString multiplications that would never compile Change 3352320 on 2017/03/17 by Ben.Zeigler #jira UE-40087 Fix it so console keybind can be used in shipping games with console enabled Commit PR #3079: Fix ALLOW_CONSOLE define usage (Contributed by KrisRedbeard) Change 3352338 on 2017/03/17 by Ben.Zeigler #jira UE-42800 PR #3367: Made CheatManager more useful for non-FPShooters (Contributed by crumblycake) Change 3352352 on 2017/03/17 by Dan.Oconnor Emptying map instead of trying to remove an element when conversion of a value type fails - can't remove a single element until the map is rehashed #jira UE-42937 Change 3352581 on 2017/03/17 by Lukasz.Furman fixed memory leak in navmesh generators copy of CL# 3352356 #ue4 Change 3352665 on 2017/03/17 by Aaron.McLeran Fixing build error - Adding virtual destructor to FSoundWaveSoundWaveAssetActionExtender - Also renamed the class to only include SoundWave once! - Fixing static analysis warning on null deref. Change 3352685 on 2017/03/17 by Dan.Oconnor Fix for bad behavior of GetValues and GetKeys functions when there are gaps in a TMap (e.g. due to Remove calls) #jira UE-42547 Change 3352706 on 2017/03/17 by Aaron.McLeran Fixing build error Changing TSharedPtr<FSoundWaveSoundWaveAssetActionExtender> to TSharedPtr<ISoundWaveAssetActionExtensions> Change 3352708 on 2017/03/17 by Dan.Oconnor Data only and interface blueprints need SkeletonGeneratedClass set on load so that they can be used by the BlueprintEditor #jira UE-43023 Change 3352860 on 2017/03/17 by Lukasz.Furman fixed memory leak in navmesh generators copy of CL# 3352849 #ue4 Change 3352967 on 2017/03/17 by Dan.Oconnor Avoid tagging blueprints as modified while compiling with the new compilation manager. Leaving old code path unaffected, although it may benefit from this change. #jira UE-43027 Change 3352979 on 2017/03/17 by Dan.Oconnor Static analysis driven fixes #jira UE-43044 Change 3352987 on 2017/03/17 by Aaron.McLeran Fixing build error - Removing myo from other platforms, win64 only Change 3353234 on 2017/03/18 by Marc.Audy Fix Win32 build Change 3353344 on 2017/03/19 by Marc.Audy Fix cyclic includes in new Audio code Change 3353350 on 2017/03/19 by Marc.Audy Disable static analysis for myo third party code Change 3353750 on 2017/03/20 by Marc.Audy Fix additional cyclic include Change 3353926 on 2017/03/20 by Mieszko.Zielinski Made FNavAgentProperties::GetExtent return INVALID_NAVEXTENT if prop's AgentRadius is not set #UE4 This results in using FNavAgentProperties::DefaultProperties in navigation system queries to fallback to default query extent. #jira UE-18493 Change 3354249 on 2017/03/20 by Mike.Beach Raising a UHT error if you use a non-byte enum type in a Blueprint function. Blueprints currently only support uint8 enums (already an error if you tag the enum with 'BlueprintType', this error just emulates/extends that one). #jira UE-42479 Change 3354464 on 2017/03/20 by Dan.Oconnor Fix missing source path when using compilation manager Change 3354499 on 2017/03/20 by Dan.Oconnor Disable compilation manager Change 3354620 on 2017/03/20 by Ben.Zeigler #jira UE-43087 Fix crash when calling HasGPUEmitter on a Server build, this is newly an issue because it is calling GetAssetRegistryTags in more places than it used to Change 3354714 on 2017/03/20 by Michael.Noland PR #3352: Fixed issue with diffed Blueprints being searchable (Contributed by MichaelSchoell) #jira UE-42655 Change 3354718 on 2017/03/20 by Michael.Noland Engine: Change FViewport::IsGameRenderingEnabled to be static PR #3317: FViewport::IsGameRenderingEnabled (Contributed by tomix1024) #jira UE-42471 Change 3354721 on 2017/03/20 by Michael.Noland PR #3293: Made GetDefaultLocale accessible in blueprint (Contributed by derekvanvliet) #jira UE-42274 Change 3354907 on 2017/03/20 by Aaron.McLeran Fixing content in xenakis map Change 3355223 on 2017/03/20 by Ben.Zeigler #jira UE-43096 Fix crash when trying to ResolveName a path that ends in . (apparently when you LoadObject empty string, it ends up trying to load "." before giving up Change 3355297 on 2017/03/20 by Dan.Oconnor Fix incorrect flag settings from fast skeleton path.. this is part of the fix for UE-43083 Change 3355373 on 2017/03/20 by Michael.Noland PR #3222: Allow Blueprint Variables to be Readonly (Contributed by FrostByteGER) #jira UE-41640 Change 3355417 on 2017/03/20 by Ben.Zeigler Fix formatting bug where I forgot some braces Change 3355462 on 2017/03/20 by Aaron.McLeran UE-43046 Property type changed with no possible conversion Resaved asset in question Change 3355629 on 2017/03/20 by Dan.Oconnor Don't warn the user when their return node that has no pins (other than an exec pin). These return nodes cannot be deleted and connecting them does nothing. Prior to recent changes the warning never fired because the return node would be pruned and not validated. Change 3355631 on 2017/03/20 by Dan.Oconnor Fix compilation results spam in compilation manager. Scoped compiler events (e.g. BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime);) will flush the results log if no 'event' has been started. Timing data collected via this mechanism will not be useful (can only measure entire call to ::Flush in compilation manager) Change 3356127 on 2017/03/21 by Richard.Hinckley #jira UEDOC-4711 Updated an invalid/old URL in a comment to a valid/current URL. Change 3356193 on 2017/03/21 by Marc.Audy Temporarily remove editor only properties in FCameraFocusSettings until we correctly no longer create pins for struct properties that are not exposed to blueprints #jira UE-43420 Change 3356222 on 2017/03/21 by Marc.Audy Expose new attenuation settings to blueprints to resolve cook warnings. Change 3356286 on 2017/03/21 by Richard.Hinckley #jira UEDOC-4711 Selected a different URL for the update. Change 3356339 on 2017/03/21 by Marc.Audy Delete unconnected return nodes to fix fortnite cook warnings Change 3356827 on 2017/03/21 by Ben.Zeigler Explicitly disable copy operations for streamable manager objects. This may be causing some obscure crashes like WEX-5182 but I am not sure how the copy constructor would be getting called. Either way it's unsafe Put in protection against passing in duplicate items to RequestAsyncLoad, which is another possible cause of internal data corruption Add some more ensures to track down possible issues with handle corruption Change 3356920 on 2017/03/21 by Ben.Zeigler Fix ensure just checked in to not go off when handles are halfway through being cancelled Change 3358152 on 2017/03/22 by Phillip.Kavan #jira UE-43102 - Fix an occasional crash on load in nativized EDL-enabled builds with non-nativized child BPs. Change summary: - Modified AActor::PostLoadSubobjects() to skip the CheckAndApplyComponentTemplateOverrides() call in the CDO case; at that point the ICH may not be fully loaded, but we don't require the non-nativized child BP's CDO to be fixed up anyway. [CL 3358685 by Marc Audy in Main branch]
2017-03-22 12:57:30 -04:00
Super::CleanAndSanitizeClass(ClassToClean, InOldCDO);
// Make sure our typed pointer is set
check(ClassToClean == NewClass);
NewScriptBlueprintClass = CastChecked<UScriptBlueprintGeneratedClass>((UObject*)NewClass);
ContextProperty = NULL;
}
void FScriptBlueprintCompiler::CreateClassVariablesFromBlueprint()
{
Super::CreateClassVariablesFromBlueprint();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2972815) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2965743 on 2016/05/04 by Tom.Looman Added check to PostActorConstruction to avoid BeginPlay call on pendingkill actor. UE-27528 #rb MarcA Change 2965744 on 2016/05/04 by Marc.Audy VS2015 Shadow Variable fixes Change 2965813 on 2016/05/04 by Tom.Looman Moved UninitializeComponents outside (bActorInitialized) to always uninit components when actors gets destroyed early. UE-27529 #rb MarcA Change 2966564 on 2016/05/04 by Marc.Audy VS2015 shadow variable fixes Change 2967244 on 2016/05/05 by Jon.Nabozny Remove UPROPERTY from members that don't require serialization and aren't user editable. #JIRA UE-30155 Change 2967377 on 2016/05/05 by Lukasz.Furman fixed processing of AIMessages when new message appears during notify loop #ue4 Change 2967437 on 2016/05/05 by Marc.Audy Add a static One to TBigInt Remove numerous local statics and TEncryptionInt specific version in KeyGenerator.cpp Part of fixing shadow variables for VS2015 Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2967552 on 2016/05/05 by Marc.Audy Fix compile error in DocumentationCode Change 2967556 on 2016/05/05 by Marc.Audy Enable shadow variable warnings in 2015 Change 2967836 on 2016/05/05 by Marc.Audy Another DocumentationCode project fix Change 2967941 on 2016/05/05 by Marc.Audy Make bShowHUD not config Expose HUD properties to blueprints Cleanup stale entries in BaseGame.ini Deprecate unnecessary colors in AHUD in favor of using FColor statics #jira UE-30045 Change 2969008 on 2016/05/06 by Marc.Audy VS2015 Shadow Variable fixes found by CIS Change 2969315 on 2016/05/06 by John.Abercrombie Duplicating CL 2969279 from //Fortnite/Main/ Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused -------- Integrated using branch //Fortnite/Main/_to_//UE4/Dev-Framework of change#2969279 by John.Abercrombie on 2016/05/06 14:21:40. Change 2969611 on 2016/05/06 by Marc.Audy Default bShowHUD to true Change 2971041 on 2016/05/09 by Marc.Audy Add Get/Set Actor/Component TickInterval functions and expose to blueprints Change 2971072 on 2016/05/09 by Marc.Audy Fix VS2015 shadow variables warnings Change 2971629 on 2016/05/09 by Marc.Audy PR#1981 (contributed by EverNewJoy) CheatManager is blueprintable (though very basic exposure at this time) and can be set from PlayerController DebugCameraController is now visible and can be subclassed and specified via CheatManager blueprint #jira UE-25901 Change 2971632 on 2016/05/09 by Marc.Audy Missed file from CL# 2971629 [CL 2972828 by Marc Audy in Main branch]
2016-05-10 16:00:39 -04:00
UScriptBlueprint* ScriptBP = ScriptBlueprint();
UScriptBlueprintGeneratedClass* NewScripClass = CastChecked<UScriptBlueprintGeneratedClass>(NewClass);
NewScripClass->ScriptProperties.Empty();
for (auto& Field : ScriptDefinedFields)
{
UClass* InnerType = Field.Class;
if (Field.Class->IsChildOf(UProperty::StaticClass()))
{
FString PinCategory;
if (Field.Class->IsChildOf(UStrProperty::StaticClass()))
{
PinCategory = Schema->PC_String;
}
else if (Field.Class->IsChildOf(UFloatProperty::StaticClass()))
{
PinCategory = Schema->PC_Float;
}
else if (Field.Class->IsChildOf(UIntProperty::StaticClass()))
{
PinCategory = Schema->PC_Int;
}
else if (Field.Class->IsChildOf(UBoolProperty::StaticClass()))
{
PinCategory = Schema->PC_Boolean;
}
else if (Field.Class->IsChildOf(UObjectProperty::StaticClass()))
{
PinCategory = Schema->PC_Object;
// @todo: some scripting extensions (that are strongly typed) can handle this better
InnerType = UObject::StaticClass();
}
if (!PinCategory.IsEmpty())
{
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3267632 on 2017/01/23 by Jurre.deBaare Marker syncs not working correctly in Blend Spaces #fix Ensure that SampleIndexWithMarkers is serialized #JIRA UE-40975 Change 3266915 on 2017/01/20 by Arciel.Rekman Fix Persona crash on Linux (UE-38790). - Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it. #jira UE-38790 Change 3266785 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390 #jira UE-40649 Change 3266762 on 2017/01/20 by Rolando.Caloca UE4.15 - Fix for reallocating scene color #jira UE-40633 Change 3266642 on 2017/01/20 by Lina.Halper Downgraded Warning to Info #jira: UE-40643 Change 3266532 on 2017/01/20 by Jeff.Campeau Fix multiplatform Windows includes defeating the safety check in MinWindows.h #jira UE-40778 #rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h. Change 3266523 on 2017/01/20 by Marc.Audy Fix case where child actor could avoid getting begin play call #jira UE-40960 Change 3266474 on 2017/01/20 by Peter.Sauerbrei fix for using an API not yet available in iOS 8 #jira UE-40698 Change 3266339 on 2017/01/20 by Frank.Fella Sequencer - Fix UI issues with multi-track section rows. + Don't show an empty sub-track when there are no sections. + Expand parent tracks by default. #Jira UE-40487 Change 3266283 on 2017/01/20 by Jeff.Fisher UE-40683 GearVR projects rendering black -Fix from Remi Palandri #jira UE-40683 #review-3265824 @nick.whiting @ryan.vance Change 3266264 on 2017/01/20 by Lina.Halper Downgraded warning and changed log message #jira: UE-40643 Change 3266239 on 2017/01/20 by Peter.Sauerbrei fix for virtual joystick not showing up on some devices #jira UE-40472 Change 3266084 on 2017/01/20 by Mitchell.Wilson Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug. #jira UE-40887 Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt Fixed "Wait for Movies to Complete" flag being reversed #jira UE-40943 Change 3266076 on 2017/01/20 by Mitchell.Wilson Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example. Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16 #jira UE-40830 UE-40887 Change 3266034 on 2017/01/20 by Benn.Gallagher Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array. #jira UE-40911 Change 3266027 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175 #jira UE-39110 Change 3265906 on 2017/01/20 by Marcus.Wassmer Fix GPU particle AFR flickering and optimize injection transfers. Duplicate CL's 3260302, 3261252, 3265662, 3265678 #jira UE-40915 Change 3265873 on 2017/01/20 by Mark.Satterthwaite Duplicate CL #3262535: Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements #jira UE-40842 Change 3265857 on 2017/01/20 by Jamie.Dale Fixed font pathing issue that could happen in an out-of-source packaged build #jira UE-40855 Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt Move Dirt Mask Intensity to the correct post process category #jira UE-40851 Change 3265674 on 2017/01/20 by Rolando.Caloca UE4.15 - Revert #jira UE-40633 Change 3265647 on 2017/01/20 by Mitchell.Wilson Updating spawn location of the player pawn after unpossessing character in example 1.10. #jira UE-40870 Change 3265612 on 2017/01/20 by Alexis.Matte Prevent name clash warning when doing automation test #jira UE-40788 Change 3265553 on 2017/01/20 by Matthew.Griffin Fixed Shadow variable warning Change 3265366 on 2017/01/20 by Dmitriy.Dyomin Fixed: Vulkan crashes on Adreno Galaxy S7 #jira UE-40840 Change 3265294 on 2017/01/19 by Dmitriy.Dyomin Fixed typo which was causing assert on mobile #jira UE-40633 Change 3265111 on 2017/01/19 by Rolando.Caloca UE4.15 - Fix for scene color crash #jira UE-40633 Change 3264789 on 2017/01/19 by Josh.Adams - Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR #jira UE-40798 Change 3264780 on 2017/01/19 by Rolando.Caloca UE4.15 - Add Morph compute GPU stat #jira UE-40891 Change 3264486 on 2017/01/19 by Mark.Satterthwaite Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work. #jira UE-40863 Change 3264427 on 2017/01/19 by Rolando.Caloca UE4.15 - Track down crash #jira UE-40633 Change 3264393 on 2017/01/19 by Aaron.McLeran #jira UE-40850 Re-fixing UE-39650 again in 4.15. I hope this bug doesn't regress yet again! Change 3264364 on 2017/01/19 by Daniel.Wright In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures. #jira UE-39658 Change 3264284 on 2017/01/19 by Mark.Satterthwaite Duplicate CL #3264251: Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions. #jira UE-40803 Change 3264282 on 2017/01/19 by Benn.Gallagher CIS fix, bad expression that failed to compile Mac #jira UE-40716 Change 3264257 on 2017/01/19 by Mike.Beach Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings). #jira UE-40620 Change 3264242 on 2017/01/19 by Daniel.Wright [Copy] Sharing IndirectLightingCacheTextureSampler samplers #jira UE-40727 Change 3264191 on 2017/01/19 by Ori.Cohen Fix heightfield not working with traces underneath. #JIRA UE-39819 Change 3264139 on 2017/01/19 by Benn.Gallagher Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX #jira UE-40716 Change 3264110 on 2017/01/19 by Max.Preussner MfMedia: Disabled plug-in on Windows 10, because it is currently broken #jira UE-406344 Change 3264108 on 2017/01/19 by Max.Preussner MfMedia: Fixed compile errors on Windows 10 #jira UE-40644 Change 3264099 on 2017/01/19 by Jamie.Dale Adding deprecation warning for 4.14 style PO export #jira UE-40592 Change 3264089 on 2017/01/19 by Matthew.Griffin Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it #jira UE-39968 Change 3264065 on 2017/01/19 by James.Golding Fix ModifyCurve node not calling init/update in SourcePose #jira UE-40852 Change 3263729 on 2017/01/19 by Alexis.Matte Fix a bad condition when filling the material sorting array #jira UE-40814 Change 3263704 on 2017/01/19 by Jack.Porter Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled. #jira UE-40659 Change 3263627 on 2017/01/19 by Jack.Porter Fixed black textures when Vulkan is packaged for ETC1 #jira UE-40658 Change 3263554 on 2017/01/19 by Jack.Porter Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD. #jira UE-38930 Change 3263535 on 2017/01/19 by Matthew.Griffin Removed unnecessary directories to always cook Problem was actually down to string asset references not being resolved in file set generation Change 3263534 on 2017/01/19 by Matthew.Griffin Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights Change 3263267 on 2017/01/18 by Dan.Oconnor Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator. #jira UE-40428 Change 3263219 on 2017/01/18 by Dan.Oconnor Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution #jira UE-19425 Change 3262980 on 2017/01/18 by Maciej.Mroz #jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770 Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint Change 3262908 on 2017/01/18 by Ori.Cohen When refreshing physics assets, don't do so on components that have no bodies. #JIRA UE-40764 Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt Fix a crash if a background blur widget ends up being negative or zero sized #jira UE-40820 Change 3262606 on 2017/01/18 by Marc.Audy Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode #jira UE-40785 Change 3262416 on 2017/01/18 by Marc.Audy Reenable audio threading #jira UE-00000 Change 3262125 on 2017/01/18 by Chris.Wood Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble [UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac #jira UE-40293 Change 3262103 on 2017/01/18 by Jamie.Dale Merging some cooker fixes CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory CL# 3262091 - Guarding against potentially invalid call to FString::Mid CL# 3262094 - Cook on the fly builds now resolve string asset references #jira UE-40790 Change 3262082 on 2017/01/18 by Chris.Bunner Accumulate used particle materials from final mesh material module, not first. #jira UE-39953 Change 3261996 on 2017/01/18 by Matthew.Griffin Allow Samples to be built in pre-flights if you are specifying an engine version Change 3261995 on 2017/01/18 by Matthew.Griffin Resolve string asset references after loading packages to ensure that we find all required files Change 3261934 on 2017/01/18 by Allan.Bentham Bump shader version to force changes in 3260307 to occur. #jira UE-39701 Change 3261842 on 2017/01/18 by Graeme.Thornton Manual copy of CL 3253580 from Dev-Core Added some validation of the class index in exportmap entries #jira UE-37873 Change 3261017 on 2017/01/17 by Mitchell.Wilson Resaving all levels to resolve short form string asset reference warnings. #jira UE-40732 Change 3260918 on 2017/01/17 by Andrew.Rodham Sequencer: Request unloaded levels to be loaded when being made visible through sequencer #jira UE-40082 Change 3260909 on 2017/01/17 by Ben.Marsh Fix error running "Clean" in installed build. #jira UE-40751 Change 3260757 on 2017/01/17 by Jeff.Fisher UE-39654 Crash when launching Google VR project -Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix. -In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it. -I also added some asserts. #jira UE-39654 #review-3260644 Change 3260637 on 2017/01/17 by Alexis.Matte Fix crash when importing skeletal mesh containing a texture or a material using the same name. #jira UE-40538 Change 3260630 on 2017/01/17 by Marc.Audy When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include Update all C++ feature packs to include the original project .h in the files that are copied in to the new project #jira UE-40730 Change 3260600 on 2017/01/17 by matt.barnes Test content for sequencer event tracks #jira UE-29618 Change 3260593 on 2017/01/17 by Mieszko.Zielinski Made FSupportedAreaData export as part of engine API #UE4 #jira UE-40739 Change 3260538 on 2017/01/17 by Marc.Audy Always display axes in debug info, but show -- for value when we don't yet know the ranges #jira UE-40700 Change 3260422 on 2017/01/17 by Marc.Audy Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings #jira UE-10109 Change 3260392 on 2017/01/17 by Ben.Woodhouse Duplicated from CL 3260107: Fix FMonitoredProcess to prevent infinite loop in -nothreading mode #jira UE-40717 Change 3260358 on 2017/01/17 by Chris.Bunner Only validate tonemapper LUT input if actually hooked up. #jira UE-40467 Change 3260327 on 2017/01/17 by Frank.Fella PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked. #jira UE-40709 Change 3260307 on 2017/01/17 by Allan.Bentham Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime. #jira UE-39701 Change 3260276 on 2017/01/17 by Alex.Delesky #jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode. Change 3260274 on 2017/01/17 by Chris.Wood Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors [UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel #jira UE-40492 Change 3260230 on 2017/01/17 by Ben.Woodhouse Duplicated from dev-rendering@3232283 D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3260096 on 2017/01/17 by Thomas.Sarkanen Fixed crash when rendering out a level sequence with layered animations When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state. #jira UE-40654 - Render Movie using separate process crashes capture process Change 3259875 on 2017/01/17 by Dmitriy.Dyomin Fixed: SunTemple is washed out in one color on some Android devices #jira UE-40689 Change 3259011 on 2017/01/16 by Max.Chen Matinee to Level Sequence: Make RegisterTrackConverters pure virtual #jira UE-37328 Change 3258992 on 2017/01/16 by Rolando.Caloca UE4.15 - Integrate fix for outlines (3258807) #jira UE-40690 Change 3258949 on 2017/01/16 by mason.seay Disabled TranslatedMass test #jira UE-29618 Change 3258860 on 2017/01/16 by Max.Preussner Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819) #jira OR-34819 Change 3258846 on 2017/01/16 by Max.Preussner MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703) #jira UE-39703 Change 3258813 on 2017/01/16 by Benn.Gallagher Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices. #jira UE-40614 Change 3258771 on 2017/01/16 by James.Golding Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template) #jira UE-40418 Change 3258747 on 2017/01/16 by Max.Chen Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning. #jira UE-40665 Change 3258630 on 2017/01/16 by Jurre.deBaare CIS IfDef issue fix #JIRA UE-1234 Change 3258541 on 2017/01/16 by Phillip.Kavan [UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs. change summary: - revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method #jira UE-40131 Change 3258532 on 2017/01/16 by Max.Chen Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug. #jira UE-40642 Change 3258505 on 2017/01/16 by Marc.Audy Improve messaging when installing vehicle and vehicle adv C++ feature packs #jira UE-40647 Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist) #jira UE-40567 Change 3258457 on 2017/01/16 by Jurre.deBaare