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UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_AimOffsetLookAt.cpp

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3106465) #lockdown Nick.Penwarden Change 3110660 on 2016/9/1 by Andrew.Grant Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress. HLOD warning is updated every 20 secs to deal with streaing levels. Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon). #rb Michael.Noland #tests verified we see our unbuilt HLOD warning in v31 :( Change 3106649 on 2016/08/30 by Cody.Haskell #Orion - Input Axis Work #rb DanH #tests PIE Change 3106299 on 2016/08/30 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 31.2 @ CL 3105865 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3106213 on 2016/08/30 by Ben.Marsh BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file. #rb none #tests preflight Change 3105994 on 2016/08/30 by Martin.Wilson Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input) #jira UE-35289 #rb Thomas.Sarkanen #tests Tested UI in editor Change 3105331 on 2016/08/29 by Uriel.Doyon Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget. #rb marcus.wassmer #tests launched editor and played game #jira OR-25814 Change 3105143 on 2016/08/29 by Josh.Markiewicz #UE4 - added assert when histogram input parameters don't match #rb none #tests launched/ran/won game golden path #codereview dmitry.rekman, michael.noland, bart.bressler Change 3104976 on 2016/08/29 by Jon.Lietz pickup refector - fixed a big that would allow mixed replication to call a gameplay cue's added twice. - All pickups now use the pick up manager, consolidated all pick up code into the manager. - added to the XP set so we can define the CXP bounty for targets. #RB Dave.Ratti #tests Bot match, test maps, spawning coins and pickups. Change 3103480 on 2016/08/26 by Josh.Markiewicz #UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession #rb none #tests golden path matchmaking #codereview paul.moore, eric.newman Change 3103410 on 2016/08/26 by Max.Chen Movie Capture: Fix commandline burnin option. #rb none #tests Render movie with commandline -UseBurnIn=yes option. Change 3102134 on 2016/08/25 by Brian.Karis Fix for HDR output exposure. Added 1000nit output option. #rb marcus #tests agora Change 3101276 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_31 - Merging CL 3100347 (head revision of 2 files :o ) #RB:none #Tests:none [CodeReviewed]: matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3101267 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_DUI - Integrating Media changes from 4.13 (head revision) #RB:none #Tests:none /Engine/Plugins/Media /Engine/Source/Runtime/Media /Engine/Source/Runtime/MediaAssets [CodeReviewed] matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100378 on 2016/08/24 by John.Pollard Fix a crash that can occur when scrubbing in replays #codereview David.Ratti #tests Replays #rb DavidR This is the output: [2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage Change 3100375 on 2016/08/24 by Laurent.Delayen Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket). #rb none #codereview lina.halper #tests Tacticia's RMB Targeting Change 3100278 on 2016/08/24 by Laurent.Delayen Fix for fast path struct copy being broken for FVectors. #rb lina.halper #codereview thomas.sarkanen #tests Chains' hook, Tacticia's LaserBeam and OrientationWarping Change 3100161 on 2016/08/24 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix issue with refresh viewer command failing due to backend congestion #rb RyanG #tests Replays Change 3100114 on 2016/08/24 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3098849 #RB:none #Tests:none #CodeReview: kerrington.smith, matt.schembari #R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100015 on 2016/08/24 by Michael.Noland Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node #jira UE-34998 #rb Aaron.McLeran [re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13] #tests Compiled and ran a golden path match with headphones on Change 3100012 on 2016/08/24 by Michael.Noland UE-34951 - Zero-volume vorbis decoded sounds are too expensive -Adding an audio settings parameter to disable zero-volume playback globally -Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume #rb marc.audy [re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran] #tests Compiled and ran a golden path match with headphones on Change 3099889 on 2016/08/24 by Max.Chen Sequencer: Added command line option to enable burnin #rb none #tests Render movie from command line wtih -UseBurnIn=yes Change 3099801 on 2016/08/24 by Lina.Halper Removed unnecessary comment #rb: none #code review: Benn.Gallagher #tests: compile Change 3099787 on 2016/08/24 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #http - fix for cancelled requests that have not been started never triggering a completion delegate - fixes soft lock when handling disconnects during login OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting #rb josh.markiewicz, alex.fennell #tests none #R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3099252 on 2016/08/24 by Lina.Halper Fixed menu text #rb: none #code review: Thomas.Sarkanen #tests: open editor and create child montage and replaced the animation Change 3099251 on 2016/08/24 by Lina.Halper Deterministic cooking of skeleton - abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked #jira: UE-34834 #rb: Martin.Wilson #tests: cooking orion and make sure it works Change 3098504 on 2016/08/23 by Bart.Bressler Add server time between sending packets monitoring histogram #rb dmitry.rekman #tests ran server locally and made sure analytics events were sent Change 3098494 on 2016/08/23 by Michael.Noland Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements - Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer) - Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected #tests Tested by calling while stat dumphitches was active and confirmed that the interval changed #codereview ben.salem, gil.gribb #rb none Change 3098491 on 2016/08/23 by Mieszko.Zielinski Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4 #rb Lukasz.Furman #test golden path Change 3098070 on 2016/08/23 by Lina.Halper Fix crash with UI update reconstructing - will have to come up with a better solution than this. #rb: Martin.Wilson #tests: child anim montage Change 3097914 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel Merging CL #3097879 from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/... to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/... #Analytics #OSS: Adjusted cohort selection algorithm and test cases [CodeReviewed]: Philip.Buuck #TESTS: unit tests #RB: none #R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097745 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Megre 30.2/31 @ CL 3096895 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097722 on 2016/08/23 by Chris.Bunner Update texture expression properties before triggering parent material recompile. #rb John.Billon #tests Editor replace references, Golden path #jira OR-27531 Change 3097694 on 2016/08/23 by Lina.Halper #Child Anim Montage - Duplicate from parent of the information it cares to get - Currently it is selective on copying what data - Modified GetAllAnimationSequencesReferred to get a partial data - Added ParentAsset/AssetMappingTable in AnimationAsset - Sequence Browser opening would also add to history - AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on #code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti #rb:Martin.Wilson #tests: creating child montage, editing, lots of UI functionality, notifies placement Change 3097513 on 2016/08/23 by Thomas.Sarkanen Non-POD structs can now be copied using the fast path We now always use CPP struct ops to perform copies when dealing with struct properties. #jira UE-34571 - Support struct member access on AnimBP fast path #rb Laurent.Delayen #tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games. Change 3096729 on 2016/08/22 by Mieszko.Zielinski Fixes to EQS scoring function preview #UE4 #rb Lukasz.Furman #test golden path Change 3096596 on 2016/08/22 by Jason.Bestimt #ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970) #RB:none #Tests:none #CodeReview: matt.schembari, max.preussner #R@BOMERGE: MAIN Change 3096550 on 2016/08/22 by Jurre.deBaare Fix for HLOD dirty clusters PIE warning message #tests Simulated Origin with built HLOD clusters, and with one dirty cluster #rb none Change 3096532 on 2016/08/22 by Mieszko.Zielinski Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4 As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized #codereview Lukasz.Furman #rb none #test golden path Change 