SpeedTree Billboards rendering with Incorrect Material #fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing #jira UE-39677 Change 3258442 on 2017/01/16 by Alexis.Matte Skeletalmesh import, make sure we increment the lod index when animation is not imported #jira UE-40640 Change 3258431 on 2017/01/16 by Jurre.deBaare Back out changelist 3258392 #fix issue was already resolved #jira UE-1234 Change 3258392 on 2017/01/16 by Jurre.deBaare Fix for non-unity CIS #JIRA UE-1234 Change 3258358 on 2017/01/16 by Matthew.Griffin Prevent warning from being shown when XMPP module is not built #jira UE-40616 (I guess LoadModule could be changed to LoadModuleChecked now if they do exist) Change 3258144 on 2017/01/15 by Marc.Audy Fix non-unity CIS errors #jira UE-00000 Change 3258141 on 2017/01/15 by zachary.wilson Adding testing content for Distance Field Indirect Shadows #jira UE-29618 Change 3258049 on 2017/01/14 by Nick.Shin UFE sent incorrect header data on missing file also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is) first, 404 was not sending the required double newline after headers second, since connection are not closed manually (server side) send a dummy payload with content-length data #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3257984 on 2017/01/14 by Aaron.McLeran Attempting another fix for static analysis warning in CIS #jira UE-40645 Change 3257904 on 2017/01/14 by Aaron.McLeran Resolving static analysis warnings reported by CIS #jira UE-40645 Change 3257883 on 2017/01/14 by Aaron.McLeran Fixing build warning with CL 3257826 #jira UE-40645 Change 3257826 on 2017/01/13 by Aaron.McLeran Integrating fixes from Dev-Framework and Odin to Release-415 #jira UE-40645 Change 3257654 on 2017/01/13 by Marc.Audy Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take. #jira UE-40466 Change 3257608 on 2017/01/13 by John.Pollard PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays #jira OR-34522 Change 3257489 on 2017/01/13 by Mitchell.Wilson Removing preview mesh from multiple materials to resolve CIS warnings. #jira UE-40628 Change 3257485 on 2017/01/13 by Chris.Babcock Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4) #jira UE-40602 #ue4 #android Change 3257444 on 2017/01/13 by Matt.Barnes Updating test assets for UEQATC-2967 #jira UE-29618 Change 3257324 on 2017/01/13 by Arciel.Rekman Linux: Update runtime CEF lib as well (UE-401413). - Followup to CL 3256081. #jira UE-40413 (Merging CL 3257241 from Dev-Platform to Release-4.15) Change 3257140 on 2017/01/13 by Lina.Halper Fix crash with deleting all poses #jira: UE-40537 Change 3257066 on 2017/01/13 by Jurre.deBaare CIS fix for game builds #jira UE-1234 Change 3257056 on 2017/01/13 by Ben.Zeigler #jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager. This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash Change 3256839 on 2017/01/13 by Jurre.deBaare Added conversion of HLOD transition screen size to new transition screen area values #fix During serialization patch up the values of transition screen size within the hierarchical lod setups #misc Updated the default value to a screen size to screen area equivalent #JIRA UE-40518 Change 3256761 on 2017/01/13 by Mieszko.Zielinski Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4 #jira UE-40589 Change 3256177 on 2017/01/12 by Josh.Adams - Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs) #jira UE-40391 Change 3256131 on 2017/01/12 by Jamie.Dale Fixing log spam when trying to load an empty font data #jira UE-40555 Change 3256081 on 2017/01/12 by Arciel.Rekman Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413). - Also deleted Debug version of it. - Change by yaakuro. #jira UE-40413 (Edigrating CL 3256065 from Dev-Platform to Release-4.15) Change 3256046 on 2017/01/12 by Jon.Nabozny Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms. #jira UE-39212 Change 3255939 on 2017/01/12 by mason.seay Rebuilt lighting #jira UE-29618 Change 3255912 on 2017/01/12 by Olaf.Piesche Replicating fix from 3246828 for #jira UE-39249 Change 3255909 on 2017/01/12 by Rolando.Caloca UE4.15 - Support for choosing discrete AMD GPU #jira UE-40546 Change 3255835 on 2017/01/12 by Martin.Wilson Fix newly added virtual bones not being on screen. #jira UE-40516 Change 3255774 on 2017/01/12 by Mark.Satterthwaite Merging 3251926 for Richard.Wallis: #jira UE-38828 Crash after Enabling Forward Shading on Mac and Creating/Editing Materials. Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views. Change 3255771 on 2017/01/12 by Alexis.Matte Fix a crash when re-importing asset with no material #jira UE-40510 Change 3255746 on 2017/01/12 by Jon.Nabozny Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp #jira UE-0000 Change 3255659 on 2017/01/12 by Jon.Nabozny Enable Shifting Vertices during Convex Hull cooking to prevent precision issues. (Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag) #jira UE-39212 Change 3255617 on 2017/01/12 by Ori.Cohen Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor #JIRA UE-40458 Change 3255536 on 2017/01/12 by Jamie.Dale Fixed crash when using an object picker against the 'Object' type This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down). #jira UE-40408 Change 3255451 on 2017/01/12 by Chris.Wood Fixed read only text color in SCommentBubble [UE-40384] - Reference Viewer comment text is difficult to read Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set. #jira UE-40384 Change 3255448 on 2017/01/12 by Chris.Wood Removed blinking cursor/caret on read only editable text layouts. [UE-40502] - Flashing cursor/caret showing in read-only editable text layouts #jira UE-40502 Change 3255445 on 2017/01/12 by Marc.Audy Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing #jira UE-00000 Change 3255441 on 2017/01/12 by Jon.Nabozny Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts. #jira UE-40478 Change 3255407 on 2017/01/12 by Yannick.Lange VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected - Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected - Added extra checks for other possible future cases #jira UE-39786 UE-39789 Change 3255393 on 2017/01/12 by Chris.Bunner Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter. #jira UE-40517 Change 3255375 on 2017/01/12 by Steve.Robb CIS fix. #jira UE-39556 Change 3255334 on 2017/01/12 by samuel.proctor Corrected QA Container asset to remove pin warning. #jira UE-29618 Change 3255319 on 2017/01/12 by james.cobbett Fixing motion blur issue with test content for Pose Snapshots. #jira UE-29618 Change 3255247 on 2017/01/12 by Nick.Darnell Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window. That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI. #jira UE-40313 Change 3255236 on 2017/01/12 by Phillip.Kavan [UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation. - Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391) #jira UE-40131 Change 3255216 on 2017/01/12 by Rolando.Caloca UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer #jira UE-40506 Change 3255206 on 2017/01/12 by Steve.Robb Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues. #fyi mike.beach #jira UE-39556 Change 3255195 on 2017/01/12 by mason.seay Adjusted slope to fix platform discrepancy #jira UE-29618 Change 3255086 on 2017/01/12 by Jack.Porter Fix XboxOneShaderCompiler.cpp non-unity compilation #jira None Change 3255085 on 2017/01/12 by Jack.Porter Missing HTML5 changes from CL 3254907 #jira UE-39111 Change 3255031 on 2017/01/12 by Jack.Porter More iOS GoogleVR changes missing from CL 3254907 #jira UE-39111 Change 3254991 on 2017/01/12 by Jack.Porter Missing file from CL 3254907 #jira UE-39111 Change 3254907 on 2017/01/11 by Jack.Porter Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA #jira UE-39111 #jira UE-35849 #jira UEMOB-35 Change 3254810 on 2017/01/11 by Arciel.Rekman Linux: fix for crash on exit (UE-40488). #jira UE-40488 Change 3254617 on 2017/01/11 by Peter.Sauerbrei remake the fix for missing PhysXVehicle library in binary for IOS and TVOS #jira UE-39349 Change 3254489 on 2017/01/11 by mason.seay Other minor improvements to the map #jira UE-29618 Change 3254477 on 2017/01/11 by mason.seay Map tweaks to prevent the vehicle from getting stuck #jira UE-29618 Change 3254431 on 2017/01/11 by Mitchell.Wilson Rebuilt lighting on all StarterContent levels. #jira UE-40468 Change 3254333 on 2017/01/11 by mason.seay Adjusted lightmap on mesh to remove odd rendering splotches #jira UE-29618 Change 3254131 on 2017/01/11 by Rolando.Caloca UE4.15 - Missing dumped shaders #jira UE-40465 Change 3254126 on 2017/01/11 by Jeff.Fisher UE-40422 Vive Motion Controllers unable to Play Haptic Effect -Removed an unnecessary remapping of controllerindex to deviceid, they are the same now. #jira UE-40422 #review-3254084 Change 3254046 on 2017/01/11 by Mark.Satterthwaite Merging 3233811: Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. #jira UE-39935 Change 3254021 on 2017/01/11 by james.cobbett Test content for Pose Snapshot testing #jira UE-29618 Change 3253993 on 2017/01/11 by Alexis.Matte Fix the morph target import #jira UE-40424 Change 3253948 on 2017/01/11 by mason.seay Fixed Level BP logic that was causing Access None error #jira UE-29618 Change 3253884 on 2017/01/11 by mason.seay Updated mesh colors on map. Disabled motion blur #jira UE-29618 Change 3253862 on 2017/01/11 by mason.seay Disabled Always Show Mobile Input (turned on by accident) #jira UE-29618 Change 3253859 on 2017/01/11 by Mark.Satterthwaite Merging 3252866: Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future. #jira UE-40357 Change 3253854 on 2017/01/11 by Mark.Satterthwaite Merging 3252859: Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping. #jira UE-40410 Change 3253853 on 2017/01/11 by Mark.Satterthwaite Merging 3237394: Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3253852 on 2017/01/11 by Mark.Satterthwaite Merging 3236850: Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3253834 on 2017/01/11 by mason.seay Updated mobile input textures to be power of two #jira UE-29618 Change 3253807 on 2017/01/11 by Mark.Satterthwaite Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering: 3232641: - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. 3236788: Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. 3233854: More information about texture type validation errors in Metal. 3249742: Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. #jira UE-40200 Change 3253636 on 2017/01/11 by Chris.Wood Improved tracking of runtime and debugger attachment for analytics purposes. [UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics [UE-39777] - Update MTBF IsDebugger state for every heartbeat [UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set [UE-39779] - UnrealWatchdog to send total run time of process Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog. #jira UE-39780, UE-39777, UE-39778, UE-39779 Change 3253281 on 2017/01/10 by Dan.Oconnor Typo fix caused parameter in local struct definition to shadow the local #jira UE-40027 Change 3253231 on 2017/01/10 by Dan.Oconnor Mirror of 3253220 These pins should infer together #jira UE-40427 Change 3253125 on 2017/01/10 by Uriel.Doyon Brought back CL 3242117 and 3238685, which got lost on the way: - Fix for possiblel check fail when changin mobility of actors. - Fix for possible check fail when processing streaming data. #jira UE-39996 Change 3252936 on 2017/01/10 by Marc.Audy CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references Ensure that a reinstanced child actor component ends up pointing at the correct child actor template #jira UE-40027 Change 3252886 on 2017/01/10 by Lina.Halper Fix for invalid AnimCurves when curve is added while running #jira: UE-39826 Change 3252753 on 2017/01/10 by Frank.Fella Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks. #jira UE-39836 Change 3252640 on 2017/01/10 by Lukasz.Furman fixed NavCollision losing user settings after any property change copy of 3252628 #jira UE-40388 Change 3252614 on 2017/01/10 by Daniel.Wright UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance. #jira UE-40406 Change 3252609 on 2017/01/10 by mason.seay Updated map with text actors for more visual clarity #jira UE-29618 Change 3252477 on 2017/01/10 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios #jira UE-39852 Change 3252451 on 2017/01/10 by Daniel.Wright Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted * Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial #jira UE-30089 Change 3252418 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. Change 3252410 on 2017/01/10 by Max.Chen Sequencer : Filter sections on select in range Copy from Dev-Sequencer #jira UE-37854 Change 3252385 on 2017/01/10 by Max.Chen Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly. #jira UE-39923 Change 3252360 on 2017/01/10 by Allan.Bentham Remove incorrect assert for iOS. #jira UE-40385 Change 3252297 on 2017/01/10 by mason.seay Test assets for suspending cloth simulation #jira UE-29618 Change 3252125 on 2017/01/10 by Mieszko.Zielinski Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4 #jira UE-40099 Change 3251987 on 2017/01/10 by Allan.Bentham Fix HQ DoF #jira UE-35548 Change 3251856 on 2017/01/10 by Jack.Porter Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor. Added MakeBox and MakeBox2D kismet native functions Fixed box overlap test ignoring instance scale #jira UE-34409 Change 3251519 on 2017/01/09 by Daniel.Wright [Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed #jira UE-40055 Change 3251146 on 2017/01/09 by Lina.Halper Fix on stable track data carrying over to pose asset - decided to clean up track data in anim sequence since we don't really need that data anymore #jira: UE-40351 #code review: Martin.Wilson Change 3251056 on 2017/01/09 by Lina.Halper fixed crash when pose node contains stale data when updating source. #jira: UE-40258 #code review; Thomas.Sarkanen Change 3251035 on 2017/01/09 by Mitchell.Wilson Removed preview mesh in M_GodRay to resolve CIS warning. Relinked textures used in two materials to resolve CIS warnings. #jira UE-40350 Change 3250959 on 2017/01/09 by Mitchell.Wilson Updating master sequence playback end time so the final audio track can be heard. Updating multiple shots to resolve issues with audio not playing back properly. #jira UE-40321 UE-40335 Change 3250896 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed level visibility not working in PIE #jira UE-40082 Change 3250895 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections - Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated. #jira UE-40320 Change 3250830 on 2017/01/09 by Ben.Woodhouse Duplicated from //ue4/Release-4.14 CL 3238182 Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. #jira UE-38818 Change 3250790 on 2017/01/09 by Lauren.Ridge Fixing backspace on VR Editor numberpad menu. #jira UE-39770 Change 3250681 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3249296: XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3250680 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 #jira UE-39949 Change 3250609 on 2017/01/09 by Steve.Robb Maximum number of stats-using threads increased to 512. #jira UE-38153 Change 3250604 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties #jira UE-40327 Change 3250589 on 2017/01/09 by Matthew.Griffin Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder Avoids unused configs and VS2013 files #jira UE-39171 Change 3250578 on 2017/01/09 by Matthew.Griffin Removed art tools from released build now that they are available separately on the Marketplace Change 3250282 on 2017/01/07 by Mieszko.Zielinski Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4 Reported by UT team. Replication of a fix from Dev-Framework that didn't make it to 4.15 stream #jira UE-40324 Change 3250276 on 2017/01/07 by Mieszko.Zielinski Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4 #jira UE-31711 Change 3250219 on 2017/01/07 by Mieszko.Zielinski Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4 #jira UE-31731 Change 3250147 on 2017/01/07 by Andrew.Rodham Added missing includes #jira UE-40019 Change 3250096 on 2017/01/06 by Nick.Shin refetch on timed out GET/POST requests correction to: UE_MakeHTTPDataRequest #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3249963 on 2017/01/06 by Mieszko.Zielinski removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4 #jira UE-40099 Change 3249829 on 2017/01/06 by Alexis.Matte turn on the material name clash feature for the content browser importer. #jira UE-40298 Change 3249791 on 2017/01/06 by andrew.porter QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings #jira UE-29618 Change 3249755 on 2017/01/06 by Jamie.Dale Some fixes for object reference detection and notification when deleting assets #jira UE-40121 Change 3249727 on 2017/01/06 by James.Golding #jira UE-40242 Change 3249707 on 2017/01/06 by Mitchell.Wilson Removing preview mesh with incorrect path from materials to resolve warnings in CIS. #jira UE-40311 Change 3249543 on 2017/01/06 by Michael.Dupuis #jira UE-40299: validate if UISettings is valid Change 3249506 on 2017/01/06 by Alexis.Matte Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail. #jira UE-40240 Change 3249477 on 2017/01/06 by Ori.Cohen Fix incorrect warning when moving kinematic objects during simulation. #JIRA UE-40290 Change 3249472 on 2017/01/06 by Andrew.Rodham Sequencer: Undo now works as expected when editing the properties of a key #jira UE-40019 Change 3249390 on 2017/01/06 by Mitchell.Wilson Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample. #jira UE-40300 Change 3249317 on 2017/01/06 by Alexis.Matte Fix a crash when loading skeletalmesh with no section #jira UE-40249 Change 3249294 on 2017/01/06 by Mitchell.Wilson Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths. #jira UE-40295 Change 3249213 on 2017/01/06 by Chris.Bunner Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support. #jira OR-33525, OR-33536, OR-33540, OR-33520 Change 3249135 on 2017/01/06 by Martin.Wilson Fix root motion issues on additive animations. - Fix scale issue on resetting root bone - Fix loss of root motion when animation is additive. #jira UE-40232 Change 3248522 on 2017/01/05 by Alexis.Matte Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value #jira UE-40201 Change 3248271 on 2017/01/05 by Andrew.Rodham Sequencer: Only reset persistent evaluation data when the sequence has changed - This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence #jira UE-40234 Change 3248092 on 2017/01/05 by Ben.Marsh UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it. Change 3248091 on 2017/01/05 by Marcus.Wassmer Tick renderthreadtickables in -onethread to avoid leaks. #jira UE-40248 Change 3248063 on 2017/01/05 by Marc.Audy Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread #jira UE-40243 Change 3247995 on 2017/01/05 by Maciej.Mroz NativizationSummary object is always present. manually merged cl#3247985 from Dev-Blueprints #jira UE-40035 Change 3247873 on 2017/01/05 by Chad.Garyet Adding "Generate QA Labels" buildgraph node and automation script. Port of createNewLabel and createMinimumLabel python scripts into UAT #jira UEB-725 Change 3247855 on 2017/01/05 by Nick.Shin refetch on timed out GET/POST requests #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3247737 on 2017/01/05 by Marc.Audy static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data #jira UE-40053 Change 3247723 on 2017/01/05 by mason.seay Asset for suspend cloth bug #jira UE-29618 Change 3247708 on 2017/01/05 by Mitchell.Wilson Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr #jira UE-40195 Change 3247652 on 2017/01/05 by Martin.Wilson Fixes for animation notifies window -Fix notify not being removed from skeleton -Fix crash where editor is not refreshed after notify removal #jira UE-40154 Change 3247638 on 2017/01/05 by mason.seay Test assets for cloth suspension #jira UE-29618 Change 3247630 on 2017/01/05 by Alexis.Matte Prevent crash when the import fail and we have no staticmesh created #jira UE-40024 Change 3247556 on 2017/01/05 by Ben.Marsh Fix non-unity compile error. Change 3247547 on 2017/01/05 by Jurre.deBaare Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor #fix Unify path for both delete cluster options in the outliner UI #jira UE-40066 Change 3247539 on 2017/01/05 by Benn.Gallagher Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes. #jira UE-40199 Change 3247515 on 2017/01/05 by Allan.Bentham Fix inverted planar reflections when mobileLDR Fixed incorrect gamma 2 planar reflection rendering when mobileLDR #jira UE-32868 Change 3247502 on 2017/01/05 by Dmitriy.Dyomin Fixed: Single digit frame rate when sculpting landscape foliage. #jira UE-39532 Change 3247232 on 2017/01/04 by Ben.Marsh Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers. #jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144 Change 3247002 on 2017/01/04 by Chris.Babcock Changed Vulkan hitchy pipeline log message verbosity #jira UE-38354 #ue4 #android #dontbackcopy Change 3246927 on 2017/01/04 by matt.barnes Updating QAGame content to facilitate UEQATC-2969 #jira UE-29618 Change 3246894 on 2017/01/04 by Mike.Beach Mirroring CL 3245322 from Dev-BP Fixed a crash when implementing a native interface in a BP #jira UE-40155, UE-40203 Change 3246830 on 2017/01/04 by Chris.Bunner Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur. #jira UE-39756 Change 3246816 on 2017/01/04 by Jon.Nabozny Fix Anim Notifies Tab not opening in Animation Editor. #JIRA UE-40134 Change 3246804 on 2017/01/04 by Ori.Cohen Touch engine file to trigger re-link. #JIRA UE-40156 Change 3246709 on 2017/01/04 by mason.seay Updated map #jira UE-29618 Change 3246606 on 2017/01/04 by Ori.Cohen Fix for sweeps taking too long time (OR-32839). - Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math). - Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal. - NVidia is aware and will investigate a better solution. #tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day. #JIRA UE-40156 Change 3246571 on 2017/01/04 by Marc.Audy Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created #jira UE-39994 Change 3246527 on 2017/01/04 by tim.gautier QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback #jira UE-29618 Change 3246480 on 2017/01/04 by mason.seay Map update #jira UE-29618 Change 3246470 on 2017/01/04 by Ori.Cohen Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects #JIRA UE-00000 Change 3246413 on 2017/01/04 by Jon.Nabozny Cube asset did not have Tri Meshes. Reimported to fix the issue. -- Copied from 3233164 -- #jira UE-39657 Change 3246388 on 2017/01/04 by Jon.Nabozny Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior. -- Copied from 3239735 (bot health fixed by a different CL) -- #jira UE-39387 Change 3246352 on 2017/01/04 by Jon.Nabozny Fix FPredictProjectilePathParams to use a valid default value for TraceChannel. This requires the use of a new bool bTraceWithChannel which is enabled by default. -- Copied from 3239765 -- #JIRA UE-39726 Change 3246341 on 2017/01/04 by Ori.Cohen Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used. #JIRA UE-39508 Change 3246178 on 2017/01/04 by Andrew.Rodham Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards) - This is to reconcile the movie scene sequence player with previous behaviour #jira UE-40076 Change 3246102 on 2017/01/04 by Benn.Gallagher Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores. #jira UE-39811 Change 3246100 on 2017/01/04 by Benn.Gallagher Fixed ensure triggered when using root motion with sub instances Fixed crash reinstancing an active anim class that had subinstances #jira UE-39582 #jira UE-39579 Change 3246092 on 2017/01/04 by Marc.Audy PR #3082: Improve comment for UInputComponent (Contributed by Soleone) #jira UE-40098 Change 3246084 on 2017/01/04 by Matthew.Griffin Remove bad files Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text. #jira UE-39652 Change 3246043 on 2017/01/04 by Steve.Robb Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue. #jira UE-39872 Change 3246032 on 2017/01/04 by Martin.Wilson Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found) #jira UE-40105 Change 3246016 on 2017/01/04 by Andrew.Rodham Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus - This allows us to edit such properties on context menus #jira UE-39998 Change 3246005 on 2017/01/04 by Thomas.Sarkanen Fixed asset attachment issues in Skeleton Tree Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree. The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to. The attach parent name was not initialized, so assets could not be deleted one at a time. #jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree #jira UE-40041 - Preview assets appear at the bottom of the skeleton tree Change 3246002 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences #jira UE-39975 Change 3245979 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed scrubbing audio tracks not working propertly #jira UE-40048 Change 3245978 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction #jira UE-39998 Change 3245977 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed crash caused by lingering persistent evaluation data #jira UE-40064 Change 3245971 on 2017/01/04 by Dmitriy.Dyomin Fixed: Using Set World Origin Location will cause the player pawn to stutter #jira UE-40022 Change 3245725 on 2017/01/03 by Matt.Barnes Further improvments on test assets for UEQATC-2963 #jira UE-29618 Change 3245658 on 2017/01/03 by Arciel.Rekman Linux: fix ARM32 build (UE-39913). #jira UE-39913 (Redoing CL 3240982 from Dev-Platform in Release-4.15) Change 3245577 on 2017/01/03 by Mason.Seay More vehicle updates #jira UE-29618 Change 3245556 on 2017/01/03 by Matt.Barnes Updating test content for UEQATC-2963 #jira UEQATC-2963 Change 3245461 on 2017/01/03 by mason.seay Updating Inertia Tensor Scale to improve Vehicle Handling #jira UE-40013 Change 3245442 on 2017/01/03 by Jeff.Fisher UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing. -There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway. #jira UEVR-495 #review-3245374 Change 3245427 on 2017/01/03 by Jeff.Fisher UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR -If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again. -This is useful for apps that have 2d and vr modes. #jira UEVR-456 #review-3245372 Change 3245329 on 2017/01/03 by mason.seay Level and vehicle tweaks #jira UE-29618 Change 3245275 on 2017/01/03 by Chris.Babcock Added EngineVersion to AndroidManfiest.xml metadata #jira UE-40123 #ue4 #android Change 3245235 on 2017/01/03 by Guillaume.Abadie Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3245183 on 2017/01/03 by Chris.Babcock Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist) #jira UE-40103 #PR #3085 #ue4 #android Change 3245120 on 2017/01/03 by mason.seay Missed some assets #jira UE-29618 Change 3245116 on 2017/01/03 by mason.seay Mass fucntional test #jira UE-29618 Change 3245049 on 2017/01/03 by Ben.Marsh PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist) Change 3244924 on 2017/01/03 by Ben.Zeigler #jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072 Change 3244831 on 2017/01/03 by Mitchell.Wilson Fixed hole in collision around level. #jira UE-39576 Change 3244817 on 2017/01/03 by Matthew.Griffin Change check for files being under engine directory to avoid problems with relative paths #jira UE-40096 Change 3244801 on 2017/01/03 by Andrew.Rodham Editor: Fixed color picker not working when opened from a details panel on a context menu - When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu - Added the ability to find an open menu from a widget path to FSlateApplication #jira UE-39932 Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices. #jira UE-7388 Change 3244672 on 2017/01/03 by Ben.Marsh Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059. Change 3244668 on 2017/01/03 by Thomas.Sarkanen Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar Options were in the asset menu before. #jira UE-39643 - Missing "Reimport" option for animation assets Change 3244667 on 2017/01/03 by Thomas.Sarkanen Reduced default URO distances in-line with new LOD calculations New values should give (roughly) the same effect as the older values with the older system. #jira UE-39939 - URO LOD distance factors different with the new screen size metric Change 3244654 on 2017/01/03 by Matthew.Griffin Added functionality to specify Loading Phase for plugin templates Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it #jira UE-38826 Change 3244631 on 2017/01/03 by Dmitriy.Dyomin Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset #jira UE-37368 Change 3244548 on 2017/01/02 by Jack.Porter Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized #jira UE-39905 Change 3244389 on 2016/12/30 by Phillip.Kavan [UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself. Mirrored from //UE4/Dev-Blueprints (CL# 3244388). #jira UE-39816 Change 3244248 on 2016/12/29 by laz.matech Saved the new sublevel in the persistent level and set it to hidden by default #jira UE-29618 Change 3244213 on 2016/12/29 by laz.matech Added a sublevel to QA-Sequencer map #jira UE-29618 Change 3243857 on 2016/12/27 by samuel.proctor Altered Container asset to have proper console input #jira UE-29618 Change 3243852 on 2016/12/27 by Mason.Seay Forgot config file #jira UE-29618 Change 3243847 on 2016/12/27 by mason.seay Improved mobile input #jira UE-29618 Change 3243536 on 2016/12/24 by Phillip.Kavan [UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray). Mirrored from //UE4/Dev-Blueprints (CL# 3243210). #jira UE-39944 Change 3243535 on 2016/12/24 by Phillip.Kavan [UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded. Mirrored from //UE4/Dev-Blueprints (CL# 3243207). #jira UE-39816 Change 3243534 on 2016/12/24 by Phillip.Kavan [UE-39733] Fix incorrect graph pin value display names for user-defined enum types. Mirrored from //UE4/Dev-Blueprints (CL# 3239965). #jira UE-39733 Change 3243532 on 2016/12/24 by Phillip.Kavan [UE-39854] Fix nativized assets build error when there are no native code dependencies. Mirrored from //UE4/Dev-Blueprints (CL# 3239778). #jira UE-39854 Change 3243529 on 2016/12/24 by Phillip.Kavan [UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation. Mirrored from //UE4/Dev-Blueprints (CL# 3239289). #jira UE-38999 Change 3243442 on 2016/12/23 by mason.seay QAGame cleanup - Replacing copy pose from mesh test assets #jira UE-29618 Change 3243215 on 2016/12/22 by Dmitriy.Dyomin Fixed: Switching to ES2 feature level preview renders black in editor #jira UE-40009 Change 3243185 on 2016/12/22 by Ryan.Vance #jira UEVR-478 Integrating 3235308 Mono changes from DevVR. Change 3243183 on 2016/12/22 by Ryan.Vance #jira UEVR-455 Integrating 3243173 post present call back implementation from 4.14.1 Change 3243182 on 2016/12/22 by Ryan.Vance #jira UE-39269 Working around a nullptr deref in the Oculus runtime. Change 3243153 on 2016/12/22 by mason.seay WIP map update #jira UE-29618 Change 3243128 on 2016/12/22 by andrew.porter QAGame: Adding Actor Sequence test content for a crash. #jira UE-29618 Change 3243117 on 2016/12/22 by Jeff.Fisher UE-34004 GitHub 2659 : Implement support for OpenVR controller roles. -Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using. -We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand. -This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime. -This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that. #2659 #jira UE-34004 #review-3231154 Change 3243093 on 2016/12/22 by mason.seay Some tweaks to vehicle levels #jira UE-29618 Change 3243084 on 2016/12/22 by andrew.porter QAGame: Cleaned up Sequencer_OverrideBindings #jira UE-29618 Change 3243009 on 2016/12/22 by andrew.porter QAGame: Renaming actor in Sequencer_OverrideBindings. #jira UE-29618 Change 3243003 on 2016/12/22 by andrew.porter QAGame: Removing override bindings from level sequence #jira UE-29618 Change 3242996 on 2016/12/22 by andrew.porter QAGame: Slight tweak to QA-Sequencer. #jira UE-29618 Change 3242982 on 2016/12/22 by Marc.Audy Properly reenable stats sounds in both game and level editor #jira UE-40015 Change 3242959 on 2016/12/22 by mason.seay Test map for vehicles and moving meshes #jira UE-29618 Change 3242934 on 2016/12/22 by andrew.porter QAGame: Adding test content to QA-Sequencer for Override Bindings #jira UE-29618 Change 3242870 on 2016/12/22 by Mason.Seay QAGame footprint reduction: Clearing out content (were in for old bug reports) #jira UE-29618 Change 3242799 on 2016/12/22 by tim.gautier QAGame - Adding the following assets for Sequencer Event Track testing: -TM-Sequencer_EventTrack + BuildData -QA_LightStruct -Sequencer_EventTrack #jira UE-29618 Change 3242792 on 2016/12/22 by samuel.proctor Correcting Container test asset for proper output #jira UE-29618 Change 3242727 on 2016/12/22 by Dmitriy.Dyomin Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message #jira UE-40005 Change 3242666 on 2016/12/22 by Dmitriy.Dyomin Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails #jira UE-39534 Change 3242373 on 2016/12/21 by Ori.Cohen Allow vehicles to override inertia tensor after any mass properties have changed. #JIRA UE-39566 Change 3242323 on 2016/12/21 by Josh.Adams - Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it #jira UE-39966 Change 3242286 on 2016/12/21 by mason.seay Vehicle Assets and Maps #jira UE-29618 Change 3242284 on 2016/12/21 by Marc.Audy Fix "stat sounds" not working after PIE completes and a new one is begun #jira UE-32743 #jira UE-39511 Change 3242281 on 2016/12/21 by Ori.Cohen Fix multi select being very slow in phat #JIRA UE-39559 Change 3242229 on 2016/12/21 by Ben.Marsh Fixup workspace for building PhysX. Change 3242227 on 2016/12/21 by Marc.Audy Properly update listener position for stat sounds #jira UE-38850 Change 3242218 on 2016/12/21 by Ori.Cohen Fix physx html5 compilation APEX issue. #JIRA UE-39566 Change 3242174 on 2016/12/21 by Ori.Cohen Fix incorrect moment of inertia for convex elements with translation. #JIRA UE-39566 Change 3242145 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix for vehicle stability #JIRA UE-38710 Change 3242139 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix: Fix crash when setting collision trace in construction script. #JIRA UE-39341 Change 3242088 on 2016/12/21 by Alexis.Matte Fix the drag and drop material on level instance to drop on the correct material slot Fix the serialization of the staticmesh property FMeshSectionInfoMap #jira UE-39952 Change 3242081 on 2016/12/21 by Andrew.Rodham Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid. #jira UE-39851 Change 3242079 on 2016/12/21 by Andrew.Rodham Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers - This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks. - This commit also ensures we don't fully rebuild templates in the editor when in Sequencer #jira UE-39882 Change 3242078 on 2016/12/21 by Andrew.Rodham Sequencer: Fixed crash when deactivating a section in sequencer #jira UE-39880 Change 3242026 on 2016/12/21 by Josh.Adams - Fixed compile errors in tools after NVNRHI move #jira UE-39966 Change 3241994 on 2016/12/21 by andrew.porter QAGame: Disabled auto play on Sequencer_AnimNotify. #jira UE-29618 Change 3241989 on 2016/12/21 by Mitchell.Wilson Resolving CIS warnings in Content examples. Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended. #jira UE-39984 Change 3241986 on 2016/12/21 by mason.seay Vehicle Landscape Test map (mainly for crash investigation) #jira UE-29618 Change 3241914 on 2016/12/21 by Josh.Adams - Removed invalid and confusing .ini settings #jira UE-39982 Change 3241902 on 2016/12/21 by Josh.Adams - Moved NVNRHI stuff out of RHI.Build.cs #jira UE-39966 Change 3241889 on 2016/12/21 by andrew.porter QAGame: Added new level sequence to QA-Sequencer level #jira UE-29618 Change 3241884 on 2016/12/21 by Alexis.Matte Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor. #jira UE-39834 Change 3241869 on 2016/12/21 by andrew.porter QAGame: Adding test content for Sequencer Animation Notifies #jira UE-29618 Change 3241809 on 2016/12/21 by Chris.Wood Fix non-unity build errors in UnrealWatchdog. [UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040) #jira UE-39940 Change 3241806 on 2016/12/21 by Marc.Audy Don't unload and then reload streaming levels that are marked to be hidden. #jira UE-39883 Change 3241802 on 2016/12/21 by Marc.Audy Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object Do not allow Modify calls on Objects that have not been initialized #jira UE-39731 Change 3241790 on 2016/12/21 by Marc.Audy Don't rerun construction scripts when an actor has seamless traveled from another level #jira UE-39699 Change 3241789 on 2016/12/21 by Marc.Audy Check Owner has a valid world before trying to access Scene (4.14.2) #jira UE-39560 Change 3241786 on 2016/12/21 by Marc.Audy Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level #jira UE-39407 Change 3241781 on 2016/12/21 by Mitchell.Wilson Fixed up redirectors for SkeletalMesh and Personal Walkthroughs. #jira UE-30953 Change 3241747 on 2016/12/21 by mason.seay Tag Query test map and assets #jira UE-29618 Change 3240938 on 2016/12/20 by Ben.Marsh Remaking QFE fixes from 4.14 branch. Change 3240740 on 2016/12/20 by Ben.Marsh Update branch name for analytics. [CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
FEdGraphPinType ScriptPinType(PinCategory, TEXT(""), InnerType, false, false, false, false, FEdGraphTerminalType());
UProperty* ScriptProperty = CreateVariable(Field.Name, ScriptPinType);
if (ScriptProperty != NULL)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2972815) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2965743 on 2016/05/04 by Tom.Looman Added check to PostActorConstruction to avoid BeginPlay call on pendingkill actor. UE-27528 #rb MarcA Change 2965744 on 2016/05/04 by Marc.Audy VS2015 Shadow Variable fixes Change 2965813 on 2016/05/04 by Tom.Looman Moved UninitializeComponents outside (bActorInitialized) to always uninit components when actors gets destroyed early. UE-27529 #rb MarcA Change 2966564 on 2016/05/04 by Marc.Audy VS2015 shadow variable fixes Change 2967244 on 2016/05/05 by Jon.Nabozny Remove UPROPERTY from members that don't require serialization and aren't user editable. #JIRA UE-30155 Change 2967377 on 2016/05/05 by Lukasz.Furman fixed processing of AIMessages when new message appears during notify loop #ue4 Change 2967437 on 2016/05/05 by Marc.Audy Add a static One to TBigInt Remove numerous local statics and TEncryptionInt specific version in KeyGenerator.cpp Part of fixing shadow variables for VS2015 Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2967552 on 2016/05/05 by Marc.Audy Fix compile error in DocumentationCode Change 2967556 on 2016/05/05 by Marc.Audy Enable shadow variable warnings in 2015 Change 2967836 on 2016/05/05 by Marc.Audy Another DocumentationCode project fix Change 2967941 on 2016/05/05 by Marc.Audy Make bShowHUD not config Expose HUD properties to blueprints Cleanup stale entries in BaseGame.ini Deprecate unnecessary colors in AHUD in favor of using FColor statics #jira UE-30045 Change 2969008 on 2016/05/06 by Marc.Audy VS2015 Shadow Variable fixes found by CIS Change 2969315 on 2016/05/06 by John.Abercrombie Duplicating CL 2969279 from //Fortnite/Main/ Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused -------- Integrated using branch //Fortnite/Main/_to_//UE4/Dev-Framework of change#2969279 by John.Abercrombie on 2016/05/06 14:21:40. Change 2969611 on 2016/05/06 by Marc.Audy Default bShowHUD to true Change 2971041 on 2016/05/09 by Marc.Audy Add Get/Set Actor/Component TickInterval functions and expose to blueprints Change 2971072 on 2016/05/09 by Marc.Audy Fix VS2015 shadow variables warnings Change 2971629 on 2016/05/09 by Marc.Audy PR#1981 (contributed by EverNewJoy) CheatManager is blueprintable (though very basic exposure at this time) and can be set from PlayerController DebugCameraController is now visible and can be subclassed and specified via CheatManager blueprint #jira UE-25901 Change 2971632 on 2016/05/09 by Marc.Audy Missed file from CL# 2971629 [CL 2972828 by Marc Audy in Main branch]
2016-05-10 16:00:39 -04:00
ScriptProperty->SetMetaData(TEXT("Category"), *ScriptBP->GetName());
ScriptProperty->SetPropertyFlags(CPF_BlueprintVisible | CPF_Edit);
NewScripClass->ScriptProperties.Add(ScriptProperty);
}
}
}
}
CreateScriptContextProperty();
}
void FScriptBlueprintCompiler::CreateScriptContextProperty()
{
// The only case we don't need a script context is if the script class derives form UScriptPluginComponent
UClass* ContextClass = nullptr;
if (Blueprint->ParentClass->IsChildOf(AActor::StaticClass()))
{
ContextClass = UScriptContextComponent::StaticClass();
}
else if (!Blueprint->ParentClass->IsChildOf(UScriptPluginComponent::StaticClass()))
{
ContextClass = UScriptContext::StaticClass();
}
if (ContextClass)
{
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3267632 on 2017/01/23 by Jurre.deBaare Marker syncs not working correctly in Blend Spaces #fix Ensure that SampleIndexWithMarkers is serialized #JIRA UE-40975 Change 3266915 on 2017/01/20 by Arciel.Rekman Fix Persona crash on Linux (UE-38790). - Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it. #jira UE-38790 Change 3266785 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390 #jira UE-40649 Change 3266762 on 2017/01/20 by Rolando.Caloca UE4.15 - Fix for reallocating scene color #jira UE-40633 Change 3266642 on 2017/01/20 by Lina.Halper Downgraded Warning to Info #jira: UE-40643 Change 3266532 on 2017/01/20 by Jeff.Campeau Fix multiplatform Windows includes defeating the safety check in MinWindows.h #jira UE-40778 #rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h. Change 3266523 on 2017/01/20 by Marc.Audy Fix case where child actor could avoid getting begin play call #jira UE-40960 Change 3266474 on 2017/01/20 by Peter.Sauerbrei fix for using an API not yet available in iOS 8 #jira UE-40698 Change 3266339 on 2017/01/20 by Frank.Fella Sequencer - Fix UI issues with multi-track section rows. + Don't show an empty sub-track when there are no sections. + Expand parent tracks by default. #Jira UE-40487 Change 3266283 on 2017/01/20 by Jeff.Fisher UE-40683 GearVR projects rendering black -Fix from Remi Palandri #jira UE-40683 #review-3265824 @nick.whiting @ryan.vance Change 3266264 on 2017/01/20 by Lina.Halper Downgraded warning and changed log message #jira: UE-40643 Change 3266239 on 2017/01/20 by Peter.Sauerbrei fix for virtual joystick not showing up on some devices #jira UE-40472 Change 3266084 on 2017/01/20 by Mitchell.Wilson Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug. #jira UE-40887 Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt Fixed "Wait for Movies to Complete" flag being reversed #jira UE-40943 Change 3266076 on 2017/01/20 by Mitchell.Wilson Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example. Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16 #jira UE-40830 UE-40887 Change 3266034 on 2017/01/20 by Benn.Gallagher Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array. #jira UE-40911 Change 3266027 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175 #jira UE-39110 Change 3265906 on 2017/01/20 by Marcus.Wassmer Fix GPU particle AFR flickering and optimize injection transfers. Duplicate CL's 3260302, 3261252, 3265662, 3265678 #jira UE-40915 Change 3265873 on 2017/01/20 by Mark.Satterthwaite Duplicate CL #3262535: Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements #jira UE-40842 Change 3265857 on 2017/01/20 by Jamie.Dale Fixed font pathing issue that could happen in an out-of-source packaged build #jira UE-40855 Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt Move Dirt Mask Intensity to the correct post process category #jira UE-40851 Change 3265674 on 2017/01/20 by Rolando.Caloca UE4.15 - Revert #jira UE-40633 Change 3265647 on 2017/01/20 by Mitchell.Wilson Updating spawn location of the player pawn after unpossessing character in example 1.10. #jira UE-40870 Change 3265612 on 2017/01/20 by Alexis.Matte Prevent name clash warning when doing automation test #jira UE-40788 Change 3265553 on 2017/01/20 by Matthew.Griffin Fixed Shadow variable warning Change 3265366 on 2017/01/20 by Dmitriy.Dyomin Fixed: Vulkan crashes on Adreno Galaxy S7 #jira UE-40840 Change 3265294 on 2017/01/19 by Dmitriy.Dyomin Fixed typo which was causing assert on mobile #jira UE-40633 Change 3265111 on 2017/01/19 by Rolando.Caloca UE4.15 - Fix for scene color crash #jira UE-40633 Change 3264789 on 2017/01/19 by Josh.Adams - Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR #jira UE-40798 Change 3264780 on 2017/01/19 by Rolando.Caloca UE4.15 - Add Morph compute GPU stat #jira UE-40891 Change 3264486 on 2017/01/19 by Mark.Satterthwaite Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work. #jira UE-40863 Change 3264427 on 2017/01/19 by Rolando.Caloca UE4.15 - Track down crash #jira UE-40633 Change 3264393 on 2017/01/19 by Aaron.McLeran #jira UE-40850 Re-fixing UE-39650 again in 4.15. I hope this bug doesn't regress yet again! Change 3264364 on 2017/01/19 by Daniel.Wright In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures. #jira UE-39658 Change 3264284 on 2017/01/19 by Mark.Satterthwaite Duplicate CL #3264251: Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions. #jira UE-40803 Change 3264282 on 2017/01/19 by Benn.Gallagher CIS fix, bad expression that failed to compile Mac #jira UE-40716 Change 3264257 on 2017/01/19 by Mike.Beach Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings). #jira UE-40620 Change 3264242 on 2017/01/19 by Daniel.Wright [Copy] Sharing IndirectLightingCacheTextureSampler samplers #jira UE-40727 Change 3264191 on 2017/01/19 by Ori.Cohen Fix heightfield not working with traces underneath. #JIRA UE-39819 Change 3264139 on 2017/01/19 by Benn.Gallagher Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX #jira UE-40716 Change 3264110 on 2017/01/19 by Max.Preussner MfMedia: Disabled plug-in on Windows 10, because it is currently broken #jira UE-406344 Change 3264108 on 2017/01/19 by Max.Preussner MfMedia: Fixed compile errors on Windows 10 #jira UE-40644 Change 3264099 on 2017/01/19 by Jamie.Dale Adding deprecation warning for 4.14 style PO export #jira UE-40592 Change 3264089 on 2017/01/19 by Matthew.Griffin Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it #jira UE-39968 Change 3264065 on 2017/01/19 by James.Golding Fix ModifyCurve node not calling init/update in SourcePose #jira UE-40852 Change 3263729 on 2017/01/19 by Alexis.Matte Fix a bad condition when filling the material sorting array #jira UE-40814 Change 3263704 on 2017/01/19 by Jack.Porter Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled. #jira UE-40659 Change 3263627 on 2017/01/19 by Jack.Porter Fixed black textures when Vulkan is packaged for ETC1 #jira UE-40658 Change 3263554 on 2017/01/19 by Jack.Porter Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD. #jira UE-38930 Change 3263535 on 2017/01/19 by Matthew.Griffin Removed unnecessary directories to always cook Problem was actually down to string asset references not being resolved in file set generation Change 3263534 on 2017/01/19 by Matthew.Griffin Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights Change 3263267 on 2017/01/18 by Dan.Oconnor Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator. #jira UE-40428 Change 3263219 on 2017/01/18 by