3096455 on 2016/08/22 by Jason.Bestimt #R@BOMERGE-AUTHOR: keli.hlodversson #CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases #RB David.Nikdel #TESTS none #R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3096316 on 2016/08/22 by Sammy.James Resave to fix log warnings. BPC changes to ensure type saves. #rb #tests editor Change 3096040 on 2016/08/22 by bruce.nesbit Revised fix for landscape crash #rb GarethM #tests Game #codereview Bart.Bressler Change 3096015 on 2016/08/22 by bruce.nesbit Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server #rb none #tests game #codereview Bart.Bressler Change 3095578 on 2016/08/19 by Mieszko.Zielinski Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4 This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor #rb none #test golden path #codereview Lukasz.Furman Change 3095397 on 2016/08/19 by Lina.Halper Fix issue with crash when deleting all segment #rb: Laurent.Delayen #tests: delete segment and make sure it doesn't crash #jira: UE-34830 Change 3095060 on 2016/08/19 by Bart.Bressler Don't load ULandscapeComponent objects on dedicated servers to save memory. #tests cooked server data and played a Solo vs. AI game #rb gareth.martin #codereview james.golding Change 3095037 on 2016/08/19 by Lina.Halper Potential fix with montage trigger ensure on marker sync group #jira: OR-27685 #rb: Benn.Gallagher #code review: Martin.Wilson #tests: attack primhelilx with knock up Change 3094962 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort #RB: None #TESTS: test suite in source [CodeReviewed]: Philip.Buuck #R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094950 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merge #UE4 - Made FMD5 const-correct #RB: none #TEST: none #R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094619 on 2016/08/19 by Lina.Halper #DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID. - assumed the name is all set by now #rb: Benn.Gallagher #jira : UE-34886 #tests: cooking infiltrator that showed same issue and run game. Change 3094532 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3094498 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3093260 on 2016/08/18 by Josh.Markiewicz #UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel) - removed unnecessary cast #rb bart.bressler #codereview bart.bressler, rob.cannaday #tests launched game, some basic party testing Change 3093224 on 2016/08/18 by Josh.Markiewicz #UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games #rb paul.moore #codereview anthony.carter #tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining Change 3092597 on 2016/08/17 by Daniel.Lamb Added Ben Crocker to the rebuild lighting emails. #rb Trivial #Test none Change 3092063 on 2016/08/17 by andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb #tests none Change 3091081 on 2016/08/16 by Jurre.deBaare Fixing non-Editor build errors #fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty) #tests Build Editor + Game #rb none Change 3091009 on 2016/08/16 by Mieszko.Zielinski Added a way to configure a map to not spawn AISystem instance at all #UE4 #rb none #test golden path Change 3090932 on 2016/08/16 by Michael.Noland Vixen: Added indication to the analytics and FPS charts #rb marcus.wassmer #tests Compiled for the platform Change 3090844 on 2016/08/16 by Laurent.Delayen Replicated CL 3090734 from Fortnite. --- Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage Here's the issue in the version of the code prior to this checkin: - UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped - When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value - So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick - It also means if we were playing a montage, and then stop, we'll start ticking - Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing #codereview john.abercrombie #rb none #tests golden path Change 3090832 on 2016/08/16 by Michael.Noland Windows: Fixed a whitespace issue #rb none #tests Compiled for windows Change 3090688 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb none #tests built #R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3090547 on 2016/08/16 by Jurre.deBaare Need a warning message similar to lighting unbuilt when HLOD cluster is not built #fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour #jira UE-34335 #rb none #codereview Michael.Noland #tests pie Agora with and without dirty HLOD clusters Change 3090285 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3090267 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3089413 on 2016/08/15 by paul.mader Agora 2.0 assets Change 3089266 on 2016/08/15 by Max.Chen Sequencer: Add Convert to Possessable Copy from Dev-Sequencer #jira UE-32139 #rb none #tests Convert steel to possessable in Gameplay_PS4 map. Change 3089136 on 2016/08/15 by Mieszko.Zielinski Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4 #rb Lukasz.Furman #codereview Dan.Youhon #test golden path Change 3089118 on 2016/08/15 by Mieszko.Zielinski Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4 #rb none #test golden path Change 3088976 on 2016/08/15 by Andrew.Grant Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules. Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting. Removed superflous /Os from VC debugg settings #rb none #tests verified module built with 'Never' on PS4/Win is built without optimizations. #codereview Marcus.Wassmer, Ben.Marsh Change 3088830 on 2016/08/15 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3088807 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3088597 on 2016/08/14 by Jason.Bestimt #ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG) #RB:none #Tests:none #CodeReview: andrew.grant, david.ratti, matt.schembari Change 3087827 on 2016/08/12 by Bart.Bressler Updates to skeletal mesh memory saving on dedicated server #rb lina.halper #tests Cooked server data, played a game for a while in Solo vs. AI Change 3087351 on 2016/08/12 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) #jira OR-27406 #rb RyanG #tests Replays Change 3087118 on 2016/08/12 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3086747 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3086176 on 2016/08/11 by Marcus.Wassmer Fix PS4 ShaderPipelines not matching pixel/vertex shader properly. #rb Rolando.Caloca #tests Broken PS4 content before/after Change 3085992 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Unclog R@BOMERGE #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3085911 on 2016/08/11 by Laurent.Delayen Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex #rb none #tests Orientation Warping Change 3085614 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3085547 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3084507 on 2016/08/10 by Marcus.Wassmer Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen. #rb none #tests paragon ps4/vixen #codereview Olaf.Piesche Change 3084136 on 2016/08/10 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3083799 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083424 on 2016/08/09 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #tests Use sequence recorder to record a skeletal mesh actor #rb none Change 3083134 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #online,store,ps4 - creating one offer entry per entitlement #rb david.nikdel, ian.fox #tests MTX purhcase on PS4 #lockdown: andrew.grant #R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083069 on 2016/08/09 by Marcus.Wassmer Vixen scalability changes #rb Michael.Noland #tests vixen/ps4 #codereview jordan.walker Change 3083063 on 2016/08/09 by Marcus.Wassmer Most games will probably run out of memory if setup to do auto-4k. Make this a setting that's off by default. #rb Michael.Noland #codereview Luke.Thatcher, Lee.Clark #tests vixen on 4k. Change 3082778 on 2016/08/09 by Marcus.Wassmer Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087) #rb none #tests Agora on vixen. Change 3082772 on 2016/08/09 by Marcus.Wassmer Duplicate fix for detail mode reregistration (3065543) #rb none #tests Toggled detail mode, observe proper items spawning Change 3082765 on 2016/08/09 by Marcus.Wassmer Don't crash when trying to use windowed vsync on vixen #rb Michael.Noland #test ran paragon on vixen #codereview Luke.Thatcher,Lee.Clark Change 3082764 on 2016/08/09 by Marcus.Wassmer fix HLOD distance scale not working properly when components are re-registered. #rb michael.noland #codereview jurre.debarre #tests setting multiple times, setting on boot via deviceprofile Change 3082429 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani Merging //Orion/Release-30.1 to Main (//Orion/Main) Change: 3082419 #online,store,PS4 OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen - added config option for toggling store on PS4 [OnlineSubsystemPS4] bStoreEnabled=true - can also override via title specific json values in <titleid>\title.json allow_mtx=true [CodeReviewed]: andrew.grant, phillip.buck, ian.fox #lockdown: andrew.grant #rb none #tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support) #R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3082194 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3082105 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080984 on 2016/08/08 by Lina.Halper Issue with not being able to set static animation data via BP - artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP - also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called. #rb: Martin.Wilson #tests: Sword Beauty map Change 3080665 on 2016/08/08 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3080081 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080565 on 2016/08/08 by Laurent.Delayen Fix for curve values during URO interpolation. Fixes flashing of materials and Twinblast's ult weapon. https://jira.ol.epicgames.net/browse/OR-27107 https://jira.ol.epicgames.net/browse/OR-24358 #rb lina.halper, martin.wilson #tests Twinblast's ult and Coil's primary. Change 3079832 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: marcus.wassmer Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline #rb none [CodeReviewed] Chris.Wood #tests checked crashcontext on PC/PS4 #lockdown Andrew.Grant #R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3079045 on 2016/08/05 by Lina.Halper Adding more log to figure out why ActivePlayers.Count becomes inconsistent. #rb: Martin.Wilson #tests: PIE with bots Change 3078944 on 2016/08/05 by Rolando.Caloca O - Update blacklisted driver #jira OR-27051 #rb Marcus.Wassmer #tests Run with AMD card Change 3078735 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3078670 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3078122 on 2016/08/04 by Dmitry.Rekman Linux: treat abort() / SIGABRT as crash. - Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler. - Rewrote RequestExit() because it used abort() itself. - Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later. As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason. #rb Mark.Satterthwaite #codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant #review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant #tests Ran Linux server, crashed using different methods. Change 3077887 on 2016/08/04 by Dmitry.Rekman Initialize StackCount to 0 (kills valgrind warning). #rb David.Ratti #codereview David.Ratti #tests Ran Linux server. Change 3077257 on 2016/08/04 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3077193 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3077242 on 2016/08/04 by Dmitry.Rekman Linux: stop heartbeat thread before handling the crash. #rb Robert.Manuszewski #codereview Robert.Manuszewski, Andrew.Grant #tests Compiled and ran Linux server, crashed it. Change 3076676 on 2016/08/03 by Dmitry.Rekman Linux: print details about memory access (read or write). - Also print all the 16 digits of the pointer. - Read/write detection only implemented for x86_64. #rb Andrew.Grant #codereview Andrew.Grant #tests Compiled (natively) and ran Linux server. Change 3076675 on 2016/08/03 by Dmitry.Rekman Print a bit more info about the array in assert. #rb Andrew.Grant #codereview Andrew.Grant #test Compiled and ran Linux server. Change 3076010 on 2016/08/03 by Laurent.Delayen Moved OrionAnimNode_LegIK from Paragon to Engine. #codereview lina.halper #rb none #tests Grim.exe + Iggy & Scorch Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt Reimplemented 3070766 for Orion: Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash) #rb none #tests none Change 3075446 on 2016/08/03 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3075422 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3075394 on 2016/08/03 by HaarmPieter.Duiker Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in. #rb marcus.wassmer #tests post process color correction Change 3074314 on 2016/08/02 by Dmitry.Rekman Linux: change optimization from -O2 to -O1 (temporarily?). - The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier. - Also adds a line to UBT output during compilation to draw attention. #rb Michael.Noland #codereview Michael.Noland, Andrew.Grant, Bart.Bressler #tests Compiled and ran Linux server. Change 3073553 on 2016/08/02 by jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3073360 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) #R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3073505 on 2016/08/02 by Daniel.Lamb Added cook modification delegate stats to cooker stats. #rb Wes.Hunt #test cook paragon. Change 3072440 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries. #rb none #tests SHIPPING Change 3072259 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback. #rb Michael.Noland #tests PIE Change 3071908 on 2016/08/01 by John.Pollard Fix null reference crash #rb DavidR #tests Live game + replays Change 3071876 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player #rb none #tests FN + Paragon live game + replays #codereview Andrew.Grant Change 3071875 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Finalize replay version system * No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions) * Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore. * Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions) #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071874 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix gameplay tags to work better with backwards compatibility in replays * We use the net field export group system in the package map to export tag names as a packed index * This will allow us to see the names of tags that no longer exists on the remote side #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071776 on 2016/08/01 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3071738 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3071258 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together. - Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now. #rb none #tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues. Change 3071099 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads. #rb none #tests ran paragon with change and noticed no change in audio quality Change 3070916 on 2016/07/29 by Andrew.Grant Missed file! #rb #tests na Change 3070915 on 2016/07/29 by Andrew.Grant Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging #rb none #tests Engine QA, Orion QA smoke Change 3070576 on 2016/07/29 by Uriel.Doyon Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize. #review-3070386 @marcus.wassmer #jira OR-25941 #rb marcus.wassmer #tests Run Game on PS4, and in editor Change 3070086 on 2016/07/29 by Martin.Wilson Fixed ensure triggering during sequencer playback due to double update. #jira UE-33938 #rb Thomas.Sarkanen #tests opened affected asset and verified problem no longer occured Change 3070016 on 2016/07/29 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30 @ CL 3069935 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3069435 on 2016/07/28 by Ian.Fox #Orion, #Mcp - Check if Price Engine is configured before attempting query #rb Sam.Zamani #tests none #codereview Sam.Zamani Change 3069381 on 2016/07/28 by Michael.Noland Animation: Demoted a check() in anim sync group code to an ensure() to unblock others #rb nick.penwarden #tests Loaded Paragon cine asset that was crashing #codereview lina.halper, martin.wilson Change 3069203 on 2016/07/28 by Dmitry.Rekman Headless client: do not draw windows. - Disables a bunch of code, including reaching into font cache to estimate width. - Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets). #rb Nick.Atamas #review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem #codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem #tests Compiled and ran Orion Linux client. Change 3069181 on 2016/07/28 by Lina.Halper Fix struct redirector for Orion anim node moving to engine #rb: Maciej.Mroz #code review:Laurent.Delayen #tests: editor loading the anim BP that caused the name conversion Change 3069092 on 2016/07/28 by Aaron.McLeran OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves - Not all active sounds have sound classes, was causing a crash #codereview marc.audy #rb zabir.hoque #tests Run game with stat soundcues and not crash Change 3068969 on 2016/07/28 by David.Ratti Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too. #rb none #tests compile Change 3068902 on 2016/07/28 by David.Ratti Code for tracking down UGameplayCueManager::GetInstancedCueActor crash. #rb none #tests compile Change 3068831 on 2016/07/28 by Aaron.McLeran OR-26417 Reverb is too loud in-game in Dev-General - Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set. #rb Jeff.Campeau #tests run a map with no reverb audio volume and reverb is not super wet Change 3068529 on 2016/07/28 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of McpSubsystem->CreateRequest to query receipts (uses subsystem config) #RB: none #TESTS: none #R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3068399 on 2016/07/28 by Andrew.Rodham Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira OR-25769 #tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly. #rb Benn.Gallagher Change 3068138 on 2016/07/28 by Marcus.Wassmer Disable mallocleak testing by default #rb none #test none Change 3068121 on 2016/07/28 by Marcus.Wassmer Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled. Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data. Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also. #rb Robert.Manuszewski #tests stack tracing / symbolication with mallocleak on windows. Change 3068119 on 2016/07/28 by Marcus.Wassmer Fix MallocLeakProxy deadlock #rb Robert.Manuszewski #tests mallocleak start/stop/dump on windows Change 3067752 on 2016/07/27 by Michael.Noland Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands - IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer - The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class. - The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered - Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code Upgrade Notes: - DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly - In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands) - HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name) - Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future) Paragon: - Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event - Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it. #rb dmitry.rekman #codereview bob.tellez, peter.knepley, andrew.grant, john.mauney #review-3067607 @Dmitry.Rekman, @Bob.Tellez #tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI Change 3067654 on 2016/07/27 by Michael.Noland FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #rb steve.robb #jira UE-31959 [duplicating CL# 3039827] #tests Tried moving a folder in the editor Change 3067644 on 2016/07/27 by Aaron.McLeran OR-24537 Looping audio sometimes persists in Agora Adding stopping sounds if audio component is destroyed while playing a looping sound #rb jeff.campeau #tests audio component stops looping sound if audio component is destroyed prematurely Change 3067560 on 2016/07/27 by Aaron.McLeran OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters - Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call - using xaudio2 operation sets to ensure that voice and effect params are executing in sequence - only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands - Don't call EnsureCompletion on pending async tasks on teardown #rb Jeff.Campeau #tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions Change 3067420 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge 29.2/30 @ CL 3067312 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067316 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3065602 #RB:none #Tests:none [CodeReviewed]: matt.schembari #R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067025 on 2016/07/27 by Michael.Noland Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes #rb none #tests Compiled Change 3067020 on 2016/07/27 by Michael.Noland Core: Various improvements to FHistogram and split it out into separate files - Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate) - Added O(1) getters for total sample counts and sum of all measurements - Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex - Added support for specifying explicit histogram bucket thresholds #rb dmitry.rekman #tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage Change 3066681 on 2016/07/27 by Frank.Gigliotti Camera anim field of view fix; * The FOV is now reset on the PlayerCameraManager camera actor when it's initialized. This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value. * Base FOV can now be edited in the CameraAnim properties. This allows you to specify what the FOV keys are relative to. Previously it was always using a base FOV of 90 degrees. #RB None #CodeReview Jeff.Farris #Tests Multiple camera animations in PIE Change 3066508 on 2016/07/27 by Lina.Halper Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name. #code review:Martin.Wilson, Benn.Gallagher #rb: Martin.Wilson #tests: cooked test map, run test map, PIE, saving content, loading standalone game Change 3066246 on 2016/07/27 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Fix for non-unity error #rb none #tests compiled #R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3066167 on 2016/07/27 by Benn.Gallagher Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding. #rb Ori.Cohen #tests Editor, PIE, Applying clothing to characters. Change 3065868 on 2016/07/27 by Michael.Noland Blueprints: Fixing non-editor build (missing WITH_EDITOR) #rb none #tests Compiled PS4 Change 3065749 on 2016/07/26 by Michael.Noland Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead) #codereview mike.beach, marc.audy #tests Loaded and recovered a corrupted Blueprint on Cameron's machine #rb Phillip.Kavan Change 3065706 on 2016/07/26 by Josh.Markiewicz #UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons - fixed non shipping cmd line override to be correct #rb none #codereview andrew.grant, paul.moore #tests none Change 3065359 on 2016/07/26 by Rob.Cannaday Limit external id querying to 100 ids per call. The backend currently enforces this and is returning an error when we exceed this limit. Break up calls in batches of 100 ids. #jira OR-20674 #rb ian.fox #tests login to front end with PC, PS4. forced tests to simulate > 100 requests. Change 3065197 on 2016/07/26 by Bart.Bressler Change how PS4 sessions work: - We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions. - Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable - Added comments, other misc. code cleanup. #rb josh.markiewicz, sam.zamani, rob.cannaday #tests created cross play parties with multiple pc + ps4 players #jira OR-20332 Change 3065158 on 2016/07/26 by Lina.Halper Fix the guid keep generated by adding to the database. - This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible #rb: Martin.Wilson #jira: UE-33772, UE-33454 #tests: cooked AI_Test map, editor rename curves Change 3064735 on 2016/07/26 by Dmitry.Rekman Linux: added WebRTC libs. - Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc). #rb none #tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform. (Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064727 on 2016/07/26 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb none #tests Compiled and ran Linux server and Linux client. (Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064725 on 2016/07/26 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. (Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064572 on 2016/07/26 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3064545 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3064523 on 2016/07/26 by Jon.Lietz Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements. #RB none #tests BP compiles and stays not dirty #codereview dave.ratti@epicgames.com [CL 3111290 by Andrew Grant in Main branch]
2016-09-01 21:20:38 -04:00
#include "AnimGraphNode_AimOffsetLookAt.h"
#include "GraphEditorActions.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 "Kismet2/CompilerResultsLog.h"