Dan.Oconnor Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution #jira UE-19425 Change 3262980 on 2017/01/18 by Maciej.Mroz #jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770 Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint Change 3262908 on 2017/01/18 by Ori.Cohen When refreshing physics assets, don't do so on components that have no bodies. #JIRA UE-40764 Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt Fix a crash if a background blur widget ends up being negative or zero sized #jira UE-40820 Change 3262606 on 2017/01/18 by Marc.Audy Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode #jira UE-40785 Change 3262416 on 2017/01/18 by Marc.Audy Reenable audio threading #jira UE-00000 Change 3262125 on 2017/01/18 by Chris.Wood Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble [UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac #jira UE-40293 Change 3262103 on 2017/01/18 by Jamie.Dale Merging some cooker fixes CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory CL# 3262091 - Guarding against potentially invalid call to FString::Mid CL# 3262094 - Cook on the fly builds now resolve string asset references #jira UE-40790 Change 3262082 on 2017/01/18 by Chris.Bunner Accumulate used particle materials from final mesh material module, not first. #jira UE-39953 Change 3261996 on 2017/01/18 by Matthew.Griffin Allow Samples to be built in pre-flights if you are specifying an engine version Change 3261995 on 2017/01/18 by Matthew.Griffin Resolve string asset references after loading packages to ensure that we find all required files Change 3261934 on 2017/01/18 by Allan.Bentham Bump shader version to force changes in 3260307 to occur. #jira UE-39701 Change 3261842 on 2017/01/18 by Graeme.Thornton Manual copy of CL 3253580 from Dev-Core Added some validation of the class index in exportmap entries #jira UE-37873 Change 3261017 on 2017/01/17 by Mitchell.Wilson Resaving all levels to resolve short form string asset reference warnings. #jira UE-40732 Change 3260918 on 2017/01/17 by Andrew.Rodham Sequencer: Request unloaded levels to be loaded when being made visible through sequencer #jira UE-40082 Change 3260909 on 2017/01/17 by Ben.Marsh Fix error running "Clean" in installed build. #jira UE-40751 Change 3260757 on 2017/01/17 by Jeff.Fisher UE-39654 Crash when launching Google VR project -Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix. -In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it. -I also added some asserts. #jira UE-39654 #review-3260644 Change 3260637 on 2017/01/17 by Alexis.Matte Fix crash when importing skeletal mesh containing a texture or a material using the same name. #jira UE-40538 Change 3260630 on 2017/01/17 by Marc.Audy When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include Update all C++ feature packs to include the original project .h in the files that are copied in to the new project #jira UE-40730 Change 3260600 on 2017/01/17 by matt.barnes Test content for sequencer event tracks #jira UE-29618 Change 3260593 on 2017/01/17 by Mieszko.Zielinski Made FSupportedAreaData export as part of engine API #UE4 #jira UE-40739 Change 3260538 on 2017/01/17 by Marc.Audy Always display axes in debug info, but show -- for value when we don't yet know the ranges #jira UE-40700 Change 3260422 on 2017/01/17 by Marc.Audy Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings #jira UE-10109 Change 3260392 on 2017/01/17 by Ben.Woodhouse Duplicated from CL 3260107: Fix FMonitoredProcess to prevent infinite loop in -nothreading mode #jira UE-40717 Change 3260358 on 2017/01/17 by Chris.Bunner Only validate tonemapper LUT input if actually hooked up. #jira UE-40467 Change 3260327 on 2017/01/17 by Frank.Fella PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked. #jira UE-40709 Change 3260307 on 2017/01/17 by Allan.Bentham Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime. #jira UE-39701 Change 3260276 on 2017/01/17 by Alex.Delesky #jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode. Change 3260274 on 2017/01/17 by Chris.Wood Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors [UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel #jira UE-40492 Change 3260230 on 2017/01/17 by Ben.Woodhouse Duplicated from dev-rendering@3232283 D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3260096 on 2017/01/17 by Thomas.Sarkanen Fixed crash when rendering out a level sequence with layered animations When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state. #jira UE-40654 - Render Movie using separate process crashes capture process Change 3259875 on 2017/01/17 by Dmitriy.Dyomin Fixed: SunTemple is washed out in one color on some Android devices #jira UE-40689 Change 3259011 on 2017/01/16 by Max.Chen Matinee to Level Sequence: Make RegisterTrackConverters pure virtual #jira UE-37328 Change 3258992 on 2017/01/16 by Rolando.Caloca UE4.15 - Integrate fix for outlines (3258807) #jira UE-40690 Change 3258949 on 2017/01/16 by mason.seay Disabled TranslatedMass test #jira UE-29618 Change 3258860 on 2017/01/16 by Max.Preussner Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819) #jira OR-34819 Change 3258846 on 2017/01/16 by Max.Preussner MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703) #jira UE-39703 Change 3258813 on 2017/01/16 by Benn.Gallagher Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices. #jira UE-40614 Change 3258771 on 2017/01/16 by James.Golding Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template) #jira UE-40418 Change 3258747 on 2017/01/16 by Max.Chen Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning. #jira UE-40665 Change 3258630 on 2017/01/16 by Jurre.deBaare CIS IfDef issue fix #JIRA UE-1234 Change 3258541 on 2017/01/16 by Phillip.Kavan [UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs. change summary: - revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method #jira UE-40131 Change 3258532 on 2017/01/16 by Max.Chen Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug. #jira UE-40642 Change 3258505 on 2017/01/16 by Marc.Audy Improve messaging when installing vehicle and vehicle adv C++ feature packs #jira UE-40647 Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist) #jira UE-40567 Change 3258457 on 2017/01/16 by Jurre.deBaare SpeedTree Billboards rendering with Incorrect Material #fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing #jira UE-39677 Change 3258442 on 2017/01/16 by Alexis.Matte Skeletalmesh import, make sure we increment the lod index when animation is not imported #jira UE-40640 Change 3258431 on 2017/01/16 by Jurre.deBaare Back out changelist 3258392 #fix issue was already resolved #jira UE-1234 Change 3258392 on 2017/01/16 by Jurre.deBaare Fix for non-unity CIS #JIRA UE-1234 Change 3258358 on 2017/01/16 by Matthew.Griffin Prevent warning from being shown when XMPP module is not built #jira UE-40616 (I guess LoadModule could be changed to LoadModuleChecked now if they do exist) Change 3258144 on 2017/01/15 by Marc.Audy Fix non-unity CIS errors #jira UE-00000 Change 3258141 on 2017/01/15 by zachary.wilson Adding testing content for Distance Field Indirect Shadows #jira UE-29618 Change 3258049 on 2017/01/14 by Nick.Shin UFE sent incorrect header data on missing file also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is) first, 404 was not sending the required double newline after headers second, since connection are not closed manually (server side) send a dummy payload with content-length data #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3257984 on 2017/01/14 by Aaron.McLeran Attempting another fix for static analysis warning in CIS #jira UE-40645 Change 3257904 on 2017/01/14 by Aaron.McLeran Resolving static analysis warnings reported by CIS #jira UE-40645 Change 3257883 on 2017/01/14 by Aaron.McLeran Fixing build warning with CL 3257826 #jira UE-40645 Change 3257826 on 2017/01/13 by Aaron.McLeran Integrating fixes from Dev-Framework and Odin to Release-415 #jira UE-40645 Change 3257654 on 2017/01/13 by Marc.Audy Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take. #jira UE-40466 Change 3257608 on 2017/01/13 by John.Pollard PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays #jira OR-34522 Change 3257489 on 2017/01/13 by Mitchell.Wilson Removing preview mesh from multiple materials to resolve CIS warnings. #jira UE-40628 Change 3257485 on 2017/01/13 by Chris.Babcock Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4) #jira UE-40602 #ue4 #android Change 3257444 on 2017/01/13 by Matt.Barnes Updating test assets for UEQATC-2967 #jira UE-29618 Change 3257324 on 2017/01/13 by Arciel.Rekman Linux: Update runtime CEF lib as well (UE-401413). - Followup to CL 3256081. #jira UE-40413 (Merging CL 3257241 from Dev-Platform to Release-4.15) Change 3257140 on 2017/01/13 by Lina.Halper Fix crash with deleting all poses #jira: UE-40537 Change 3257066 on 2017/01/13 by Jurre.deBaare CIS fix for game builds #jira UE-1234 Change 3257056 on 2017/01/13 by Ben.Zeigler #jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager. This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash Change 3256839 on 2017/01/13 by Jurre.deBaare Added conversion of HLOD transition screen size to new transition screen area values #fix During serialization patch up the values of transition screen size within the hierarchical lod setups #misc Updated the default value to a screen size to screen area equivalent #JIRA UE-40518 Change 3256761 on 2017/01/13 by Mieszko.Zielinski Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4 #jira UE-40589 Change 3256177 on 2017/01/12 by Josh.Adams - Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs) #jira UE-40391 Change 3256131 on 2017/01/12 by Jamie.Dale Fixing log spam when trying to load an empty font data #jira UE-40555 Change 3256081 on 2017/01/12 by Arciel.Rekman Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413). - Also deleted Debug version of it. - Change by yaakuro. #jira UE-40413 (Edigrating CL 3256065 from Dev-Platform to Release-4.15) Change 3256046 on 2017/01/12 by Jon.Nabozny Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms. #jira UE-39212 Change 3255939 on 2017/01/12 by mason.seay Rebuilt lighting #jira UE-29618 Change 3255912 on 2017/01/12 by Olaf.Piesche Replicating fix from 3246828 for #jira UE-39249 Change 3255909 on 2017/01/12 by Rolando.Caloca UE4.15 - Support for choosing discrete AMD GPU #jira UE-40546 Change 3255835 on 2017/01/12 by Martin.Wilson Fix newly added virtual bones not being on screen. #jira UE-40516 Change 3255774 on 2017/01/12 by Mark.Satterthwaite Merging 3251926 for Richard.Wallis: #jira UE-38828 Crash after Enabling Forward Shading on Mac and Creating/Editing Materials. Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views. Change 3255771 on 2017/01/12 by Alexis.Matte Fix a crash when re-importing asset with no material #jira UE-40510 Change 3255746 on 2017/01/12 by Jon.Nabozny Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp #jira UE-0000 Change 3255659 on 2017/01/12 by Jon.Nabozny Enable Shifting Vertices during Convex Hull cooking to prevent precision issues. (Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag) #jira UE-39212 Change 3255617 on 2017/01/12 by Ori.Cohen Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor #JIRA UE-40458 Change 3255536 on 2017/01/12 by Jamie.Dale Fixed crash when using an object picker against the 'Object' type This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down). #jira UE-40408 Change 3255451 on 2017/01/12 by Chris.Wood Fixed read only text color in SCommentBubble [UE-40384] - Reference Viewer comment text is difficult to read Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set. #jira UE-40384 Change 3255448 on 2017/01/12 by Chris.Wood Removed blinking cursor/caret on read only editable text layouts. [UE-40502] - Flashing cursor/caret showing in read-only editable text layouts #jira UE-40502 Change 3255445 on 2017/01/12 by Marc.Audy Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing #jira UE-00000 Change 3255441 on 2017/01/12 by Jon.Nabozny Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts. #jira UE-40478 Change 3255407 on 2017/01/12 by Yannick.Lange VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected - Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected - Added extra checks for other possible future cases #jira UE-39786 UE-39789 Change 3255393 on 2017/01/12 by Chris.Bunner Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter. #jira UE-40517 Change 3255375 on 2017/01/12 by Steve.Robb CIS fix. #jira UE-39556 Change 3255334 on 2017/01/12 by samuel.proctor Corrected QA Container asset to remove pin warning. #jira UE-29618 Change 3255319 on 2017/01/12 by james.cobbett Fixing motion blur issue with test content for Pose Snapshots. #jira UE-29618 Change 3255247 on 2017/01/12 by Nick.Darnell Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window. That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI. #jira UE-40313 Change 3255236 on 2017/01/12 by Phillip.Kavan [UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation. - Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391) #jira UE-40131 Change 3255216 on 2017/01/12 by Rolando.Caloca UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer #jira UE-40506 Change 3255206 on 2017/01/12 by Steve.Robb Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues. #fyi mike.beach #jira UE-39556 Change 3255195 on 2017/01/12 by mason.seay Adjusted slope to fix platform discrepancy #jira UE-29618 Change 3255086 on 2017/01/12 by Jack.Porter Fix XboxOneShaderCompiler.cpp non-unity compilation #jira None Change 3255085 on 2017/01/12 by Jack.Porter Missing HTML5 changes from CL 3254907 #jira UE-39111 Change 3255031 on 2017/01/12 by Jack.Porter More iOS GoogleVR changes missing from CL 3254907 #jira UE-39111 Change 3254991 on 2017/01/12 by Jack.Porter Missing file from CL 3254907 #jira UE-39111 Change 3254907 on 2017/01/11 by Jack.Porter Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA #jira UE-39111 #jira UE-35849 #jira UEMOB-35 Change 3254810 on 2017/01/11 by Arciel.Rekman Linux: fix for crash on exit (UE-40488). #jira UE-40488 Change 3254617 on 2017/01/11 by Peter.Sauerbrei remake the fix for missing PhysXVehicle library in binary for IOS and TVOS #jira UE-39349 Change 3254489 on 2017/01/11 by mason.seay Other minor improvements to the map #jira UE-29618 Change 3254477 on 2017/01/11 by mason.seay Map tweaks to prevent the vehicle from getting stuck #jira UE-29618 Change 3254431 on 2017/01/11 by Mitchell.Wilson Rebuilt lighting on all StarterContent levels. #jira UE-40468 Change 3254333 on 2017/01/11 by mason.seay Adjusted lightmap on mesh to remove odd rendering splotches #jira UE-29618 Change 3254131 on 2017/01/11 by Rolando.Caloca UE4.15 - Missing dumped shaders #jira UE-40465 Change 3254126 on 2017/01/11 by Jeff.Fisher UE-40422 Vive Motion Controllers unable to Play Haptic Effect -Removed an unnecessary remapping of controllerindex to deviceid, they are the same now. #jira UE-40422 #review-3254084 Change 3254046 on 2017/01/11 by Mark.Satterthwaite Merging 3233811: Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. #jira UE-39935 Change 3254021 on 2017/01/11 by james.cobbett Test content for Pose Snapshot testing #jira UE-29618 Change 3253993 on 2017/01/11 by Alexis.Matte Fix the morph target import #jira UE-40424 Change 3253948 on 2017/01/11 by mason.seay Fixed Level BP logic that was causing Access None error #jira UE-29618 Change 3253884 on 2017/01/11 by mason.seay Updated mesh colors on map. Disabled motion blur #jira UE-29618 Change 3253862 on 2017/01/11 by mason.seay Disabled Always Show Mobile Input (turned on by accident) #jira UE-29618 Change 3253859 on 2017/01/11 by Mark.Satterthwaite Merging 3252866: Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future. #jira UE-40357 Change 3253854 on 2017/01/11 by Mark.Satterthwaite Merging 3252859: Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping. #jira UE-40410 Change 3253853 on 2017/01/11 by Mark.Satterthwaite Merging 3237394: Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3253852 on 2017/01/11 by Mark.Satterthwaite Merging 3236850: Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3253834 on 2017/01/11 by mason.seay Updated mobile input textures to be power of two #jira UE-29618 Change 3253807 on 2017/01/11 by Mark.Satterthwaite Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering: 3232641: - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. 3236788: Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. 3233854: More information about texture type validation errors in Metal. 3249742: Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. #jira UE-40200 Change 3253636 on 2017/01/11 by Chris.Wood Improved tracking of runtime and debugger attachment for analytics purposes. [UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics [UE-39777] - Update MTBF IsDebugger state for every heartbeat [UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set [UE-39779] - UnrealWatchdog to send total run time of process Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog. #jira UE-39780, UE-39777, UE-39778, UE-39779 Change 3253281 on 2017/01/10 by Dan.Oconnor Typo fix caused parameter in local struct definition to shadow the local #jira UE-40027 Change 3253231 on 2017/01/10 by Dan.Oconnor Mirror of 3253220 These pins should infer together #jira UE-40427 Change 3253125 on 2017/01/10 by Uriel.Doyon Brought back CL 3242117 and 3238685, which got lost on the way: - Fix for possiblel check fail when changin mobility of actors. - Fix for possible check fail when processing streaming data. #jira UE-39996 Change 3252936 on 2017/01/10 by Marc.Audy CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references Ensure that a reinstanced child actor component ends up pointing at the correct child actor template #jira UE-40027 Change 3252886 on 2017/01/10 by Lina.Halper Fix for invalid AnimCurves when curve is added while running #jira: UE-39826 Change 3252753 on 2017/01/10 by Frank.Fella Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks. #jira UE-39836 Change 3252640 on 2017/01/10 by Lukasz.Furman fixed NavCollision losing user settings after any property change copy of 3252628 #jira UE-40388 Change 3252614 on 2017/01/10 by Daniel.Wright UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance. #jira UE-40406 Change 3252609 on 2017/01/10 by mason.seay Updated map with text actors for more visual clarity #jira UE-29618 Change 3252477 on 2017/01/10 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios #jira UE-39852 Change 3252451 on 2017/01/10 by Daniel.Wright Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted * Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial #jira UE-30089 Change 3252418 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. Change 3252410 on 2017/01/10 by Max.Chen Sequencer : Filter sections on select in range Copy from Dev-Sequencer #jira UE-37854 Change 3252385 on 2017/01/10 by Max.Chen Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly. #jira UE-39923 Change 3252360 on 2017/01/10 by Allan.Bentham Remove incorrect assert for iOS. #jira UE-40385 Change 3252297 on 2017/01/10 by mason.seay Test assets for suspending cloth simulation #jira UE-29618 Change 3252125 on 2017/01/10 by Mieszko.Zielinski Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4 #jira UE-40099 Change 3251987 on 2017/01/10 by Allan.Bentham Fix HQ DoF #jira UE-35548 Change 3251856 on 2017/01/10 by Jack.Porter Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor. Added MakeBox and MakeBox2D kismet native functions Fixed box overlap test ignoring instance scale #jira UE-34409 Change 3251519 on 2017/01/09 by Daniel.Wright [Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed #jira UE-40055 Change 3251146 on 2017/01/09 by Lina.Halper Fix on stable track data carrying over to pose asset - decided to clean up track data in anim sequence since we don't really need that data anymore #jira: UE-40351 #code review: Martin.Wilson Change 3251056 on 2017/01/09 by Lina.Halper fixed crash when pose node contains stale data when updating source. #jira: UE-40258 #code review; Thomas.Sarkanen Change 3251035 on 2017/01/09 by Mitchell.Wilson Removed preview mesh in M_GodRay to resolve CIS warning. Relinked textures used in two materials to resolve CIS warnings. #jira UE-40350 Change 3250959 on 2017/01/09 by Mitchell.Wilson Updating master sequence playback end time so the final audio track can be heard. Updating multiple shots to resolve issues with audio not playing back properly. #jira UE-40321 UE-40335 Change 3250896 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed level visibility not working in PIE #jira UE-40082 Change 3250895 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections - Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated. #jira UE-40320 Change 3250830 on 2017/01/09 by Ben.Woodhouse Duplicated from //ue4/Release-4.14 CL 3238182 Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. #jira UE-38818 Change 3250790 on 2017/01/09 by Lauren.Ridge Fixing backspace on VR Editor numberpad menu. #jira UE-39770 Change 3250681 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3249296: XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3250680 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 #jira UE-39949 Change 3250609 on 2017/01/09 by Steve.Robb Maximum number of stats-using threads increased to 512. #jira UE-38153 Change 3250604 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties #jira UE-40327 Change 3250589 on 2017/01/09 by Matthew.Griffin Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder Avoids unused configs and VS2013 files #jira UE-39171 Change 3250578 on 2017/01/09 by Matthew.Griffin Removed art tools from released build now that they are available separately on the Marketplace Change 3250282 on 2017/01/07 by Mieszko.Zielinski Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4 Reported by UT team. Replication of a fix from Dev-Framework that didn't make it to 4.15 stream #jira UE-40324 Change 3250276 on 2017/01/07 by Mieszko.Zielinski Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4 #jira UE-31711 Change 3250219 on 2017/01/07 by Mieszko.Zielinski Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4 #jira UE-31731 Change 3250147 on 2017/01/07 by Andrew.Rodham Added missing includes #jira UE-40019 Change 3250096 on 2017/01/06 by Nick.Shin refetch on timed out GET/POST requests correction to: UE_MakeHTTPDataRequest #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3249963 on 2017/01/06 by Mieszko.Zielinski removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4 #jira UE-40099 Change 3249829 on 2017/01/06 by Alexis.Matte turn on the material name clash feature for the content browser importer. #jira UE-40298 Change 3249791 on 2017/01/06 by andrew.porter QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings #jira UE-29618 Change 3249755 on 2017/01/06 by Jamie.Dale Some fixes for object reference detection and notification when deleting assets #jira UE-40121 Change 3249727 on 2017/01/06 by James.Golding #jira UE-40242 Change 3249707 on 2017/01/06 by Mitchell.Wilson Removing preview mesh with incorrect path from materials to resolve warnings in CIS. #jira UE-40311 Change 3249543 on 2017/01/06 by Michael.Dupuis #jira UE-40299: validate if UISettings is valid Change 3249506 on 2017/01/06 by Alexis.Matte Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail. #jira UE-40240 Change 3249477 on 2017/01/06 by Ori.Cohen Fix incorrect warning when moving kinematic objects during simulation. #JIRA UE-40290 Change 3249472 on 2017/01/06 by Andrew.Rodham Sequencer: Undo now works as expected when editing the properties of a key #jira UE-40019 Change 3249390 