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3106465) #lockdown Nick.Penwarden Change 3110660 on 2016/9/1 by Andrew.Grant Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress. HLOD warning is updated every 20 secs to deal with streaing levels. Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon). #rb Michael.Noland #tests verified we see our unbuilt HLOD warning in v31 :( Change 3106649 on 2016/08/30 by Cody.Haskell #Orion - Input Axis Work #rb DanH #tests PIE Change 3106299 on 2016/08/30 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 31.2 @ CL 3105865 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3106213 on 2016/08/30 by Ben.Marsh BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file. #rb none #tests preflight Change 3105994 on 2016/08/30 by Martin.Wilson Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input) #jira UE-35289 #rb Thomas.Sarkanen #tests Tested UI in editor Change 3105331 on 2016/08/29 by Uriel.Doyon Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget. #rb marcus.wassmer #tests launched editor and played game #jira OR-25814 Change 3105143 on 2016/08/29 by Josh.Markiewicz #UE4 - added assert when histogram input parameters don't match #rb none #tests launched/ran/won game golden path #codereview dmitry.rekman, michael.noland, bart.bressler Change 3104976 on 2016/08/29 by Jon.Lietz pickup refector - fixed a big that would allow mixed replication to call a gameplay cue's added twice. - All pickups now use the pick up manager, consolidated all pick up code into the manager. - added to the XP set so we can define the CXP bounty for targets. #RB Dave.Ratti #tests Bot match, test maps, spawning coins and pickups. Change 3103480 on 2016/08/26 by Josh.Markiewicz #UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession #rb none #tests golden path matchmaking #codereview paul.moore, eric.newman Change 3103410 on 2016/08/26 by Max.Chen Movie Capture: Fix commandline burnin option. #rb none #tests Render movie with commandline -UseBurnIn=yes option. Change 3102134 on 2016/08/25 by Brian.Karis Fix for HDR output exposure. Added 1000nit output option. #rb marcus #tests agora Change 3101276 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_31 - Merging CL 3100347 (head revision of 2 files :o ) #RB:none #Tests:none [CodeReviewed]: matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3101267 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_DUI - Integrating Media changes from 4.13 (head revision) #RB:none #Tests:none /Engine/Plugins/Media /Engine/Source/Runtime/Media /Engine/Source/Runtime/MediaAssets [CodeReviewed] matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100378 on 2016/08/24 by John.Pollard Fix a crash that can occur when scrubbing in replays #codereview David.Ratti #tests Replays #rb DavidR This is the output: [2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage Change 3100375 on 2016/08/24 by Laurent.Delayen Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket). #rb none #codereview lina.halper #tests Tacticia's RMB Targeting Change 3100278 on 2016/08/24 by Laurent.Delayen Fix for fast path struct copy being broken for FVectors. #rb lina.halper #codereview thomas.sarkanen #tests Chains' hook, Tacticia's LaserBeam and OrientationWarping Change 3100161 on 2016/08/24 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix issue with refresh viewer command failing due to backend congestion #rb RyanG #tests Replays Change 3100114 on 2016/08/24 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3098849 #RB:none #Tests:none #CodeReview: kerrington.smith, matt.schembari #R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100015 on 2016/08/24 by Michael.Noland Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node #jira UE-34998 #rb Aaron.McLeran [re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13] #tests Compiled and ran a golden path match with headphones on Change 3100012 on 2016/08/24 by Michael.Noland UE-34951 - Zero-volume vorbis decoded sounds are too expensive -Adding an audio settings parameter to disable zero-volume playback globally -Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume #rb marc.audy [re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran] #tests Compiled and ran a golden path match with headphones on Change 3099889 on 2016/08/24 by Max.Chen Sequencer: Added command line option to enable burnin #rb none #tests Render movie from command line wtih -UseBurnIn=yes Change 3099801 on 2016/08/24 by Lina.Halper Removed unnecessary comment #rb: none #code review: Benn.Gallagher #tests: compile Change 3099787 on 2016/08/24 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #http - fix for cancelled requests that have not been started never triggering a completion delegate - fixes soft lock when handling disconnects during login OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting #rb josh.markiewicz, alex.fennell #tests none #R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3099252 on 2016/08/24 by Lina.Halper Fixed menu text #rb: none #code review: Thomas.Sarkanen #tests: open editor and create child montage and replaced the animation Change 3099251 on 2016/08/24 by Lina.Halper Deterministic cooking of skeleton - abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked #jira: UE-34834 #rb: Martin.Wilson #tests: cooking orion and make sure it works Change 3098504 on 2016/08/23 by Bart.Bressler Add server time between sending packets monitoring histogram #rb dmitry.rekman #tests ran server locally and made sure analytics events were sent Change 3098494 on 2016/08/23 by Michael.Noland Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements - Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer) - Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected #tests Tested by calling while stat dumphitches was active and confirmed that the interval changed #codereview ben.salem, gil.gribb #rb none Change 3098491 on 2016/08/23 by Mieszko.Zielinski Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4 #rb Lukasz.Furman #test golden path Change 3098070 on 2016/08/23 by Lina.Halper Fix crash with UI update reconstructing - will have to come up with a better solution than this. #rb: Martin.Wilson #tests: child anim montage Change 3097914 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel Merging CL #3097879 from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/... to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/... #Analytics #OSS: Adjusted cohort selection algorithm and test cases [CodeReviewed]: Philip.Buuck #TESTS: unit tests #RB: none #R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097745 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Megre 30.2/31 @ CL 3096895 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097722 on 2016/08/23 by Chris.Bunner Update texture expression properties before triggering parent material recompile. #rb John.Billon #tests Editor replace references, Golden path #jira OR-27531 Change 3097694 on 2016/08/23 by Lina.Halper #Child Anim Montage - Duplicate from parent of the information it cares to get - Currently it is selective on copying what data - Modified GetAllAnimationSequencesReferred to get a partial data - Added ParentAsset/AssetMappingTable in AnimationAsset - Sequence Browser opening would also add to history - AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on #code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti #rb:Martin.Wilson #tests: creating child montage, editing, lots of UI functionality, notifies placement Change 3097513 on 2016/08/23 by Thomas.Sarkanen Non-POD structs can now be copied using the fast path We now always use CPP struct ops to perform copies when dealing with struct properties. #jira UE-34571 - Support struct member access on AnimBP fast path #rb Laurent.Delayen #tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games. Change 3096729 on 2016/08/22 by Mieszko.Zielinski Fixes to EQS scoring function preview #UE4 #rb Lukasz.Furman #test golden path Change 3096596 on 2016/08/22 by Jason.Bestimt #ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970) #RB:none #Tests:none #CodeReview: matt.schembari, max.preussner #R@BOMERGE: MAIN Change 3096550 on 2016/08/22 by Jurre.deBaare Fix for HLOD dirty clusters PIE warning message #tests Simulated Origin with built HLOD clusters, and with one dirty cluster #rb none Change 3096532 on 2016/08/22 by Mieszko.Zielinski Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4 As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized #codereview Lukasz.Furman #rb none #test golden path Change 3096455 on 2016/08/22 by Jason.Bestimt #R@BOMERGE-AUTHOR: keli.hlodversson #CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases #RB David.Nikdel #TESTS none #R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3096316 on 2016/08/22 by Sammy.James Resave to fix log warnings. BPC changes to ensure type saves. #rb #tests editor Change 3096040 on 2016/08/22 by bruce.nesbit Revised fix for landscape crash #rb GarethM #tests Game #codereview Bart.Bressler Change 3096015 on 2016/08/22 by bruce.nesbit Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server #rb none #tests game #codereview Bart.Bressler Change 3095578 on 2016/08/19 by Mieszko.Zielinski Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4 This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor #rb none #test golden path #codereview Lukasz.Furman Change 3095397 on 2016/08/19 by Lina.Halper Fix issue with crash when deleting all segment #rb: Laurent.Delayen #tests: delete segment and make sure it doesn't crash #jira: UE-34830 Change 3095060 on 2016/08/19 by Bart.Bressler Don't load ULandscapeComponent objects on dedicated servers to save memory. #tests cooked server data and played a Solo vs. AI game #rb gareth.martin #codereview james.golding Change 3095037 on 2016/08/19 by Lina.Halper Potential fix with montage trigger ensure on marker sync group #jira: OR-27685 #rb: Benn.Gallagher #code review: Martin.Wilson #tests: attack primhelilx with knock up Change 3094962 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort #RB: None #TESTS: test suite in source [CodeReviewed]: Philip.Buuck #R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094950 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merge #UE4 - Made FMD5 const-correct #RB: none #TEST: none #R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094619 on 2016/08/19 by Lina.Halper #DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID. - assumed the name is all set by now #rb: Benn.Gallagher #jira : UE-34886 #tests: cooking infiltrator that showed same issue and run game. Change 3094532 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3094498 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3093260 on 2016/08/18 by Josh.Markiewicz #UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel) - removed unnecessary cast #rb bart.bressler #codereview bart.bressler, rob.cannaday #tests launched game, some basic party testing Change 3093224 on 2016/08/18 by Josh.Markiewicz #UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games #rb paul.moore #codereview anthony.carter #tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining Change 3092597 on 2016/08/17 by Daniel.Lamb Added Ben Crocker to the rebuild lighting emails. #rb Trivial #Test none Change 3092063 on 2016/08/17 by andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb #tests none Change 3091081 on 2016/08/16 by Jurre.deBaare Fixing non-Editor build errors #fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty) #tests Build Editor + Game #rb none Change 3091009 on 2016/08/16 by Mieszko.Zielinski Added a way to configure a map to not spawn AISystem instance at all #UE4 #rb none #test golden path Change 3090932 on 2016/08/16 by Michael.Noland Vixen: Added indication to the analytics and FPS charts #rb marcus.wassmer #tests Compiled for the platform Change 3090844 on 2016/08/16 by Laurent.Delayen Replicated CL 3090734 from Fortnite. --- Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage Here's the issue in the version of the code prior to this checkin: - UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped - When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value - So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick - It also means if we were playing a montage, and then stop, we'll start ticking - Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing #codereview john.abercrombie #rb none #tests golden path Change 3090832 on 2016/08/16 by Michael.Noland Windows: Fixed a whitespace issue #rb none #tests Compiled for windows Change 3090688 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb none #tests built #R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3090547 on 2016/08/16 by Jurre.deBaare Need a warning message similar to lighting unbuilt when HLOD cluster is not built #fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour #jira UE-34335 #rb none #codereview Michael.Noland #tests pie Agora with and without dirty HLOD clusters Change 3090285 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3090267 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3089413 on 2016/08/15 by paul.mader Agora 2.0 assets Change 3089266 on 2016/08/15 by Max.Chen Sequencer: Add Convert to Possessable Copy from Dev-Sequencer #jira UE-32139 #rb none #tests Convert steel to possessable in Gameplay_PS4 map. Change 3089136 on 2016/08/15 by Mieszko.Zielinski Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4 #rb Lukasz.Furman #codereview Dan.Youhon #test golden path Change 3089118 on 2016/08/15 by Mieszko.Zielinski Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4 #rb none #test golden path Change 3088976 on 2016/08/15 by Andrew.Grant Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules. Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting. Removed superflous /Os from VC debugg settings #rb none #tests verified module built with 'Never' on PS4/Win is built without optimizations. #codereview Marcus.Wassmer, Ben.Marsh Change 3088830 on 2016/08/15 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3088807 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3088597 on 2016/08/14 by Jason.Bestimt #ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG) #RB:none #Tests:none #CodeReview: andrew.grant, david.ratti, matt.schembari Change 3087827 on 2016/08/12 by Bart.Bressler Updates to skeletal mesh memory saving on dedicated server #rb lina.halper #tests Cooked server data, played a game for a while in Solo vs. AI Change 3087351 on 2016/08/12 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) #jira OR-27406 #rb RyanG #tests Replays Change 3087118 on 2016/08/12 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3086747 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3086176 on 2016/08/11 by Marcus.Wassmer Fix PS4 ShaderPipelines not matching pixel/vertex shader properly. #rb Rolando.Caloca #tests Broken PS4 content before/after Change 3085992 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Unclog R@BOMERGE #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3085911 on 2016/08/11 by Laurent.Delayen Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex #rb none #tests Orientation Warping Change 3085614 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3085547 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3084507 on 2016/08/10 by Marcus.Wassmer Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen. #rb none #tests paragon ps4/vixen #codereview Olaf.Piesche Change 3084136 on 2016/08/10 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3083799 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083424 on 2016/08/09 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #tests Use sequence recorder to record a skeletal mesh actor #rb none Change 3083134 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #online,store,ps4 - creating one offer entry per entitlement #rb david.nikdel, ian.fox #tests MTX purhcase on PS4 #lockdown: andrew.grant #R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083069 on 2016/08/09 by Marcus.Wassmer Vixen scalability changes #rb Michael.Noland #tests vixen/ps4 #codereview jordan.walker Change 3083063 on 2016/08/09 by Marcus.Wassmer Most games will probably run out of memory if setup to do auto-4k. Make this a setting that's off by default. #rb Michael.Noland #codereview Luke.Thatcher, Lee.Clark #tests vixen on 4k. Change 3082778 on 2016/08/09 by Marcus.Wassmer Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087) #rb none #tests Agora on vixen. Change 3082772 on 2016/08/09 by Marcus.Wassmer Duplicate fix for detail mode reregistration (3065543) #rb none #tests Toggled detail mode, observe proper items spawning Change 3082765 on 2016/08/09 by Marcus.Wassmer Don't crash when trying to use windowed vsync on vixen #rb Michael.Noland #test ran paragon on vixen #codereview Luke.Thatcher,Lee.Clark Change 3082764 on 2016/08/09 by Marcus.Wassmer fix HLOD distance scale not working properly when components are re-registered. #rb michael.noland #codereview jurre.debarre #tests setting multiple times, setting on boot via deviceprofile Change 3082429 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani Merging //Orion/Release-30.1 to Main (//Orion/Main) Change: 3082419 #online,store,PS4 OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen - added config option for toggling store on PS4 [OnlineSubsystemPS4] bStoreEnabled=true - can also override via title specific json values in <titleid>\title.json allow_mtx=true [CodeReviewed]: andrew.grant, phillip.buck, ian.fox #lockdown: andrew.grant #rb none #tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support) #R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3082194 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3082105 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080984 on 2016/08/08 by Lina.Halper Issue with not being able to set static animation data via BP - artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP - also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called. #rb: Martin.Wilson #tests: Sword Beauty map Change 3080665 on 2016/08/08 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3080081 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080565 on 2016/08/08 by Laurent.Delayen Fix for curve values during URO interpolation. Fixes flashing of materials and Twinblast's ult