on 2017/01/06 by Mitchell.Wilson Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample. #jira UE-40300 Change 3249317 on 2017/01/06 by Alexis.Matte Fix a crash when loading skeletalmesh with no section #jira UE-40249 Change 3249294 on 2017/01/06 by Mitchell.Wilson Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths. #jira UE-40295 Change 3249213 on 2017/01/06 by Chris.Bunner Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support. #jira OR-33525, OR-33536, OR-33540, OR-33520 Change 3249135 on 2017/01/06 by Martin.Wilson Fix root motion issues on additive animations. - Fix scale issue on resetting root bone - Fix loss of root motion when animation is additive. #jira UE-40232 Change 3248522 on 2017/01/05 by Alexis.Matte Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value #jira UE-40201 Change 3248271 on 2017/01/05 by Andrew.Rodham Sequencer: Only reset persistent evaluation data when the sequence has changed - This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence #jira UE-40234 Change 3248092 on 2017/01/05 by Ben.Marsh UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it. Change 3248091 on 2017/01/05 by Marcus.Wassmer Tick renderthreadtickables in -onethread to avoid leaks. #jira UE-40248 Change 3248063 on 2017/01/05 by Marc.Audy Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread #jira UE-40243 Change 3247995 on 2017/01/05 by Maciej.Mroz NativizationSummary object is always present. manually merged cl#3247985 from Dev-Blueprints #jira UE-40035 Change 3247873 on 2017/01/05 by Chad.Garyet Adding "Generate QA Labels" buildgraph node and automation script. Port of createNewLabel and createMinimumLabel python scripts into UAT #jira UEB-725 Change 3247855 on 2017/01/05 by Nick.Shin refetch on timed out GET/POST requests #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3247737 on 2017/01/05 by Marc.Audy static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data #jira UE-40053 Change 3247723 on 2017/01/05 by mason.seay Asset for suspend cloth bug #jira UE-29618 Change 3247708 on 2017/01/05 by Mitchell.Wilson Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr #jira UE-40195 Change 3247652 on 2017/01/05 by Martin.Wilson Fixes for animation notifies window -Fix notify not being removed from skeleton -Fix crash where editor is not refreshed after notify removal #jira UE-40154 Change 3247638 on 2017/01/05 by mason.seay Test assets for cloth suspension #jira UE-29618 Change 3247630 on 2017/01/05 by Alexis.Matte Prevent crash when the import fail and we have no staticmesh created #jira UE-40024 Change 3247556 on 2017/01/05 by Ben.Marsh Fix non-unity compile error. Change 3247547 on 2017/01/05 by Jurre.deBaare Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor #fix Unify path for both delete cluster options in the outliner UI #jira UE-40066 Change 3247539 on 2017/01/05 by Benn.Gallagher Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes. #jira UE-40199 Change 3247515 on 2017/01/05 by Allan.Bentham Fix inverted planar reflections when mobileLDR Fixed incorrect gamma 2 planar reflection rendering when mobileLDR #jira UE-32868 Change 3247502 on 2017/01/05 by Dmitriy.Dyomin Fixed: Single digit frame rate when sculpting landscape foliage. #jira UE-39532 Change 3247232 on 2017/01/04 by Ben.Marsh Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers. #jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144 Change 3247002 on 2017/01/04 by Chris.Babcock Changed Vulkan hitchy pipeline log message verbosity #jira UE-38354 #ue4 #android #dontbackcopy Change 3246927 on 2017/01/04 by matt.barnes Updating QAGame content to facilitate UEQATC-2969 #jira UE-29618 Change 3246894 on 2017/01/04 by Mike.Beach Mirroring CL 3245322 from Dev-BP Fixed a crash when implementing a native interface in a BP #jira UE-40155, UE-40203 Change 3246830 on 2017/01/04 by Chris.Bunner Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur. #jira UE-39756 Change 3246816 on 2017/01/04 by Jon.Nabozny Fix Anim Notifies Tab not opening in Animation Editor. #JIRA UE-40134 Change 3246804 on 2017/01/04 by Ori.Cohen Touch engine file to trigger re-link. #JIRA UE-40156 Change 3246709 on 2017/01/04 by mason.seay Updated map #jira UE-29618 Change 3246606 on 2017/01/04 by Ori.Cohen Fix for sweeps taking too long time (OR-32839). - Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math). - Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal. - NVidia is aware and will investigate a better solution. #tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day. #JIRA UE-40156 Change 3246571 on 2017/01/04 by Marc.Audy Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created #jira UE-39994 Change 3246527 on 2017/01/04 by tim.gautier QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback #jira UE-29618 Change 3246480 on 2017/01/04 by mason.seay Map update #jira UE-29618 Change 3246470 on 2017/01/04 by Ori.Cohen Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects #JIRA UE-00000 Change 3246413 on 2017/01/04 by Jon.Nabozny Cube asset did not have Tri Meshes. Reimported to fix the issue. -- Copied from 3233164 -- #jira UE-39657 Change 3246388 on 2017/01/04 by Jon.Nabozny Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior. -- Copied from 3239735 (bot health fixed by a different CL) -- #jira UE-39387 Change 3246352 on 2017/01/04 by Jon.Nabozny Fix FPredictProjectilePathParams to use a valid default value for TraceChannel. This requires the use of a new bool bTraceWithChannel which is enabled by default. -- Copied from 3239765 -- #JIRA UE-39726 Change 3246341 on 2017/01/04 by Ori.Cohen Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used. #JIRA UE-39508 Change 3246178 on 2017/01/04 by Andrew.Rodham Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards) - This is to reconcile the movie scene sequence player with previous behaviour #jira UE-40076 Change 3246102 on 2017/01/04 by Benn.Gallagher Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores. #jira UE-39811 Change 3246100 on 2017/01/04 by Benn.Gallagher Fixed ensure triggered when using root motion with sub instances Fixed crash reinstancing an active anim class that had subinstances #jira UE-39582 #jira UE-39579 Change 3246092 on 2017/01/04 by Marc.Audy PR #3082: Improve comment for UInputComponent (Contributed by Soleone) #jira UE-40098 Change 3246084 on 2017/01/04 by Matthew.Griffin Remove bad files Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text. #jira UE-39652 Change 3246043 on 2017/01/04 by Steve.Robb Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue. #jira UE-39872 Change 3246032 on 2017/01/04 by Martin.Wilson Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found) #jira UE-40105 Change 3246016 on 2017/01/04 by Andrew.Rodham Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus - This allows us to edit such properties on context menus #jira UE-39998 Change 3246005 on 2017/01/04 by Thomas.Sarkanen Fixed asset attachment issues in Skeleton Tree Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree. The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to. The attach parent name was not initialized, so assets could not be deleted one at a time. #jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree #jira UE-40041 - Preview assets appear at the bottom of the skeleton tree Change 3246002 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences #jira UE-39975 Change 3245979 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed scrubbing audio tracks not working propertly #jira UE-40048 Change 3245978 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction #jira UE-39998 Change 3245977 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed crash caused by lingering persistent evaluation data #jira UE-40064 Change 3245971 on 2017/01/04 by Dmitriy.Dyomin Fixed: Using Set World Origin Location will cause the player pawn to stutter #jira UE-40022 Change 3245725 on 2017/01/03 by Matt.Barnes Further improvments on test assets for UEQATC-2963 #jira UE-29618 Change 3245658 on 2017/01/03 by Arciel.Rekman Linux: fix ARM32 build (UE-39913). #jira UE-39913 (Redoing CL 3240982 from Dev-Platform in Release-4.15) Change 3245577 on 2017/01/03 by Mason.Seay More vehicle updates #jira UE-29618 Change 3245556 on 2017/01/03 by Matt.Barnes Updating test content for UEQATC-2963 #jira UEQATC-2963 Change 3245461 on 2017/01/03 by mason.seay Updating Inertia Tensor Scale to improve Vehicle Handling #jira UE-40013 Change 3245442 on 2017/01/03 by Jeff.Fisher UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing. -There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway. #jira UEVR-495 #review-3245374 Change 3245427 on 2017/01/03 by Jeff.Fisher UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR -If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again. -This is useful for apps that have 2d and vr modes. #jira UEVR-456 #review-3245372 Change 3245329 on 2017/01/03 by mason.seay Level and vehicle tweaks #jira UE-29618 Change 3245275 on 2017/01/03 by Chris.Babcock Added EngineVersion to AndroidManfiest.xml metadata #jira UE-40123 #ue4 #android Change 3245235 on 2017/01/03 by Guillaume.Abadie Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3245183 on 2017/01/03 by Chris.Babcock Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist) #jira UE-40103 #PR #3085 #ue4 #android Change 3245120 on 2017/01/03 by mason.seay Missed some assets #jira UE-29618 Change 3245116 on 2017/01/03 by mason.seay Mass fucntional test #jira UE-29618 Change 3245049 on 2017/01/03 by Ben.Marsh PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist) Change 3244924 on 2017/01/03 by Ben.Zeigler #jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072 Change 3244831 on 2017/01/03 by Mitchell.Wilson Fixed hole in collision around level. #jira UE-39576 Change 3244817 on 2017/01/03 by Matthew.Griffin Change check for files being under engine directory to avoid problems with relative paths #jira UE-40096 Change 3244801 on 2017/01/03 by Andrew.Rodham Editor: Fixed color picker not working when opened from a details panel on a context menu - When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu - Added the ability to find an open menu from a widget path to FSlateApplication #jira UE-39932 Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices. #jira UE-7388 Change 3244672 on 2017/01/03 by Ben.Marsh Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059. Change 3244668 on 2017/01/03 by Thomas.Sarkanen Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar Options were in the asset menu before. #jira UE-39643 - Missing "Reimport" option for animation assets Change 3244667 on 2017/01/03 by Thomas.Sarkanen Reduced default URO distances in-line with new LOD calculations New values should give (roughly) the same effect as the older values with the older system. #jira UE-39939 - URO LOD distance factors different with the new screen size metric Change 3244654 on 2017/01/03 by Matthew.Griffin Added functionality to specify Loading Phase for plugin templates Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it #jira UE-38826 Change 3244631 on 2017/01/03 by Dmitriy.Dyomin Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset #jira UE-37368 Change 3244548 on 2017/01/02 by Jack.Porter Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized #jira UE-39905 Change 3244389 on 2016/12/30 by Phillip.Kavan [UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself. Mirrored from //UE4/Dev-Blueprints (CL# 3244388). #jira UE-39816 Change 3244248 on 2016/12/29 by laz.matech Saved the new sublevel in the persistent level and set it to hidden by default #jira UE-29618 Change 3244213 on 2016/12/29 by laz.matech Added a sublevel to QA-Sequencer map #jira UE-29618 Change 3243857 on 2016/12/27 by samuel.proctor Altered Container asset to have proper console input #jira UE-29618 Change 3243852 on 2016/12/27 by Mason.Seay Forgot config file #jira UE-29618 Change 3243847 on 2016/12/27 by mason.seay Improved mobile input #jira UE-29618 Change 3243536 on 2016/12/24 by Phillip.Kavan [UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray). Mirrored from //UE4/Dev-Blueprints (CL# 3243210). #jira UE-39944 Change 3243535 on 2016/12/24 by Phillip.Kavan [UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded. Mirrored from //UE4/Dev-Blueprints (CL# 3243207). #jira UE-39816 Change 3243534 on 2016/12/24 by Phillip.Kavan [UE-39733] Fix incorrect graph pin value display names for user-defined enum types. Mirrored from //UE4/Dev-Blueprints (CL# 3239965). #jira UE-39733 Change 3243532 on 2016/12/24 by Phillip.Kavan [UE-39854] Fix nativized assets build error when there are no native code dependencies. Mirrored from //UE4/Dev-Blueprints (CL# 3239778). #jira UE-39854 Change 3243529 on 2016/12/24 by Phillip.Kavan [UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation. Mirrored from //UE4/Dev-Blueprints (CL# 3239289). #jira UE-38999 Change 3243442 on 2016/12/23 by mason.seay QAGame cleanup - Replacing copy pose from mesh test assets #jira UE-29618 Change 3243215 on 2016/12/22 by Dmitriy.Dyomin Fixed: Switching to ES2 feature level preview renders black in editor #jira UE-40009 Change 3243185 on 2016/12/22 by Ryan.Vance #jira UEVR-478 Integrating 3235308 Mono changes from DevVR. Change 3243183 on 2016/12/22 by Ryan.Vance #jira UEVR-455 Integrating 3243173 post present call back implementation from 4.14.1 Change 3243182 on 2016/12/22 by Ryan.Vance #jira UE-39269 Working around a nullptr deref in the Oculus runtime. Change 3243153 on 2016/12/22 by mason.seay WIP map update #jira UE-29618 Change 3243128 on 2016/12/22 by andrew.porter QAGame: Adding Actor Sequence test content for a crash. #jira UE-29618 Change 3243117 on 2016/12/22 by Jeff.Fisher UE-34004 GitHub 2659 : Implement support for OpenVR controller roles. -Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using. -We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand. -This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime. -This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that. #2659 #jira UE-34004 #review-3231154 Change 3243093 on 2016/12/22 by mason.seay Some tweaks to vehicle levels #jira UE-29618 Change 3243084 on 2016/12/22 by andrew.porter QAGame: Cleaned up Sequencer_OverrideBindings #jira UE-29618 Change 3243009 on 2016/12/22 by andrew.porter QAGame: Renaming actor in Sequencer_OverrideBindings. #jira UE-29618 Change 3243003 on 2016/12/22 by andrew.porter QAGame: Removing override bindings from level sequence #jira UE-29618 Change 3242996 on 2016/12/22 by andrew.porter QAGame: Slight tweak to QA-Sequencer. #jira UE-29618 Change 3242982 on 2016/12/22 by Marc.Audy Properly reenable stats sounds in both game and level editor #jira UE-40015 Change 3242959 on 2016/12/22 by mason.seay Test map for vehicles and moving meshes #jira UE-29618 Change 3242934 on 2016/12/22 by andrew.porter QAGame: Adding test content to QA-Sequencer for Override Bindings #jira UE-29618 Change 3242870 on 2016/12/22 by Mason.Seay QAGame footprint reduction: Clearing out content (were in for old bug reports) #jira UE-29618 Change 3242799 on 2016/12/22 by tim.gautier QAGame - Adding the following assets for Sequencer Event Track testing: -TM-Sequencer_EventTrack + BuildData -QA_LightStruct -Sequencer_EventTrack #jira UE-29618 Change 3242792 on 2016/12/22 by samuel.proctor Correcting Container test asset for proper output #jira UE-29618 Change 3242727 on 2016/12/22 by Dmitriy.Dyomin Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message #jira UE-40005 Change 3242666 on 2016/12/22 by Dmitriy.Dyomin Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails #jira UE-39534 Change 3242373 on 2016/12/21 by Ori.Cohen Allow vehicles to override inertia tensor after any mass properties have changed. #JIRA UE-39566 Change 3242323 on 2016/12/21 by Josh.Adams - Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it #jira UE-39966 Change 3242286 on 2016/12/21 by mason.seay Vehicle Assets and Maps #jira UE-29618 Change 3242284 on 2016/12/21 by Marc.Audy Fix "stat sounds" not working after PIE completes and a new one is begun #jira UE-32743 #jira UE-39511 Change 3242281 on 2016/12/21 by Ori.Cohen Fix multi select being very slow in phat #JIRA UE-39559 Change 3242229 on 2016/12/21 by Ben.Marsh Fixup workspace for building PhysX. Change 3242227 on 2016/12/21 by Marc.Audy Properly update listener position for stat sounds #jira UE-38850 Change 3242218 on 2016/12/21 by Ori.Cohen Fix physx html5 compilation APEX issue. #JIRA UE-39566 Change 3242174 on 2016/12/21 by Ori.Cohen Fix incorrect moment of inertia for convex elements with translation. #JIRA UE-39566 Change 3242145 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix for vehicle stability #JIRA UE-38710 Change 3242139 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix: Fix crash when setting collision trace in construction script. #JIRA UE-39341 Change 3242088 on 2016/12/21 by Alexis.Matte Fix the drag and drop material on level instance to drop on the correct material slot Fix the serialization of the staticmesh property FMeshSectionInfoMap #jira UE-39952 Change 3242081 on 2016/12/21 by Andrew.Rodham Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid. #jira UE-39851 Change 3242079 on 2016/12/21 by Andrew.Rodham Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers - This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks. - This commit also ensures we don't fully rebuild templates in the editor when in Sequencer #jira UE-39882 Change 3242078 on 2016/12/21 by Andrew.Rodham Sequencer: Fixed crash when deactivating a section in sequencer #jira UE-39880 Change 3242026 on 2016/12/21 by Josh.Adams - Fixed compile errors in tools after NVNRHI move #jira UE-39966 Change 3241994 on 2016/12/21 by andrew.porter QAGame: Disabled auto play on Sequencer_AnimNotify. #jira UE-29618 Change 3241989 on 2016/12/21 by Mitchell.Wilson Resolving CIS warnings in Content examples. Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended. #jira UE-39984 Change 3241986 on 2016/12/21 by mason.seay Vehicle Landscape Test map (mainly for crash investigation) #jira UE-29618 Change 3241914 on 2016/12/21 by Josh.Adams - Removed invalid and confusing .ini settings #jira UE-39982 Change 3241902 on 2016/12/21 by Josh.Adams - Moved NVNRHI stuff out of RHI.Build.cs #jira UE-39966 Change 3241889 on 2016/12/21 by andrew.porter QAGame: Added new level sequence to QA-Sequencer level #jira UE-29618 Change 3241884 on 2016/12/21 by Alexis.Matte Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor. #jira UE-39834 Change 3241869 on 2016/12/21 by andrew.porter QAGame: Adding test content for Sequencer Animation Notifies #jira UE-29618 Change 3241809 on 2016/12/21 by Chris.Wood Fix non-unity build errors in UnrealWatchdog. [UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040) #jira UE-39940 Change 3241806 on 2016/12/21 by Marc.Audy Don't unload and then reload streaming levels that are marked to be hidden. #jira UE-39883 Change 3241802 on 2016/12/21 by Marc.Audy Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object Do not allow Modify calls on Objects that have not been initialized #jira UE-39731 Change 3241790 on 2016/12/21 by Marc.Audy Don't rerun construction scripts when an actor has seamless traveled from another level #jira UE-39699 Change 3241789 on 2016/12/21 by Marc.Audy Check Owner has a valid world before trying to access Scene (4.14.2) #jira UE-39560 Change 3241786 on 2016/12/21 by Marc.Audy Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level #jira UE-39407 Change 3241781 on 2016/12/21 by Mitchell.Wilson Fixed up redirectors for SkeletalMesh and Personal Walkthroughs. #jira UE-30953 Change 3241747 on 2016/12/21 by mason.seay Tag Query test map and assets #jira UE-29618 Change 3240938 on 2016/12/20 by Ben.Marsh Remaking QFE fixes from 4.14 branch. Change 3240740 on 2016/12/20 by Ben.Marsh Update branch name for analytics. [CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
FEdGraphPinType ScriptContextPinType(Schema->PC_Object, TEXT(""), ContextClass, false, false, false, false, FEdGraphTerminalType());
ContextProperty = CastChecked<UObjectProperty>(CreateVariable(TEXT("Generated_ScriptContext"), ScriptContextPinType));
ContextProperty->SetPropertyFlags(CPF_ContainsInstancedReference | CPF_InstancedReference);
}
}
void FScriptBlueprintCompiler::CreateFunctionList()
{
Super::CreateFunctionList();
if (!Blueprint->ParentClass->IsChildOf(UScriptPluginComponent::StaticClass()))
{
for (auto& Field : ScriptDefinedFields)
{
if (Field.Class->IsChildOf(UFunction::StaticClass()))
{
CreateScriptDefinedFunction(Field);
}
}
}
}
void FScriptBlueprintCompiler::CreateScriptDefinedFunction(FScriptField& Field)
{
check(ContextProperty);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2972815) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2965743 on 2016/05/04 by Tom.Looman Added check to PostActorConstruction to avoid BeginPlay call on pendingkill actor. UE-27528 #rb MarcA Change 2965744 on 2016/05/04 by Marc.Audy VS2015 Shadow Variable fixes Change 2965813 on 2016/05/04 by Tom.Looman Moved UninitializeComponents outside (bActorInitialized) to always uninit components when actors gets destroyed early. UE-27529 #rb MarcA Change 2966564 on 2016/05/04 by Marc.Audy VS2015 shadow variable fixes Change 2967244 on 2016/05/05 by Jon.Nabozny Remove UPROPERTY from members that don't require serialization and aren't user editable. #JIRA UE-30155 Change 2967377 on 2016/05/05 by Lukasz.Furman fixed processing of AIMessages when new message appears during notify loop #ue4 Change 2967437 on 2016/05/05 by Marc.Audy Add a static One to TBigInt Remove numerous local statics and TEncryptionInt specific version in KeyGenerator.cpp Part of fixing shadow variables for VS2015 Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2967552 on 2016/05/05 by Marc.Audy Fix compile error in DocumentationCode Change 2967556 on 2016/05/05 by Marc.Audy Enable shadow variable warnings in 2015 Change 2967836 on 2016/05/05 by Marc.Audy Another DocumentationCode project fix Change 2967941 on 2016/05/05 by Marc.Audy Make bShowHUD not config Expose HUD properties to blueprints Cleanup stale entries in BaseGame.ini Deprecate unnecessary colors in AHUD in favor of using FColor statics #jira UE-30045 Change 2969008 on 2016/05/06 by Marc.Audy VS2015 Shadow Variable fixes found by CIS Change 2969315 on 2016/05/06 by John.Abercrombie Duplicating CL 2969279 from //Fortnite/Main/ Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused -------- Integrated using branch //Fortnite/Main/_to_//UE4/Dev-Framework of change#2969279 by John.Abercrombie on 2016/05/06 14:21:40. Change 2969611 on 2016/05/06 by Marc.Audy Default bShowHUD to true Change 2971041 on 2016/05/09 by Marc.Audy Add Get/Set Actor/Component TickInterval functions and expose to blueprints Change 2971072 on 2016/05/09 by Marc.Audy Fix VS2015 shadow variables warnings Change 2971629 on 2016/05/09 by Marc.Audy PR#1981 (contributed by EverNewJoy) CheatManager is blueprintable (though very basic exposure at this time) and can be set from PlayerController DebugCameraController is now visible and can be subclassed and specified via CheatManager blueprint #jira UE-25901 Change 2971632 on 2016/05/09 by Marc.Audy Missed file from CL# 2971629 [CL 2972828 by Marc Audy in Main branch]
2016-05-10 16:00:39 -04:00
UScriptBlueprint* ScriptBP = ScriptBlueprint();
const FString FunctionName = Field.Name.ToString();
// Create Blueprint Graph which consists of 3 nodes: 'Entry', 'Get Script Context' and 'Call Function'
// @todo: once we figure out how to get parameter lists for functions we can add suport for that here
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2972815) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2965743 on 2016/05/04 by Tom.Looman Added check to PostActorConstruction to avoid BeginPlay call on pendingkill actor. UE-27528 #rb MarcA Change 2965744 on 2016/05/04 by Marc.Audy VS2015 Shadow Variable fixes Change 2965813 on 2016/05/04 by Tom.Looman Moved UninitializeComponents outside (bActorInitialized) to always uninit components when actors gets destroyed early. UE-27529 #rb MarcA Change 2966564 on 2016/05/04 by Marc.Audy VS2015 shadow variable fixes Change 2967244 on 2016/05/05 by Jon.Nabozny Remove UPROPERTY from members that don't require serialization and aren't user editable. #JIRA UE-30155 Change 2967377 on 2016/05/05 by Lukasz.Furman fixed processing of AIMessages when new message appears during notify loop #ue4 Change 2967437 on 2016/05/05 by Marc.Audy Add a static One to TBigInt Remove numerous local statics and TEncryptionInt specific version in KeyGenerator.cpp Part of fixing shadow variables for VS2015 Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2967552 on 2016/05/05 by Marc.Audy Fix compile error in DocumentationCode Change 2967556 on 2016/05/05 by Marc.Audy Enable shadow variable warnings in 2015 Change 2967836 on 2016/05/05 by Marc.Audy Another DocumentationCode project fix Change 2967941 on 2016/05/05 by Marc.Audy Make bShowHUD not config Expose HUD properties to blueprints Cleanup stale entries in BaseGame.ini Deprecate unnecessary colors in AHUD in favor of using FColor statics #jira UE-30045 Change 2969008 on 2016/05/06 by Marc.Audy VS2015 Shadow Variable fixes found by CIS Change 2969315 on 2016/05/06 by John.Abercrombie Duplicating CL 2969279 from //Fortnite/Main/ Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused -------- Integrated using branch //Fortnite/Main/_to_//UE4/Dev-Framework of change#2969279 by John.Abercrombie on 2016/05/06 14:21:40. Change 2969611 on 2016/05/06 by Marc.Audy Default bShowHUD to true Change 2971041 on 2016/05/09 by Marc.Audy Add Get/Set Actor/Component TickInterval functions and expose to blueprints Change 2971072 on 2016/05/09 by Marc.Audy Fix VS2015 shadow variables warnings Change 2971629 on 2016/05/09 by Marc.Audy PR#1981 (contributed by EverNewJoy) CheatManager is blueprintable (though very basic exposure at this time) and can be set from PlayerController DebugCameraController is now visible and can be subclassed and specified via CheatManager blueprint #jira UE-25901 Change 2971632 on 2016/05/09 by Marc.Audy Missed file from CL# 2971629 [CL 2972828 by Marc Audy in Main branch]
2016-05-10 16:00:39 -04:00
UEdGraph* ScriptFunctionGraph = NewObject<UEdGraph>(ScriptBP, *FString::Printf(TEXT("%s_Graph"), *FunctionName));
ScriptFunctionGraph->Schema = UEdGraphSchema_K2::StaticClass();
ScriptFunctionGraph->SetFlags(RF_Transient);
FKismetFunctionContext* FunctionContext = CreateFunctionContext();
FunctionContext->SourceGraph = ScriptFunctionGraph;
FunctionContext->bCreateDebugData = false;
UK2Node_FunctionEntry* EntryNode = SpawnIntermediateNode<UK2Node_FunctionEntry>(NULL, ScriptFunctionGraph);
EntryNode->CustomGeneratedFunctionName = Field.Name;
EntryNode->AllocateDefaultPins();
UK2Node_VariableGet* GetVariableNode = SpawnIntermediateNode<UK2Node_VariableGet>(NULL, ScriptFunctionGraph);
GetVariableNode->VariableReference.SetSelfMember(ContextProperty->GetFName());
GetVariableNode->AllocateDefaultPins();
UK2Node_CallFunction* CallFunctionNode = SpawnIntermediateNode<UK2Node_CallFunction>(NULL, ScriptFunctionGraph);
CallFunctionNode->FunctionReference.SetExternalMember(TEXT("CallScriptFunction"), ContextProperty->PropertyClass);
CallFunctionNode->AllocateDefaultPins();
UEdGraphPin* FunctionNamePin = CallFunctionNode->FindPinChecked(TEXT("FunctionName"));
FunctionNamePin->DefaultValue = FunctionName;
// Link nodes together
UEdGraphPin* ExecPin = Schema->FindExecutionPin(*EntryNode, EGPD_Output);
UEdGraphPin* GetVariableOutPin = GetVariableNode->FindPinChecked(ContextProperty->GetName());
UEdGraphPin* CallFunctionPin = Schema->FindExecutionPin(*CallFunctionNode, EGPD_Input);
UEdGraphPin* FunctionTargetPin = CallFunctionNode->FindPinChecked(TEXT("self"));
ExecPin->MakeLinkTo(CallFunctionPin);
GetVariableOutPin->MakeLinkTo(FunctionTargetPin);
}
void FScriptBlueprintCompiler::FinishCompilingClass(UClass* Class)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2972815) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2965743 on 2016/05/04 by Tom.Looman Added check to PostActorConstruction to avoid BeginPlay call on pendingkill actor. UE-27528 #rb MarcA Change 2965744 on 2016/05/04 by Marc.Audy VS2015 Shadow Variable fixes Change 2965813 on 2016/05/04 by Tom.Looman Moved UninitializeComponents outside (bActorInitialized) to always uninit components when actors gets destroyed early. UE-27529 #rb MarcA Change 2966564 on 2016/05/04 by Marc.Audy VS2015 shadow variable fixes Change 2967244 on 2016/05/05 by Jon.Nabozny Remove UPROPERTY from members that don't require serialization and aren't user editable. #JIRA UE-30155 Change 2967377 on 2016/05/05 by Lukasz.Furman fixed processing of AIMessages when new message appears during notify loop #ue4 Change 2967437 on 2016/05/05 by Marc.Audy Add a static One to TBigInt Remove numerous local statics and TEncryptionInt specific version in KeyGenerator.cpp Part of fixing shadow variables for VS2015 Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2967552 on 2016/05/05 by Marc.Audy Fix compile error in DocumentationCode Change 2967556 on 2016/05/05 by Marc.Audy Enable shadow variable warnings in 2015 Change 2967836 on 2016/05/05 by Marc.Audy Another DocumentationCode project fix Change 2967941 on 2016/05/05 by Marc.Audy Make bShowHUD not config Expose HUD properties to blueprints Cleanup stale entries in BaseGame.ini Deprecate unnecessary colors in AHUD in favor of using FColor statics #jira UE-30045 Change 2969008 on 2016/05/06 by Marc.Audy VS2015 Shadow Variable fixes found by CIS Change 2969315 on 2016/05/06 by John.Abercrombie Duplicating CL 2969279 from //Fortnite/Main/ Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused -------- Integrated using branch //Fortnite/Main/_to_//UE4/Dev-Framework of change#2969279 by John.Abercrombie on 2016/05/06 14:21:40. Change 2969611 on 2016/05/06 by Marc.Audy Default bShowHUD to true Change 2971041 on 2016/05/09 by Marc.Audy Add Get/Set Actor/Component TickInterval functions and expose to blueprints Change 2971072 on 2016/05/09 by Marc.Audy Fix VS2015 shadow variables warnings Change 2971629 on 2016/05/09 by Marc.Audy PR#1981 (contributed by EverNewJoy) CheatManager is blueprintable (though very basic exposure at this time) and can be set from PlayerController DebugCameraController is now visible and can be subclassed and specified via CheatManager blueprint #jira UE-25901 Change 2971632 on 2016/05/09 by Marc.Audy Missed file from CL# 2971629 [CL 2972828 by Marc Audy in Main branch]
2016-05-10 16:00:39 -04:00
UScriptBlueprint* ScriptBP = ScriptBlueprint();
UScriptBlueprintGeneratedClass* ScriptClass = CastChecked<UScriptBlueprintGeneratedClass>(Class);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2972815) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2965743 on 2016/05/04 by Tom.Looman Added check to PostActorConstruction to avoid BeginPlay call on pendingkill actor. UE-27528 #rb MarcA Change 2965744 on 2016/05/04 by Marc.Audy VS2015 Shadow Variable fixes Change 2965813 on 2016/05/04 by Tom.Looman Moved UninitializeComponents outside (bActorInitialized) to always uninit components when actors gets destroyed early. UE-27529 #rb MarcA Change 2966564 on 2016/05/04 by Marc.Audy VS2015 shadow variable fixes Change 2967244 on 2016/05/05 by Jon.Nabozny Remove UPROPERTY from members that don't require serialization and aren't user editable. #JIRA UE-30155 Change 2967377 on 2016/05/05 by Lukasz.Furman fixed processing of AIMessages when new message appears during notify loop #ue4 Change 2967437 on 2016/05/05 by Marc.Audy Add a static One to TBigInt Remove numerous local statics and TEncryptionInt specific version in KeyGenerator.cpp Part of fixing shadow variables for VS2015 Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2967552 on 2016/05/05 by Marc.Audy Fix compile error in DocumentationCode Change 2967556 on 2016/05/05 by Marc.Audy Enable shadow variable warnings in 2015 Change 2967836 on 2016/05/05 by Marc.Audy Another DocumentationCode project fix Change 2967941 on 2016/05/05 by Marc.Audy Make bShowHUD not config Expose HUD properties to blueprints Cleanup stale entries in BaseGame.ini Deprecate unnecessary colors in AHUD in favor of using FColor statics #jira UE-30045 Change 2969008 on 2016/05/06 by Marc.Audy VS2015 Shadow Variable fixes found by CIS Change 2969315 on 2016/05/06 by John.Abercrombie Duplicating CL 2969279 from //Fortnite/Main/ Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused -------- Integrated using branch //Fortnite/Main/_to_//UE4/Dev-Framework of change#2969279 by John.Abercrombie on 2016/05/06 14:21:40. Change 2969611 on 2016/05/06 by Marc.Audy Default bShowHUD to true Change 2971041 on 2016/05/09 by Marc.Audy Add Get/Set Actor/Component TickInterval functions and expose to blueprints Change 2971072 on 2016/05/09 by Marc.Audy Fix VS2015 shadow variables warnings Change 2971629 on 2016/05/09 by Marc.Audy PR#1981 (contributed by EverNewJoy) CheatManager is blueprintable (though very basic exposure at this time) and can be set from PlayerController DebugCameraController is now visible and can be subclassed and specified via CheatManager blueprint #jira UE-25901 Change 2971632 on 2016/05/09 by Marc.Audy Missed file from CL# 2971629 [CL 2972828 by Marc Audy in Main branch]
2016-05-10 16:00:39 -04:00
ScriptClass->SourceCode = ScriptBP->SourceCode;
ScriptClass->ByteCode = ScriptBP->ByteCode;
// Allow Blueprint Components to be used in Blueprints
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2972815) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2965743 on 2016/05/04 by Tom.Looman Added check to PostActorConstruction to avoid BeginPlay call on pendingkill actor. UE-27528 #rb MarcA Change 2965744 on 2016/05/04 by Marc.Audy VS2015 Shadow Variable fixes Change 2965813 on 2016/05/04 by Tom.Looman Moved UninitializeComponents outside (bActorInitialized) to always uninit components when actors gets destroyed early. UE-27529 #rb MarcA Change 2966564 on 2016/05/04 by Marc.Audy VS2015 shadow variable fixes Change 2967244 on 2016/05/05 by Jon.Nabozny Remove UPROPERTY from members that don't require serialization and aren't user editable. #JIRA UE-30155 Change 2967377 on 2016/05/05 by Lukasz.Furman fixed processing of AIMessages when new message appears during notify loop #ue4 Change 2967437 on 2016/05/05 by Marc.Audy Add a static One to TBigInt Remove numerous local statics and TEncryptionInt specific version in KeyGenerator.cpp Part of fixing shadow variables for VS2015 Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2967552 on 2016/05/05 by Marc.Audy Fix compile error in DocumentationCode Change 2967556 on 2016/05/05 by Marc.Audy Enable shadow variable warnings in 2015 Change 2967836 on 2016/05/05 by Marc.Audy Another DocumentationCode project fix Change 2967941 on 2016/05/05 by Marc.Audy Make bShowHUD not config Expose HUD properties to blueprints Cleanup stale entries in BaseGame.ini Deprecate unnecessary colors in AHUD in favor of using FColor statics #jira UE-30045 Change 2969008 on 2016/05/06 by Marc.Audy VS2015 Shadow Variable fixes found by CIS Change 2969315 on 2016/05/06 by John.Abercrombie Duplicating CL 2969279 from //Fortnite/Main/ Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused -------- Integrated using branch //Fortnite/Main/_to_//UE4/Dev-Framework of change#2969279 by John.Abercrombie on 2016/05/06 14:21:40. Change 2969611 on 2016/05/06 by Marc.Audy Default bShowHUD to true Change 2971041 on 2016/05/09 by Marc.Audy Add Get/Set Actor/Component TickInterval functions and expose to blueprints Change 2971072 on 2016/05/09 by Marc.Audy Fix VS2015 shadow variables warnings Change 2971629 on 2016/05/09 by Marc.Audy PR#1981 (contributed by EverNewJoy) CheatManager is blueprintable (though very basic exposure at this time) and can be set from PlayerController DebugCameraController is now visible and can be subclassed and specified via CheatManager blueprint #jira UE-25901 Change 2971632 on 2016/05/09 by Marc.Audy Missed file from CL# 2971629 [CL 2972828 by Marc Audy in Main branch]
2016-05-10 16:00:39 -04:00
if (ScriptBP->ParentClass->IsChildOf(UScriptPluginComponent::StaticClass()) && Class != ScriptBP->SkeletonGeneratedClass)
{
Class->SetMetaData(TEXT("BlueprintSpawnableComponent"), TEXT("true"));
}
Super::FinishCompilingClass(Class);
// Ff context property has been created, create a DSO and set it on the CDO
if (ContextProperty)
{
UObject* CDO = Class->GetDefaultObject();
UObject* ContextDefaultSubobject = NewObject<UObject>(CDO, ContextProperty->PropertyClass, "ScriptContext", RF_DefaultSubObject | RF_Public);
ContextProperty->SetObjectPropertyValue(ContextProperty->ContainerPtrToValuePtr<UObject*>(CDO), ContextDefaultSubobject);
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3358467) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3297108 on 2017/02/10 by Mieszko.Zielinski Added AISight's peripherial vision angle claming as well as marked up UI to not allow values from outside of [0,180] range #UE4 #jira UE-41114 Change 3299467 on 2017/02/13 by Marc.Audy Don't try to update active sounds on audio thread if the audio component is not active. If these functions are callled from a constructor on an async loading thread it can cause a crash Change 3300692 on 2017/02/13 by Marc.Audy no auto Change 3301424 on 2017/02/14 by Marc.Audy Handle gateway expansion before the node matching loop #jira UE-41858 Change 3301547 on 2017/02/14 by Marc.Audy PR #3246: Added BindDelegate that supports functions with custom (static) arguments (Contributed by PhoenixBlack) #jira UE-41926 Change 3301557 on 2017/02/14 by Marc.Audy When passing null to Rename for the new name, maintain the OldName is possible #jira UE-41937 Change 3301676 on 2017/02/14 by Marc.Audy Fix pending occlusion async traces from crashing during shutdown #jira UE-41939 Change 3302705 on 2017/02/14 by Mieszko.Zielinski Removed 'PRAGMA_DISABLE_OPTIMIZATION' uccurences from AIModule #UE4 Change 3302898 on 2017/02/14 by Dan.Oconnor Fix double negative Change 3302954 on 2017/02/14 by Dan.Oconnor Make sure we use a good version of the class Change 3302977 on 2017/02/14 by Dan.Oconnor Optimization in reinstancer turned back on - 3302898 has fixed the regression Change 3302984 on 2017/02/14 by Dan.Oconnor Relink classes that were not recompiled in a wave of the compilation manager - currently only happens for data only blueprints. This fixes issues in Odin when using the compilation manager Change 3303824 on 2017/02/15 by Richard.Hinckley Updating URL for FABRIK system information. Change 3304284 on 2017/02/15 by Dan.Oconnor Build fix Change 3304297 on 2017/02/15 by Dan.Oconnor Shadow variable fix Change 3304465 on 2017/02/15 by Lukasz.Furman fixed handling pathfollowing's requests by FloatingPawnMovement #jira UE-41884 Change 3305031 on 2017/02/15 by Marc.Audy All objects should get PostLoadSubobjects calls, regardless of whether they are outered to a CDO or not #jira UE-41708 Change 3305505 on 2017/02/15 by Michael.Noland Blueprints: Fix a crash when opening a BP with a parent class that no longer exists (unguarded access to the parent class) Change 3305506 on 2017/02/15 by Michael.Noland QAGame: Created some assets that reference a non-existent type to test 'gracefully' handling missing native class types Change 3306091 on 2017/02/16 by Marc.Audy PR #3263: Fixed duplicate comment from OnAudioFinished (Contributed by FrostByteGER) #jira UE-42027 Change 3306574 on 2017/02/16 by Marc.Audy Linked To pins can belong to invalid nodes and fail to load, this shouldn't be considered fatal Change 3307160 on 2017/02/16 by Marc.Audy Rename(null, null ... is sometimes used to just force a name out of the way, so in that case don't try and maintain old name. Change 3307982 on 2017/02/16 by Michael.Noland QAGame: Added another test asset for missing classes (this time a missing node class placed in a BP) Change 3308097 on 2017/02/16 by Michael.Noland Graph Editor: Instantly clear GraphNodeForMenu and GraphPinForMenu as soon as the menu is dismissed, fixing crashes and other odd issues after deleting pins #jira UE-41789 Change 3308303 on 2017/02/16 by Dan.Oconnor Make sure we don't call GetDefaultObject while compiling on a non-native class Change 3308850 on 2017/02/17 by Mieszko.Zielinski Fully exposed NavModifierVolume as ENGINE_API #UE4 Change 3309624 on 2017/02/17 by Phillip.Kavan [UE-40443] Recursively emit ctor initialization code for nested default subobjects when nativizing a Blueprint class. change summary: - modified FEmitDefaultValueHelper::OuterGenerate() to recursively detect and handle nested default subobjects. #jira UE-40443 Change 3310475 on 2017/02/17 by Dan.Oconnor Split bluepint compilation into CompileClassLayout and CompileFunctions, fix class hierarchy after creating reinstancers in blueprintcompilation manager. Together this means we don't need to run RecompileBlueprintBytecode Change 3310487 on 2017/02/17 by Dan.Oconnor Fix build error missed by preflgiht Change 3310497 on 2017/02/17 by Dan.Oconnor More build fixes for things missed by preflight... Change 3310635 on 2017/02/17 by Dan.Oconnor Remove unused parameter and add comment to blueprint compilation manager explaining abuse of bBeingCompiled Change 3310639 on 2017/02/17 by Dan.Oconnor Shadow variable fixes, not sure why these are being detected now Change 3311855 on 2017/02/20 by Marc.Audy Fix UChildActorComponent::ParentComponent being null on the client #jira UE-42140 Change 3312444 on 2017/02/20 by Marc.Audy Add a bAutoDestroy pin to BP Spawn Sound and Force Feedback nodes to allow users to reuse the created component #jira UE-41267 Change 3312691 on 2017/02/20 by mason.seay Deleting map now that bug has been fixed Change 3312709 on 2017/02/20 by Phillip.Kavan [UE-39705] Fix broken collision shapes when cooking with optimized BP component data option. change summary: - modified FComponentInstancingDataUtils::RecursivePropertyGather() to exclude deprecated properties, since they won't be serialized on save. - modified FBlueprintCookedComponentInstancingData::LoadCachedPropertyDataForSerialization() to remove the PPF_UseDeprecatedProperties flag (these are no longer included in the delta). - modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here). - modified AActor::CreateComponentFromTemplateData() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here; this caused deprecated property defaults to be copied out to the instance). - modified AActor::CreateComponentFromTemplateData() to append RF_PostLoad/RF_NeedPostLoadSubobjects and call PostDuplicate()/ConditionalPostLoad() on the new instance (needed to mirror what SDO does in the unoptimized case - for proper physics RB setup specifically, but may be other areas where that's needed). #jira UE-39705 Change 3313161 on 2017/02/20 by Mieszko.Zielinski PR #3272: Use Pawn for GetNavAgentPropertiesRef(). (Contributed by drelidan7) Change 3314151 on 2017/02/21 by Mieszko.Zielinski fix to hlods complaining about missing nav collision in cooked builds #UE4 Made sure hlod-generated StaticMeshes are marked as not having navigation data #jira UE-42034 Change 3314355 on 2017/02/21 by Marc.Audy Set error message back to be correctly about mobility #jira UE-42209 Change 3314566 on 2017/02/21 by Phillip.Kavan [UE-40801] Switch to an ensure() to potentially help diagnose a one-off assertion crash in the SCS editor if encountered again in a future release. #jira UE-40801 Change 3315459 on 2017/02/21 by Mike.Beach Updated marquee selection in graph editors. Ctrl dragging now inverts nodes' selection state (not only deselects them - holding alt is now for only deselection). #jira UE-16359 Change 3315546 on 2017/02/21 by Mike.Beach Mirroring CL 3294552 Count "GeneratedStub" as a success for cooked file generation - ensures the saved asset gets recorded in the asset registry. #jira ODIN-5869 Change 3315554 on 2017/02/21 by Mike.Beach Do not generate NativizedAsset plugin files if no Blueprints were nativized (cut down on mod generate/cook time). #jira ODIN-6211 Change 3317225 on 2017/02/22 by mason.seay Enable Net Use Owner Frequency on blueprints. This allows the client to use different weapons. Doesn't fix UE-42017 though. Change 3317495 on 2017/02/22 by Marc.Audy Expose raw input device configurations to other modules by request #jira UE-42204 Change 3319966 on 2017/02/23 by Nick.Atamas Polished up the material reroute node: - Removed some unnecessary widgets - Centered the pin node Change 3320099 on 2017/02/23 by Mike.Beach Guarding against passing self pins to referance parameters (it is not a property that is referencable, and would crash). Notifying the user through pin connection messages, and providing a script exception. #jira UE-40861 Change 3321227 on 2017/02/24 by Marc.Audy Just use name rather than going Name -> String -> TCHAR -> Name Change 3321425 on 2017/02/24 by Marc.Audy Minor optimizations to avoid string construction when doing StaticFindObject and ResolveName Change 3321630 on 2017/02/24 by Mike.Beach Removing reference notation from actor pointer param - allowing you to pass 'self' to Blueprint exposed function. Change 3321845 on 2017/02/24 by Lukasz.Furman fixed navlink processor trace accepting only components with WorldStatic object type #ue4 Change 3322474 on 2017/02/24 by Aaron.McLeran UE-42345 Rewriting thumbnail renderer Change 3322490 on 2017/02/24 by Aaron.McLeran UE-42345 Forgot to take abs of sample before averaging Change 3323562 on 2017/02/27 by Mike.Beach Fixing bad merge, copying loop from //UE4/Main that accidently got replaced. Change 3323685 on 2017/02/27 by Mike.Beach Preventing us from cross-binding editor & PIE actors when we fixup level script actor bindings (on duplicate for PIE). #jira UE-30816 Change 3323776 on 2017/02/27 by Marc.Audy Coding standard clean up pass Change 3324050 on 2017/02/27 by Ben.Zeigler Fix issue with a StreamableHandle being cancelled while in progress leaving the in progress flag active. Added and improved error messages when streaming goes wrong Port of 3317217, 3315540, and 3314374 from UE4-Fortnite Change 3324294 on 2017/02/27 by Ben.Zeigler Engine changes needed to support "Asset Management" UI: Add concept of "Manage" dependency to the Asset Registry, to represent that an asset like a texture is managed by a Primary Asset. This will be used to compute usage statistics and chunking Add ability for AssetManager to override the PrimaryAssetType/Id on a asset data loaded off disk. Needed so the asset audit tools work properly Significant performance improvements to the asset registry dependency gather, and correctly report as in progress while dependencies are still being gathered. On Fortnite it now finishes in 10 seconds instead of 100 Add bUpdateDiskCacheAfterLoad option for the asset registry, if true (default) this will update the Asset Registry's disk cache when an object is loaded, only in the editor. This is so changes made in PostLoad are correctly mirrored in the disk cache Add PrimaryAssetType as a wrapper struct around FName to allow customizations and blueprint usage, clean up the noexport definitions for a few related classes Add Asset Manager code to create and query "Manage" references used for auditing and chunking Add code to read AssetManager scanning rules out of the AssetManagerSettings object, also settable in editor Made it so UWorlds are now PrimaryAssets of the type Map, and enable the AssetManager by default for all games Port of CL #3323720 and related fixes from Fortnite Change 3324295 on 2017/02/27 by Ben.Zeigler Add AssetManagerEditor which contains the editor interface for the AssetManager system, and engine code needed to support it Add support for Management references to the Reference Viewer, and add ability to extend that context menu from plugins/games Add struct customizations for PrimaryAssetId and PrimaryAssetType Add AssetAuditBrowser window that shows a specialized asset picker for auditing, accessible from content browser, reference viewer, and main windows pane Add AssetAuditContext, which is a cleaned up port of the one from Paragon. This needs some more work before being final Expose PropertyCustomizationHelpers::MakePropertyComboBox which allows making an "enum-like" combo box for struct customizations, it now works much like the PropertyEditorAsset UI Add Custom Column support to AssetView/AssetPicker. This can be used to show runtime-generated column data Fix bug in SAssetView where column view did not work with a filter predicate, because the column view was generated before the deferred filter predicate run, leading to an empty filter Port of CL #3323722 and related fixes from Fortnite Change 3324398 on 2017/02/27 by Ben.Zeigler CIS fix Change 3324442 on 2017/02/27 by Ben.Zeigler Nonunity fix discovered while testing my nonunity fix Change 3325465 on 2017/02/28 by Marc.Audy Expand RawInput to support up to 20 buttons Change 3325468 on 2017/02/28 by Marc.Audy Fix CIS Change 3325887 on 2017/02/28 by Phillip.Kavan [UE-41893] Implicitly nativize child Blueprints that override one or more BlueprintCallable functions from a parent Blueprint. change summary: - added FBlueprintEditorUtils::ShouldNativizeImplicitly() - modified FBlueprintGlobalOptionsDetails::IsNativizeEnabled() to disable the 'Nativize' checkbox when the BP is implicitly enabled - modified FBlueprintGlobalOptionsDetails::GetNativizeState() to set the 'Checked' state when the BP is implicitly enabled - modified FBlueprintGlobalOptionsDetails::GetNativizeTooltip() to set an alternate tooltip for the disabled state (when the BP is implicitly enabled) - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to ensure that implicitly-enabled BPs are flagged as selected for nativization #jira UE-41893 Change 3326713 on 2017/02/28 by Marc.Audy Update MAX_NUM_CONTROLLER_BUTTONS to match number of keys created Change 3327688 on 2017/03/01 by Marc.Audy Fix spelling, remove autos Change 3328139 on 2017/03/01 by Marc.Audy Win32 doesn't report the DeviceData in the same way that Win64 does, removing filtered check for now so that Win32 packaged games can use RawInput (4.15.1) #jira UE-42375 Change 3328550 on 2017/03/01 by Mike.Beach Typo fix in cast node tooltip. Change 3328575 on 2017/03/01 by Nicholas.Blackford Submitting Tick Interval Functional Test Change 3328972 on 2017/03/02 by Jack.Porter Fix for crash entering Landscape mode #jira UE-42497 Change 3329224 on 2017/03/02 by Nick.Bullard Removing Redirector from EngineTest project Change 3330093 on 2017/03/02 by Mike.Beach Modified fix from Marc.Audy - Guarding against malformed graphs (missing their schema), which can happen in the middle of an undo transaction (removing the graph). Returning the graph's path name in this situation (instead of the display name), so we atleast have some semblance of context. #jira UE-42166 Change 3330306 on 2017/03/02 by Mike.Beach Replacing ArrayLibrary Get() calls in blueprints with a custom node, which can be toggled back and forth from returning by reference or by value. #jira UE-6451 Change 3330626 on 2017/03/02 by samuel.proctor Functional Test for Blueprint Containers Change 3330690 on 2017/03/02 by Mike.Beach Modified the fix from CL 3308097 - cannot clear the edgraph pin context since many menu actions expect it be available still as the menu is clossing (menu's dismiss gets triggered before the action is executed). #jira UE-42500 Change 3330704 on 2017/03/02 by Mike.Beach CIS fix - fallout from CL 3330306 Change 3330875 on 2017/03/02 by Dan.Oconnor Iteration on compile manager - removed skeleton compile pass in favor of FastGenerateSkeletonClass (directly generate reflection data from blueprint source data - no graph cloning) Change 3330892 on 2017/03/02 by Mike.Beach CIS fix for linux builds - include filename is case sensitive. Change 3331585 on 2017/03/03 by Mike.Beach Fix for CIS issues (fallout from CL 3330306) - had success/failure return value flipped. Spuriously failing on deprecated node fixup. Change 3333455 on 2017/03/06 by Ben.Zeigler Cleaned up version of CL #3332060, fixes crashes when calling StreamableManager::SynchronousLoad from inside a async PostLoad callback Also disable the "do sync load as async load" code in EDL, as EDL basically already does that internally Move the recursion guard inside async load tick outside of the EDL section, it's just as unsafe with EDL off Change 3333484 on 2017/03/06 by Ben.Zeigler #jira UE-42312 Fix crash trying to read Searchable Name references to objects in the same package, now guess at package/object name Change 3333553 on 2017/03/06 by Ben.Zeigler #jira UE-42387 Don't write out empty generated ini files for config files that are empty in both source and destination, this stops plugins without configs from ending up in cache Change 3333697 on 2017/03/06 by Mike.Beach Resolving some CIS errors - fix for missed handling of split-struct pins (fallout from CL 3330306) on deprecated node conversion (mapping old pins to new pins). Change 3334047 on 2017/03/06 by Ben.Zeigler #jira UE-42587 Now that we handle Add gameplay cues correctly by deferring them until after load, we also need to handle Remove cues, to avoid cues being stuck on permanently. Change 3334228 on 2017/03/06 by Ben.Zeigler #jira UE-42153 Fix several crashes with gameplay tag query structs #jira UE-39760 Fix it to display tag query description on creation Change 3335221 on 2017/03/07 by Lukasz.Furman fixed compilation errors for macros: UE_VLOG_MESH, UE_CVLOG_MESH #ue4 Change 3335733 on 2017/03/07 by dan.reynolds Fixing Attenuation Shape Material Reference Change 3335918 on 2017/03/07 by Mike.Beach More deeply nesting an active world check in UMeshComponent::CacheMaterialParameterNameIndices(). Only guarding the parts that use the world (prior to this, we were blocking material parameter discovery, which was causing cooked content to loose material settings). #jira UE-42480 Change 3336053 on 2017/03/07 by zack.letters Moved and renamed test to meet naming convention and proper location Change 3336087 on 2017/03/07 by Phillip.Kavan [UE-18618] Fix an ensure() misfire on PIE exit for listen server mode. change summary: - Modified UWorld::TransferBlueprintDebugReferences() to allow the LevelScript BP's target debug object reference to be reset to NULL when CreatePIEWorldBySavingToTemp() has recompiled it during the PIE startup process and autosaved the BP as a temporary. #jira UE-18618 Change 3336118 on 2017/03/07 by Phillip.Kavan Ensure that BP class component templates are included as preload dependencies where appropriate. Change 3336418 on 2017/03/07 by Marc.Audy Set the PIEInstanceID before calling ConvertToPIEPackageName (4.15.1) #jira UE-42507 Change 3336529 on 2017/03/07 by dan.reynolds AEOverview UMG Interface Change 3336729 on 2017/03/07 by Michael.Noland Blueprints: Changed a checkSlow() followed by unguarded access to an if and ensure() in BlueprintActionFilterImpl::IsDeprecated to prevent a potential crash in release if the node class is invalid for some reason #jira UE-42519 Change 3337054 on 2017/03/08 by Mieszko.Zielinski Fixed UGameplayTaskResource::AutoResourceID getting cleared on hot reload #UE4 Change 3337605 on 2017/03/08 by Mieszko.Zielinski PR #3345: Fix reversed comparison in FGameplayResourceSet::HasAllIDs (Contributed by hoelzl) Change 3337612 on 2017/03/08 by Lina.Halper Commenting out ensure as this doesn't cause any harm and fix it up later by itself. - adding ticket for further investigation #rb: Martin.Wilson #jira: UE-42062 Change 3338353 on 2017/03/08 by Mike.Beach Undoing CL 3320099, and instead allowing self nodes to be plugged into const ref inputs. Now auto-generating ref terms for the self node (the input param expects an addressable UProperty). Skipping this for native functions, as UHT already does something similar. #jira UE-40861 Change 3340052 on 2017/03/09 by Marc.Audy Don't mark a blueprint dirty if the default value isn't actually set #jira UE-42511 Change 3340211 on 2017/03/09 by samuel.proctor Adding TMap/TSet tests for Containers Functional Test Change 3340272 on 2017/03/09 by Marc.Audy auto removals small optimizations Change 3340341 on 2017/03/09 by Marc.Audy Fortnite fixes for blueprint exposed editor only struct members #jira UE-42430 Change 3340356 on 2017/03/09 by Marc.Audy Do not allow blueprint exposed editor only struct members #jira UE-42430 Change 3340369 on 2017/03/09 by Mike.Beach Certain operations expect set/map elements to be constructed, instead of using an 'uninitialized' value (like with FStrings, previously this would blow up attempting to assign a value to an FString that hadn't been constructed). Fix is to construct the member when we make space in the container (emulating execSetArray). #jira UE-42572 Change 3340445 on 2017/03/09 by mason.seay Renamed and updated test map. Also disabled tests until reviewed Change 3340627 on 2017/03/09 by Marc.Audy Remove autos Change 3340639 on 2017/03/09 by Dan.Oconnor Avoid CDO creation when asking if an object IsDefaultSubobject Change 3340642 on 2017/03/09 by Marc.Audy Correctly maintain removed items from arrays when duplicating actors via T3D #jira UE-42278 Change 3340689 on 2017/03/09 by Dan.Oconnor Avoid UObject::Modify calls when renaming edgraph nodes as part of UEdGraphNode::PostLoad() or UEdGraph::MoveNodesToAnotherGraph Change 3340709 on 2017/03/09 by Dan.Oconnor Remove misplace dClassDefaultObject null check for now Change 3340710 on 2017/03/09 by Dan.Oconnor Avoid FindRedirectedPropertyName when performing StaticDuplicateObject Change 3340728 on 2017/03/09 by Dan.Oconnor Null checking CDO so that we can duplicate a class with no CDO Change 3342184 on 2017/03/10 by mason.seay Nav mesh generation test - not finished Change 3342930 on 2017/03/13 by Mieszko.Zielinski Added missing undefining of local macros in VisualLoggerAutomationTests.cpp #UE4 Change 3343739 on 2017/03/13 by Marc.Audy Protect against ChildActorClass becoming null while ChildActorTemplate remains valid. Change 3343758 on 2017/03/13 by Marc.Audy Ensure that when you change visibility, children also get marked dirty as needed. SetVisibility is no longer virtual, use OnVisibilityChanged in subclasses instead #jira UE-42240 Change 3343816 on 2017/03/13 by Mike.Beach Making sure we build CrashReporter for nativized clients. #jira UE-42056 Change 3343858 on 2017/03/13 by Phillip.Kavan Back out changelist 3336118 (per discussion) - did not solve the issue. Change 3344218 on 2017/03/13 by Mike.Beach Patching some holes in the wildcard pin logic for our new array GetItem node (making sure the node properly retains its type). Change 3344388 on 2017/03/13 by Mike.Beach Preventing make/break nodes from being in the context menu for structs that are not labeled 'BlueprintType' (still available if you drag off a node with a struct pin of that type). #jira UE-37971 Change 3344411 on 2017/03/13 by dan.reynolds AEOverviewMain update - Organized Variables - Added comments on level interface with UI script Change 3344956 on 2017/03/14 by Marc.Audy Remove autos Slight optimization Change 3345365 on 2017/03/14 by Mike.Beach In the Blueprint diff tool, no longer assuming that graph names are unique (using the outer path to find matching graphs between diff panels). #jira UE-42787 Change 3345565 on 2017/03/14 by Marc.Audy auto removal Change 3345654 on 2017/03/14 by Marc.Audy Allow hierarchical metadata querying when HACK_HEADER_GENERATION is true Change 3345771 on 2017/03/14 by Zak.Middleton #ue4 - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager]: ClientNetSendMoveDeltaTime=0.0111f ClientNetSendMoveDeltaTime=0.0222f ClientNetSendMoveThrottleAtNetSpeed = 10000 ClientNetSendMoveThrottleOverPlayerCount=10 These are the default values maintained for backwards compat. Related to OR-36422. Change 3346314 on 2017/03/14 by Dan.Oconnor Add two features to FBlueprintCompileReinstancer. Exposing it's CPFUO extensions and add a flag to avoid potentially unneeded CDO duplication. Change 3346329 on 2017/03/14 by Dan.Oconnor Avoid CDO creation in UBlueprintGeneratedClass::PostLoad - rely instead on compiler Change 3346436 on 2017/03/14 by Dan.Oconnor Compilation Manager iteration - improvements to reinstancing logic and postponement of reinstancing reference replacement until after loading has finished (done strictly to reduce the number of 'find references' calls). Behavior change is behind the GMinimalCompileOnLoad flag Change 3346632 on 2017/03/14 by Ben.Zeigler Change StringClassReference customization to use MustImplement and BlueprintBaseOnly metadata, to match the metadata used by SubclassOf customization Add missing Class Property metadata to the metadata list Change 3347525 on 2017/03/15 by Marc.Audy PR #3371: Fix for binding ability action to input component (Contributed by ryanjon2040) #jira UE-42810 Change 3347562 on 2017/03/15 by Phillip.Kavan [UE-32816] Support for value-based bitfield enum associations in the editor. notes: - default mode is still index-based, so there are no backwards-compatibility issues change summary: - new metadata key for flagging enums as value-based (UseEnumValuesAsMaskValuesInEditor) - modified SPropertyEditorNumeric::Construct() to include logic for handling value-based enum associations - modified SGraphPinInteger::Construct() to include logic for handling value-based enum associations - added default value fixup to UK2Node_BitmaskLiteral, so that changed/removed values get masked out on load - switched UK2Node_BitmaskLiteral::PostLoad() to Serialize(), so that default value fixup occurs before compilation #jira UE-32816 Change 3348030 on 2017/03/15 by Marc.Audy Remove experimental blueprintable components setting, they are supported fully Change 3348034 on 2017/03/15 by Phillip.Kavan CIS fix. Change 3348054 on 2017/03/15 by Marc.Audy Fix shadow error Change 3348063 on 2017/03/15 by mason.seay Updateed bp logic to use asserts. Added scenarios to descriptions of tests Change 3348131 on 2017/03/15 by mason.seay Updating maps and reorganizing content Change 3348146 on 2017/03/15 by Mike.Beach Making it so we can use DataTable variables as inputs in the GetDataTableRow node. The output pin is now a wildcard when the row type is undefined, and we throw an access error at runtime if the table and output type don't match. Change 3348213 on 2017/03/15 by dan.reynolds AEOverview UMG Update - Added level selection persistence between categories (so you can pick and choose from multiple categories) - Added a clear all selections button - Added comments to the UMG BP Change 3348344 on 2017/03/15 by Lukasz.Furman fixed missing path following result flag descriptions #ue4 Change 3348489 on 2017/03/15 by mason.seay Moved content and updated test descriptions Change 3348496 on 2017/03/15 by Mike.Beach Keeping the new version of the GetArrayItem node from causing a stack overflow with wildcard reroute nodes. Change 3348502 on 2017/03/15 by Ben.Zeigler #jira UE-42935 Fix several issues with GameplayTag and Container switch nodes crashing. Container didn't handling having multiple empty nodes correctly Fix general issue with Switch nodes where removing an execution pin with right click was not synchronizing the pin list properly Change it so the Container switch shows the simple tag string instead of Case 0, and change it to not quote by default for Container display strings Change 3348504 on 2017/03/15 by Ben.Zeigler #jira UE-41554 Add GameplayTag initialization to InitializeObjectReferences if it hasn't been initialized yet, this is important so it gets initialized before being initialized from unsafe areas like Serialize Change 3348512 on 2017/03/15 by Mike.Beach Reroute nodes connected to a new output, will propagate the type through its inputs (was previously treating the input's wildcard type as authoritative). Change 3348513 on 2017/03/15 by Phillip.Kavan [UE-38979] Error out on an attempt to nativize a Blueprint class that also implements a native C++ interface with a pure virtual function declaration. change summary: - added TIsAbstract<T> for traits testing to see if native C++ types are abstract (in terms of C++, not UE4) - changed TCppStructOps::IsAbstract() to use TIsAbstract<T> - added UClass::CppClassOps to capture class-specific traits info for the underlying C++ class type - modified UClass::PurgeClass() to clean up class-specific traits info (if valid) - modified FNativeClassHeaderGenerator::ExportNativeGeneratedInitCode() to generate code to initialize class-specific traits info for compiled-in class types - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to throw an error during nativization if a target BP class is found to implement a native interface class that's also abstract (i.e. an interface class that declares one or more of its methods as pure virtual) - modified BlueprintActionFilterImpl::IsExtraneousInterfaceCall() to initially exclude any native interface class that is also abstract - modified FKismetEditorUtilities::CanBlueprintImplementInterface() to additionally exclude any native class that is also abstract - modified FBlueprintInterfaceFilter::IsClassAllowed() to additionally exclude any native class that is also abstract #jira UE-38979 Change 3348651 on 2017/03/15 by Mike.Beach Fixing the new GetDataTableRow node so that it'll give you the option of reroute nodes. Change 3348684 on 2017/03/15 by Michael.Noland Blueprints: Allow string and text variables to be marked as multi-line PR #3294: UE-42147: Add multiline to BP view details (Contributed by projectgheist) #jira UE-42275 Change 3348691 on 2017/03/15 by Michael.Noland Cameras: Added support for specifying a default aspect ratio and whether or not to constrain to it in a camera manager subclass; useful when using custom view logic that doesn't source from a camera component as the view target PR #2593: Finish implementing aspect ratio handling for PlayerCameraManager (Contributed by CleanCut) #jira UE-33052 Change 3348698 on 2017/03/15 by Michael.Noland Removed a sprite reference from trigger shape classes and excluded some component references from camera rigs in cooked builds PR #2922: Ensuring editor data is not accessed when excluded from cook (Contributed by moritz-wundke) #jira UE-38484 Change 3348722 on 2017/03/15 by Dan.Oconnor Fix replacement bug - due to last minute refactor of this reference replacer call Change 3348736 on 2017/03/15 by Michael.Noland Blueprints: Added missing include for UTextProperty (compiled fine locally both with the file checked out and the file unmodified) Change 3348810 on 2017/03/15 by Michael.Noland Blueprints: Added support for seeing the user defined tooltip on get/set nodes for local variables PR #3256: UE-41098: Added UFunction argument (Contributed by projectgheist) Change 3348811 on 2017/03/15 by Michael.Noland PR #3380: Added CancelAbility Blueprint node (Contributed by ryanjon2040) #jira UE-42904 Change 3348969 on 2017/03/15 by Dan.Oconnor Build fix Change 3349023 on 2017/03/16 by Aaron.McLeran Copying //Tasks/UE4/Private-GDC17-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3349389 on 2017/03/16 by mason.seay Finished up Navigation map. Improved Navmesh map (still needs some work before review) Change 3349575 on 2017/03/16 by Marc.Audy Emit ScriptMacros.h in addition to ObjectMacros.h in generated headers Change 3349628 on 2017/03/16 by Ben.Zeigler Add direct support for Chunk setting to AssetManager. If AssetManager exists and no game callback is set it uses the new, much faster method. Otherwise it falls back to the old one Fix some memory corruption issues in ChunkManifestGenerator where it was modifying a map while iterating it, could lead to assets ending up in multiple chunks accidentally Remove the "Old Cooker" entirely, it hasn't functioned since around 4.9 Various fixes to AssetManagerEditorModule Convert ShooterGame to use the AssetManager for chunking Change 3349629 on 2017/03/16 by Ben.Zeigler Change Fortnite to use the AssetManager chunking system, which simplifies the chunk 1 setup significantly Also includes changes made on Fortnite Branch as CL #3323724: Fortnite changes to take advantage of the Manage dependency in the asset manager Move definition of asset types to ini from native, and simplify it so all zone themes are scanned, even if not used Make FeedbackBank a primary asset type. It's currently editor only as there are some outdated banks we don't want to cook Change 3350043 on 2017/03/16 by Marc.Audy Fix Audio compile errors Change 3350092 on 2017/03/16 by Dan.Oconnor Fix missing output parameters when the function result node is pruned Change 3350190 on 2017/03/16 by Ben.Zeigler CIS fix Change 3350707 on 2017/03/16 by Dan.Oconnor Add means of enabling BlueprintCompilationManager via editor ini. Wedging the check into LaunchEngineLoop because of assets that are loaded during engine initialization Change 3350820 on 2017/03/16 by Joe.Conley Xenakis project: Setting GameMode to GameMode instead of None so the game doesn't crash on Play Change 3350893 on 2017/03/16 by Dan.Oconnor Build fix Change 3351017 on 2017/03/16 by Dan.Oconnor Using ordered arguments instead of named arguments improves load time in BP heavy projects Change 3351056 on 2017/03/16 by Dan.Oconnor Avoiding Copies Change 3351062 on 2017/03/16 by Dan.Oconnor Enable BlueprintCompilationManager by default - this is a major change in code path when loading uassets that contain blueprints Change 3351770 on 2017/03/17 by Marc.Audy Fix CIS warnings Change 3351818 on 2017/03/17 by Mike.Beach CopyPropertiesForUnrelatedObjects() will now only copy tagged data when the two objects truly are unrelated (different native base classes). We have to do this because the two native base classes may have different serialization methods that add/expect different data, which is not compatible with the other. #jira UE-35970 Change 3351918 on 2017/03/17 by Mike.Beach CIS fix - renaming local so it doesn't conflict with the one in the outer scope. Change 3351931 on 2017/03/17 by Ben.Zeigler Make CoreRedirects a proper Automated Test, and fix a test failure with not handling : in the output string Fix legitimate regression where doing a package -> package rename would clear Outer, this was a result of a fix I made in Main a few weeks ago Change 3351956 on 2017/03/17 by Dan.Oconnor Make sure result element is emptied when calling Intersect, Union, or Difference #jira UE-42993 Change 3352049 on 2017/03/17 by Ben.Zeigler #Jira UE-42118 Add RemoveGameplayTag to the tag blueprint library Delete (with redirector) redundant AddGameplayTagToContainer function that got accidentally added in parallel on Fortnite. Decided to keep the shorter TagContainer parameter name for both though Change 3352065 on 2017/03/17 by Aaron.McLeran Fixing compile errors - deleting unused files - removing #pragma once in SSynthKnob.cpp - Making phonon have win64 whitelist to avoid compiling on other platforms Change 3352100 on 2017/03/17 by Aaron.McLeran Fixing compile errors - Moving header file to public folder since it's used outside of module Change 3352182 on 2017/03/17 by Ben.Zeigler #jira UE-39815 Fix several issues with renaming tags in the tag settings view, it now deletes redirectors properly when renaming or making a new tag that matches an existing redirector Change 3352286 on 2017/03/17 by Ben.Zeigler #jira UE-39519 Add error messages when only one of GameMode/GameState is derived from the outdated parent classes Modified version of PR #3285: Add error log messages if the GameMode/GameState are mis-matched (Contributed by jwatte) Change 3352299 on 2017/03/17 by Ben.Zeigler #jira UE-40544 PR #3130: UE-40544: Check pause state if state change is allowed (Contributed by projectgheist) Change 3352303 on 2017/03/17 by Ben.Zeigler #jira UE-40856 Commit PR #3147: Remove unnecessary directory separator for GetSaveGamePath (Contributed by projectgheist) Remove unnecessary FString casting and in OpenGLDebugFrameDump.cpp there were FString multiplications that would never compile Change 3352320 on 2017/03/17 by Ben.Zeigler #jira UE-40087 Fix it so console keybind can be used in shipping games with console enabled Commit PR #3079: Fix ALLOW_CONSOLE define usage (Contributed by KrisRedbeard) Change 3352338 on 2017/03/17 by Ben.Zeigler #jira UE-42800 PR #3367: Made CheatManager more useful for non-FPShooters (Contributed by crumblycake) Change 3352352 on 2017/03/17 by Dan.Oconnor Emptying map instead of trying to remove an element when conversion of a value type fails - can't remove a single element until the map is rehashed #jira UE-42937 Change 3352581 on 2017/03/17 by Lukasz.Furman fixed memory leak in navmesh generators copy of CL# 3352356 #ue4 Change 3352665 on 2017/03/17 by Aaron.McLeran Fixing build error - Adding virtual destructor to FSoundWaveSoundWaveAssetActionExtender - Also renamed the class to only include SoundWave once! - Fixing static analysis warning on null deref. Change 3352685 on 2017/03/17 by Dan.Oconnor Fix for bad behavior of GetValues and GetKeys functions when there are gaps in a TMap (e.g. due to Remove calls) #jira UE-42547 Change 3352706 on 2017/03/17 by Aaron.McLeran Fixing build error Changing TSharedPtr<FSoundWaveSoundWaveAssetActionExtender> to TSharedPtr<ISoundWaveAssetActionExtensions> Change 3352708 on 2017/03/17 by Dan.Oconnor Data only and interface blueprints need SkeletonGeneratedClass set on load so that they can be used by the BlueprintEditor #jira UE-43023 Change 3352860 on 2017/03/17 by Lukasz.Furman fixed memory leak in navmesh generators copy of CL# 3352849 #ue4 Change 3352967 on 2017/03/17 by Dan.Oconnor Avoid tagging blueprints as modified while compiling with the new compilation manager. Leaving old code path unaffected, although it may benefit from this change. #jira UE-43027 Change 3352979 on 2017/03/17 by Dan.Oconnor Static analysis driven fixes #jira UE-43044 Change 3352987 on 2017/03/17 by Aaron.McLeran Fixing build error - Removing myo from other platforms, win64 only Change 3353234 on 2017/03/18 by Marc.Audy Fix Win32 build Change 3353344 on 2017/03/19 by Marc.Audy Fix cyclic includes in new Audio code Change 3353350 on 2017/03/19 by Marc.Audy Disable static analysis for myo third party code Change 3353750 on 2017/03/20 by Marc.Audy Fix additional cyclic include Change 3353926 on 2017/03/20 by Mieszko.Zielinski Made FNavAgentProperties::GetExtent return INVALID_NAVEXTENT if prop's AgentRadius is not set #UE4 This results in using FNavAgentProperties::DefaultProperties in navigation system queries to fallback to default query extent. #jira UE-18493 Change 3354249 on 2017/03/20 by Mike.Beach Raising a UHT error if you use a non-byte enum type in a Blueprint function. Blueprints currently only support uint8 enums (already an error if you tag the enum with 'BlueprintType', this error just emulates/extends that one). #jira UE-42479 Change 3354464 on 2017/03/20 by Dan.Oconnor Fix missing source path when using compilation manager Change 3354499 on 2017/03/20 by Dan.Oconnor Disable compilation manager Change 3354620 on 2017/03/20 by Ben.Zeigler #jira UE-43087 Fix crash when calling HasGPUEmitter on a Server build, this is newly an issue because it is calling GetAssetRegistryTags in more places than it used to Change 3354714 on 2017/03/20 by Michael.Noland PR #3352: Fixed issue with diffed Blueprints being searchable (Contributed by MichaelSchoell) #jira UE-42655 Change 3354718 on 2017/03/20 by Michael.Noland Engine: Change FViewport::IsGameRenderingEnabled to be static PR #3317: FViewport::IsGameRenderingEnabled (Contributed by tomix1024) #jira UE-42471 Change 3354721 on 2017/03/20 by Michael.Noland PR #3293: Made GetDefaultLocale accessible in blueprint (Contributed by derekvanvliet) #jira UE-42274 Change 3354907 on 2017/03/20 by Aaron.McLeran Fixing content in xenakis map Change 3355223 on 2017/03/20 by Ben.Zeigler #jira UE-43096 Fix crash when trying to ResolveName a path that ends in . (apparently when you LoadObject empty string, it ends up trying to load "." before giving up Change 3355297 on 2017/03/20 by Dan.Oconnor Fix incorrect flag settings from fast skeleton path.. this is part of the fix for UE-43083 Change 3355373 on 2017/03/20 by Michael.Noland PR #3222: Allow Blueprint Variables to be Readonly (Contributed by FrostByteGER) #jira UE-41640 Change 3355417 on 2017/03/20 by Ben.Zeigler Fix formatting bug where I forgot some braces Change 3355462 on 2017/03/20 by Aaron.McLeran UE-43046 Property type changed with no possible conversion Resaved asset in question Change 3355629 on 2017/03/20 by Dan.Oconnor Don't warn the user when their return node that has no pins (other than an exec pin). These return nodes cannot be deleted and connecting them does nothing. Prior to recent changes the warning never fired because the return node would be pruned and not validated. Change 3355631 on 2017/03/20 by Dan.Oconnor Fix compilation results spam in compilation manager. Scoped compiler events (e.g. BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime);) will flush the results log if no 'event' has been started. Timing data collected via this mechanism will not be useful (can only measure entire call to ::Flush in compilation manager) Change 3356127 on 2017/03/21 by Richard.Hinckley #jira UEDOC-4711 Updated an invalid/old URL in a comment to a valid/current URL. Change 3356193 on 2017/03/21 by Marc.Audy Temporarily remove editor only properties in FCameraFocusSettings until we correctly no longer create pins for struct properties that are not exposed to blueprints #jira UE-43420 Change 3356222 on 2017/03/21 by Marc.Audy Expose new attenuation settings to blueprints to resolve cook warnings. Change 3356286 on 2017/03/21 by Richard.Hinckley #jira UEDOC-4711 Selected a different URL for the update. Change 3356339 on 2017/03/21 by Marc.Audy Delete unconnected return nodes to fix fortnite cook warnings Change 3356827 on 2017/03/21 by Ben.Zeigler Explicitly disable copy operations for streamable manager objects. This may be causing some obscure crashes like WEX-5182 but I am not sure how the copy constructor would be getting called. Either way it's unsafe Put in protection against passing in duplicate items to RequestAsyncLoad, which is another possible cause of internal data corruption Add some more ensures to track down possible issues with handle corruption Change 3356920 on 2017/03/21 by Ben.Zeigler Fix ensure just checked in to not go off when handles are halfway through being cancelled Change 3358152 on 2017/03/22 by Phillip.Kavan #jira UE-43102 - Fix an occasional crash on load in nativized EDL-enabled builds with non-nativized child BPs. Change summary: - Modified AActor::PostLoadSubobjects() to skip the CheckAndApplyComponentTemplateOverrides() call in the CDO case; at that point the ICH may not be fully loaded, but we don't require the non-nativized child BP's CDO to be fixed up anyway. [CL 3358685 by Marc Audy in Main branch]
2017-03-22 12:57:30 -04:00
void FScriptBlueprintCompiler::PreCompile()
{
ScriptBlueprint()->UpdateSourceCodeIfChanged();
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3173153 on 2016/10/25 by Graeme.Thornton Pak signing changes - Integrated into EDL loader - Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup. Change 3173531 on 2016/10/25 by Steven.Hutton Removing unused j query packages. Change 3174743 on 2016/10/26 by Gil.Gribb UE4 - fixed COTF with EDL Change 3177896 on 2016/10/28 by Steve.Robb TSharedPtr and TSharedRef aliasing constructors. Removal of static_asserts for TSharedPtr<UObject>. Change 3180343 on 2016/10/31 by Steve.Robb Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741. Change 3181382 on 2016/11/01 by Steve.Robb Visual Studio debugger visualizers for delegates. Change 3182738 on 2016/11/02 by Graeme.Thornton Re-enable signed archive reader so non-pakpreacher based reads still get signature checked Change 3183420 on 2016/11/02 by Steve.Robb Fix to TIsZeroConstructType for TScriptDelegate. Change 3184872 on 2016/11/03 by Robert.Manuszewski Fixing memory stomps in SSL certificate initialization (found with mallocstomp) Change 3184873 on 2016/11/03 by Robert.Manuszewski Adding thread safety checks to async loading code Change 3185535 on 2016/11/03 by Ben.Zeigler Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components. Change 3186636 on 2016/11/04 by Graeme.Thornton AES encryption integrated into EDL system Pak signing and AES encryption now configurable by ini files rather than magical text files Change 3186637 on 2016/11/04 by Graeme.Thornton Configured pak signing and encryption in ShooterGame for reference Change 3186639 on 2016/11/04 by Graeme.Thornton Encryption changes for Orion * Move pak signing keys into new INI format * Add AES key and enable INI file encryption Change 3186661 on 2016/11/04 by Graeme.Thornton Change unrealpak command line params to accept AES key as a separete parameter Change 3186670 on 2016/11/04 by Robert.Manuszewski Adding a null check before using a package pointer in Linker code #jira UE-38237 Change 3186775 on 2016/11/04 by Graeme.Thornton Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler - PS4 and Mac fixes. Other platforms might need fixing too! Change 3186823 on 2016/11/04 by Graeme.Thornton Fixed an incorrect size check in the EDL pak signing code Change 3186925 on 2016/11/04 by Graeme.Thornton Allow UnrealPak to read encryption settings from project ini files Change 3189885 on 2016/11/08 by Graeme.Thornton Static analysis warning fix Change 3190015 on 2016/11/08 by Robert.Manuszewski Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread Change 3190253 on 2016/11/08 by Chris.Wood Improved MDD performance for on the CR server. [UE-37566] - Improve MDD performance on CR server Blocked MDD init'ing the crash handling code as it isn't desirable on the server. Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper. Change 3192993 on 2016/11/10 by Robert.Manuszewski Thread Heartbeat will no longer report the same hang multiple times. Change 3193111 on 2016/11/10 by Robert.Manuszewski Minor change in the condition that detects the same hangs - allow the same callstacks from different threads Change 3193168 on 2016/11/10 by Steve.Robb TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely. Change 3193171 on 2016/11/10 by Steve.Robb Easier debugging of FPendingRegistrantInfo map. Change 3193188 on 2016/11/10 by Steve.Robb TAutoPointer deprecated. Change 3193796 on 2016/11/10 by Graeme.Thornton Fix pak creation failure when no pak signing keys are supplied Change 3194524 on 2016/11/11 by Graeme.Thornton Another static analysis warning fix Change 3195119 on 2016/11/11 by Steve.Robb TAutoPtr deprecated. Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]). Some large headers moved into .cpp files. Change 3196582 on 2016/11/14 by Gil.Gribb UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3196878 on 2016/11/14 by Steve.Robb TScopedPointer deprecated. Change 3198061 on 2016/11/15 by Steve.Robb Class array is no longer regenerated when saving UClasses. Change 3198065 on 2016/11/15 by Robert.Manuszewski Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread. Change 3198199 on 2016/11/15 by Robert.Manuszewski Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed. Change 3199954 on 2016/11/16 by Graeme.Thornton Removing USING_SIGNED_CONTENT Change 3200221 on 2016/11/16 by Chris.Wood CrashReportProcess code cleanup - removing unused using directives Change 3200232 on 2016/11/16 by Chris.Wood Multiple CrashReportProcess updates and improvements (CRP v1.2.6) UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives InvalidCrashReports now saved to S3 instead of local folder Removed option tosync MinidumpDiagnostics from Perforce Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing) Added improved logging to Slack with option to monitor MDD performance Added hourly log folders to MDD logs Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures) Change 3200382 on 2016/11/16 by Robert.Manuszewski Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists). Change 3200562 on 2016/11/16 by Gil.Gribb UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication. Change 3201093 on 2016/11/16 by Ben.Zeigler #UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only. Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only. Change 3201736 on 2016/11/17 by Steve.Robb Strtoi64 platform and TCString functions. #fyi robert.manuszewski Change 3201938 on 2016/11/17 by Ben.Woodhouse Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future. Commandline: p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp #fyi robert.manuszewski Change 3203757 on 2016/11/18 by Robert.Manuszewski Removing debug code from async loading code. Change 3203927 on 2016/11/18 by Robert.Manuszewski Fixing comments in the async loading code. Change 3204851 on 2016/11/18 by Steve.Robb Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value. Change 3204854 on 2016/11/18 by Steve.Robb UEnumProperty. Change 3205027 on 2016/11/18 by Ben.Zeigler Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr Add Get() to TSubclassOf so it matches our other wrappers Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf Change 3206334 on 2016/11/21 by Ben.Zeigler #UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries #UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient. Cook finishes but game is still crashing in some cases, so I might adjust this after other testing Change 3206353 on 2016/11/21 by Ben.Zeigler Fix EnumProperty to handle EDL preload dependencies properly Change 3206625 on 2016/11/21 by Ben.Zeigler Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient Change 3206937 on 2016/11/21 by Ben.Zeigler #jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer Correctly save enum tag for enum properties, it was being set but not serialized Change 3207002 on 2016/11/21 by Ben.Zeigler #jira UE-38799 Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed. Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future. If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time. We should generally outlaw non-transient objects with transient outers, it does not do what people expect. Change 3207032 on 2016/11/21 by Ben.Zeigler #jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do [CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
ScriptContext.Reset(FScriptContextBase::CreateContext(ScriptBlueprint()->SourceCode, NULL, NULL));
bool Result = true;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3173153 on 2016/10/25 by Graeme.Thornton Pak signing changes - Integrated into EDL loader - Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup. Change 3173531 on 2016/10/25 by Steven.Hutton Removing unused j query packages. Change 3174743 on 2016/10/26 by Gil.Gribb UE4 - fixed COTF with EDL Change 3177896 on 2016/10/28 by Steve.Robb TSharedPtr and TSharedRef aliasing constructors. Removal of static_asserts for TSharedPtr<UObject>. Change 3180343 on 2016/10/31 by Steve.Robb Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741. Change 3181382 on 2016/11/01 by Steve.Robb Visual Studio debugger visualizers for delegates. Change 3182738 on 2016/11/02 by Graeme.Thornton Re-enable signed archive reader so non-pakpreacher based reads still get signature checked Change 3183420 on 2016/11/02 by Steve.Robb Fix to TIsZeroConstructType for TScriptDelegate. Change 3184872 on 2016/11/03 by Robert.Manuszewski Fixing memory stomps in SSL certificate initialization (found with mallocstomp) Change 3184873 on 2016/11/03 by Robert.Manuszewski Adding thread safety checks to async loading code Change 3185535 on 2016/11/03 by Ben.Zeigler Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components. Change 3186636 on 2016/11/04 by Graeme.Thornton AES encryption integrated into EDL system Pak signing and AES encryption now configurable by ini files rather than magical text files Change 3186637 on 2016/11/04 by Graeme.Thornton Configured pak signing and encryption in ShooterGame for reference Change 3186639 on 2016/11/04 by Graeme.Thornton Encryption changes for Orion * Move pak signing keys into new INI format * Add AES key and enable INI file encryption Change 3186661 on 2016/11/04 by Graeme.Thornton Change unrealpak command line params to accept AES key as a separete parameter Change 3186670 on 2016/11/04 by Robert.Manuszewski Adding a null check before using a package pointer in Linker code #jira UE-38237 Change 3186775 on 2016/11/04 by Graeme.Thornton Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler - PS4 and Mac fixes. Other platforms might need fixing too! Change 3186823 on 2016/11/04 by Graeme.Thornton Fixed an incorrect size check in the EDL pak signing code Change 3186925 on 2016/11/04 by Graeme.Thornton Allow UnrealPak to read encryption settings from project ini files Change 3189885 on 2016/11/08 by Graeme.Thornton Static analysis warning fix Change 3190015 on 2016/11/08 by Robert.Manuszewski Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread Change 3190253 on 2016/11/08 by Chris.Wood Improved MDD performance for on the CR server. [UE-37566] - Improve MDD performance on CR server Blocked MDD init'ing the crash handling code as it isn't desirable on the server. Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper. Change 3192993 on 2016/11/10 by Robert.Manuszewski Thread Heartbeat will no longer report the same hang multiple times. Change 3193111 on 2016/11/10 by Robert.Manuszewski Minor change in the condition that detects the same hangs - allow the same callstacks from different threads Change 3193168 on 2016/11/10 by Steve.Robb TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely. Change 3193171 on 2016/11/10 by Steve.Robb Easier debugging of FPendingRegistrantInfo map. Change 3193188 on 2016/11/10 by Steve.Robb TAutoPointer deprecated. Change 3193796 on 2016/11/10 by Graeme.Thornton Fix pak creation failure when no pak signing keys are supplied Change 3194524 on 2016/11/11 by Graeme.Thornton Another static analysis warning fix Change 3195119 on 2016/11/11 by Steve.Robb TAutoPtr deprecated. Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]). Some large headers moved into .cpp files. Change 3196582 on 2016/11/14 by Gil.Gribb UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3196878 on 2016/11/14 by Steve.Robb TScopedPointer deprecated. Change 3198061 on 2016/11/15 by Steve.Robb Class array is no longer regenerated when saving UClasses. Change 3198065 on 2016/11/15 by Robert.Manuszewski Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread. Change 3198199 on 2016/11/15 by Robert.Manuszewski Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed. Change 3199954 on 2016/11/16 by Graeme.Thornton Removing USING_SIGNED_CONTENT Change 3200221 on 2016/11/16 by Chris.Wood CrashReportProcess code cleanup - removing unused using directives Change 3200232 on 2016/11/16 by Chris.Wood Multiple CrashReportProcess updates and improvements (CRP v1.2.6) UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives InvalidCrashReports now saved to S3 instead of local folder Removed option tosync MinidumpDiagnostics from Perforce Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing) Added improved logging to Slack with option to monitor MDD performance Added hourly log folders to MDD logs Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures) Change 3200382 on 2016/11/16 by Robert.Manuszewski Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists). Change 3200562 on 2016/11/16 by Gil.Gribb UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication. Change 3201093 on 2016/11/16 by Ben.Zeigler #UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only. Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only. Change 3201736 on 2016/11/17 by Steve.Robb Strtoi64 platform and TCString functions. #fyi robert.manuszewski Change 3201938 on 2016/11/17 by Ben.Woodhouse Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future. Commandline: p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp #fyi robert.manuszewski Change 3203757 on 2016/11/18 by Robert.Manuszewski Removing debug code from async loading code. Change 3203927 on 2016/11/18 by Robert.Manuszewski Fixing comments in the async loading code. Change 3204851 on 2016/11/18 by Steve.Robb Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value. Change 3204854 on 2016/11/18 by Steve.Robb UEnumProperty. Change 3205027 on 2016/11/18 by Ben.Zeigler Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr Add Get() to TSubclassOf so it matches our other wrappers Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf Change 3206334 on 2016/11/21 by Ben.Zeigler #UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries #UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient. Cook finishes but game is still crashing in some cases, so I might adjust this after other testing Change 3206353 on 2016/11/21 by Ben.Zeigler Fix EnumProperty to handle EDL preload dependencies properly Change 3206625 on 2016/11/21 by Ben.Zeigler Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient Change 3206937 on 2016/11/21 by Ben.Zeigler #jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer Correctly save enum tag for enum properties, it was being set but not serialized Change 3207002 on 2016/11/21 by Ben.Zeigler #jira UE-38799 Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed. Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future. If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time. We should generally outlaw non-transient objects with transient outers, it does not do what people expect. Change 3207032 on 2016/11/21 by Ben.Zeigler #jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do [CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
if (ScriptContext)
{
ScriptDefinedFields.Empty();
ScriptContext->GetScriptDefinedFields(ScriptDefinedFields);
}
ContextProperty = NULL;
}
void FScriptBlueprintCompiler::EnsureProperGeneratedClass(UClass*& TargetUClass)
{
if ( TargetUClass && !( (UObject*)TargetUClass )->IsA(UScriptBlueprintGeneratedClass::StaticClass()) )
{
FKismetCompilerUtilities::ConsignToOblivion(TargetUClass, Blueprint->bIsRegeneratingOnLoad);
TargetUClass = NULL;
}
}
void FScriptBlueprintCompiler::SpawnNewClass(const FString& NewClassName)
{
NewScriptBlueprintClass = FindObject<UScriptBlueprintGeneratedClass>(Blueprint->GetOutermost(), *NewClassName);
if ( NewScriptBlueprintClass == NULL )
{
NewScriptBlueprintClass = NewObject<UScriptBlueprintGeneratedClass>(Blueprint->GetOutermost(), FName(*NewClassName), RF_Public | RF_Transactional);
}
else
{
// Already existed, but wasn't linked in the Blueprint yet due to load ordering issues
FBlueprintCompileReinstancer::Create(NewScriptBlueprintClass);
}
NewClass = NewScriptBlueprintClass;
}
bool FScriptBlueprintCompiler::ValidateGeneratedClass(UBlueprintGeneratedClass* Class)
{
bool SuperResult = Super::ValidateGeneratedClass(Class);
bool Result = UScriptBlueprint::ValidateGeneratedClass(Class);
return SuperResult && Result;
}