weapon. https://jira.ol.epicgames.net/browse/OR-27107 https://jira.ol.epicgames.net/browse/OR-24358 #rb lina.halper, martin.wilson #tests Twinblast's ult and Coil's primary. Change 3079832 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: marcus.wassmer Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline #rb none [CodeReviewed] Chris.Wood #tests checked crashcontext on PC/PS4 #lockdown Andrew.Grant #R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3079045 on 2016/08/05 by Lina.Halper Adding more log to figure out why ActivePlayers.Count becomes inconsistent. #rb: Martin.Wilson #tests: PIE with bots Change 3078944 on 2016/08/05 by Rolando.Caloca O - Update blacklisted driver #jira OR-27051 #rb Marcus.Wassmer #tests Run with AMD card Change 3078735 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3078670 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3078122 on 2016/08/04 by Dmitry.Rekman Linux: treat abort() / SIGABRT as crash. - Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler. - Rewrote RequestExit() because it used abort() itself. - Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later. As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason. #rb Mark.Satterthwaite #codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant #review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant #tests Ran Linux server, crashed using different methods. Change 3077887 on 2016/08/04 by Dmitry.Rekman Initialize StackCount to 0 (kills valgrind warning). #rb David.Ratti #codereview David.Ratti #tests Ran Linux server. Change 3077257 on 2016/08/04 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3077193 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3077242 on 2016/08/04 by Dmitry.Rekman Linux: stop heartbeat thread before handling the crash. #rb Robert.Manuszewski #codereview Robert.Manuszewski, Andrew.Grant #tests Compiled and ran Linux server, crashed it. Change 3076676 on 2016/08/03 by Dmitry.Rekman Linux: print details about memory access (read or write). - Also print all the 16 digits of the pointer. - Read/write detection only implemented for x86_64. #rb Andrew.Grant #codereview Andrew.Grant #tests Compiled (natively) and ran Linux server. Change 3076675 on 2016/08/03 by Dmitry.Rekman Print a bit more info about the array in assert. #rb Andrew.Grant #codereview Andrew.Grant #test Compiled and ran Linux server. Change 3076010 on 2016/08/03 by Laurent.Delayen Moved OrionAnimNode_LegIK from Paragon to Engine. #codereview lina.halper #rb none #tests Grim.exe + Iggy & Scorch Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt Reimplemented 3070766 for Orion: Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash) #rb none #tests none Change 3075446 on 2016/08/03 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3075422 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3075394 on 2016/08/03 by HaarmPieter.Duiker Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in. #rb marcus.wassmer #tests post process color correction Change 3074314 on 2016/08/02 by Dmitry.Rekman Linux: change optimization from -O2 to -O1 (temporarily?). - The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier. - Also adds a line to UBT output during compilation to draw attention. #rb Michael.Noland #codereview Michael.Noland, Andrew.Grant, Bart.Bressler #tests Compiled and ran Linux server. Change 3073553 on 2016/08/02 by jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3073360 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) #R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3073505 on 2016/08/02 by Daniel.Lamb Added cook modification delegate stats to cooker stats. #rb Wes.Hunt #test cook paragon. Change 3072440 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries. #rb none #tests SHIPPING Change 3072259 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback. #rb Michael.Noland #tests PIE Change 3071908 on 2016/08/01 by John.Pollard Fix null reference crash #rb DavidR #tests Live game + replays Change 3071876 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player #rb none #tests FN + Paragon live game + replays #codereview Andrew.Grant Change 3071875 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Finalize replay version system * No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions) * Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore. * Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions) #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071874 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix gameplay tags to work better with backwards compatibility in replays * We use the net field export group system in the package map to export tag names as a packed index * This will allow us to see the names of tags that no longer exists on the remote side #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071776 on 2016/08/01 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3071738 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3071258 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together. - Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now. #rb none #tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues. Change 3071099 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads. #rb none #tests ran paragon with change and noticed no change in audio quality Change 3070916 on 2016/07/29 by Andrew.Grant Missed file! #rb #tests na Change 3070915 on 2016/07/29 by Andrew.Grant Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging #rb none #tests Engine QA, Orion QA smoke Change 3070576 on 2016/07/29 by Uriel.Doyon Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize. #review-3070386 @marcus.wassmer #jira OR-25941 #rb marcus.wassmer #tests Run Game on PS4, and in editor Change 3070086 on 2016/07/29 by Martin.Wilson Fixed ensure triggering during sequencer playback due to double update. #jira UE-33938 #rb Thomas.Sarkanen #tests opened affected asset and verified problem no longer occured Change 3070016 on 2016/07/29 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30 @ CL 3069935 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3069435 on 2016/07/28 by Ian.Fox #Orion, #Mcp - Check if Price Engine is configured before attempting query #rb Sam.Zamani #tests none #codereview Sam.Zamani Change 3069381 on 2016/07/28 by Michael.Noland Animation: Demoted a check() in anim sync group code to an ensure() to unblock others #rb nick.penwarden #tests Loaded Paragon cine asset that was crashing #codereview lina.halper, martin.wilson Change 3069203 on 2016/07/28 by Dmitry.Rekman Headless client: do not draw windows. - Disables a bunch of code, including reaching into font cache to estimate width. - Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets). #rb Nick.Atamas #review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem #codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem #tests Compiled and ran Orion Linux client. Change 3069181 on 2016/07/28 by Lina.Halper Fix struct redirector for Orion anim node moving to engine #rb: Maciej.Mroz #code review:Laurent.Delayen #tests: editor loading the anim BP that caused the name conversion Change 3069092 on 2016/07/28 by Aaron.McLeran OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves - Not all active sounds have sound classes, was causing a crash #codereview marc.audy #rb zabir.hoque #tests Run game with stat soundcues and not crash Change 3068969 on 2016/07/28 by David.Ratti Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too. #rb none #tests compile Change 3068902 on 2016/07/28 by David.Ratti Code for tracking down UGameplayCueManager::GetInstancedCueActor crash. #rb none #tests compile Change 3068831 on 2016/07/28 by Aaron.McLeran OR-26417 Reverb is too loud in-game in Dev-General - Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set. #rb Jeff.Campeau #tests run a map with no reverb audio volume and reverb is not super wet Change 3068529 on 2016/07/28 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of McpSubsystem->CreateRequest to query receipts (uses subsystem config) #RB: none #TESTS: none #R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3068399 on 2016/07/28 by Andrew.Rodham Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira OR-25769 #tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly. #rb Benn.Gallagher Change 3068138 on 2016/07/28 by Marcus.Wassmer Disable mallocleak testing by default #rb none #test none Change 3068121 on 2016/07/28 by Marcus.Wassmer Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled. Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data. Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also. #rb Robert.Manuszewski #tests stack tracing / symbolication with mallocleak on windows. Change 3068119 on 2016/07/28 by Marcus.Wassmer Fix MallocLeakProxy deadlock #rb Robert.Manuszewski #tests mallocleak start/stop/dump on windows Change 3067752 on 2016/07/27 by Michael.Noland Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands - IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer - The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class. - The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered - Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code Upgrade Notes: - DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly - In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands) - HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name) - Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future) Paragon: - Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event - Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it. #rb dmitry.rekman #codereview bob.tellez, peter.knepley, andrew.grant, john.mauney #review-3067607 @Dmitry.Rekman, @Bob.Tellez #tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI Change 3067654 on 2016/07/27 by Michael.Noland FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #rb steve.robb #jira UE-31959 [duplicating CL# 3039827] #tests Tried moving a folder in the editor Change 3067644 on 2016/07/27 by Aaron.McLeran OR-24537 Looping audio sometimes persists in Agora Adding stopping sounds if audio component is destroyed while playing a looping sound #rb jeff.campeau #tests audio component stops looping sound if audio component is destroyed prematurely Change 3067560 on 2016/07/27 by Aaron.McLeran OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters - Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call - using xaudio2 operation sets to ensure that voice and effect params are executing in sequence - only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands - Don't call EnsureCompletion on pending async tasks on teardown #rb Jeff.Campeau #tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions Change 3067420 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge 29.2/30 @ CL 3067312 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067316 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3065602 #RB:none #Tests:none [CodeReviewed]: matt.schembari #R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067025 on 2016/07/27 by Michael.Noland Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes #rb none #tests Compiled Change 3067020 on 2016/07/27 by Michael.Noland Core: Various improvements to FHistogram and split it out into separate files - Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate) - Added O(1) getters for total sample counts and sum of all measurements - Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex - Added support for specifying explicit histogram bucket thresholds #rb dmitry.rekman #tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage Change 3066681 on 2016/07/27 by Frank.Gigliotti Camera anim field of view fix; * The FOV is now reset on the PlayerCameraManager camera actor when it's initialized. This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value. * Base FOV can now be edited in the CameraAnim properties. This allows you to specify what the FOV keys are relative to. Previously it was always using a base FOV of 90 degrees. #RB None #CodeReview Jeff.Farris #Tests Multiple camera animations in PIE Change 3066508 on 2016/07/27 by Lina.Halper Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name. #code review:Martin.Wilson, Benn.Gallagher #rb: Martin.Wilson #tests: cooked test map, run test map, PIE, saving content, loading standalone game Change 3066246 on 2016/07/27 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Fix for non-unity error #rb none #tests compiled #R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3066167 on 2016/07/27 by Benn.Gallagher Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding. #rb Ori.Cohen #tests Editor, PIE, Applying clothing to characters. Change 3065868 on 2016/07/27 by Michael.Noland Blueprints: Fixing non-editor build (missing WITH_EDITOR) #rb none #tests Compiled PS4 Change 3065749 on 2016/07/26 by Michael.Noland Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead) #codereview mike.beach, marc.audy #tests Loaded and recovered a corrupted Blueprint on Cameron's machine #rb Phillip.Kavan Change 3065706 on 2016/07/26 by Josh.Markiewicz #UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons - fixed non shipping cmd line override to be correct #rb none #codereview andrew.grant, paul.moore #tests none Change 3065359 on 2016/07/26 by Rob.Cannaday Limit external id querying to 100 ids per call. The backend currently enforces this and is returning an error when we exceed this limit. Break up calls in batches of 100 ids. #jira OR-20674 #rb ian.fox #tests login to front end with PC, PS4. forced tests to simulate > 100 requests. Change 3065197 on 2016/07/26 by Bart.Bressler Change how PS4 sessions work: - We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions. - Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable - Added comments, other misc. code cleanup. #rb josh.markiewicz, sam.zamani, rob.cannaday #tests created cross play parties with multiple pc + ps4 players #jira OR-20332 Change 3065158 on 2016/07/26 by Lina.Halper Fix the guid keep generated by adding to the database. - This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible #rb: Martin.Wilson #jira: UE-33772, UE-33454 #tests: cooked AI_Test map, editor rename curves Change 3064735 on 2016/07/26 by Dmitry.Rekman Linux: added WebRTC libs. - Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc). #rb none #tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform. (Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064727 on 2016/07/26 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb none #tests Compiled and ran Linux server and Linux client. (Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064725 on 2016/07/26 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. (Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064572 on 2016/07/26 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3064545 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3064523 on 2016/07/26 by Jon.Lietz Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements. #RB none #tests BP compiles and stays not dirty #codereview dave.ratti@epicgames.com [CL 3111290 by Andrew Grant in Main branch]
2016-09-01 21:20:38 -04:00
#include "BlueprintNodeSpawner.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "Animation/AnimationSettings.h"
#include "Animation/AimOffsetBlendSpace.h"
#include "Animation/AimOffsetBlendSpace1D.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 "UObject/UObjectHash.h"
#include "UObject/UObjectIterator.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3106465) #lockdown Nick.Penwarden Change 3110660 on 2016/9/1 by Andrew.Grant Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress. HLOD warning is updated every 20 secs to deal with streaing levels. Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon). #rb Michael.Noland #tests verified we see our unbuilt HLOD warning in v31 :( Change 3106649 on 2016/08/30 by Cody.Haskell #Orion - Input Axis Work #rb DanH #tests PIE Change 3106299 on 2016/08/30 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 31.2 @ CL 3105865 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3106213 on 2016/08/30 by Ben.Marsh BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file. #rb none #tests preflight Change 3105994 on 2016/08/30 by Martin.Wilson Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input) #jira UE-35289 #rb Thomas.Sarkanen #tests Tested UI in editor Change 3105331 on 2016/08/29 by Uriel.Doyon Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget. #rb marcus.wassmer #tests launched editor and played game #jira OR-25814 Change 3105143 on 2016/08/29 by Josh.Markiewicz #UE4 - added assert when histogram input parameters don't match #rb none #tests launched/ran/won game golden path #codereview dmitry.rekman, michael.noland, bart.bressler Change 3104976 on 2016/08/29 by Jon.Lietz pickup refector - fixed a big that would allow mixed replication to call a gameplay cue's added twice. - All pickups now use the pick up manager, consolidated all pick up code into the manager. - added to the XP set so we can define the CXP bounty for targets. #RB Dave.Ratti #tests Bot match, test maps, spawning coins and pickups. Change 3103480 on 2016/08/26 by Josh.Markiewicz #UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession #rb none #tests golden path matchmaking #codereview paul.moore, eric.newman Change 3103410 on 2016/08/26 by Max.Chen Movie Capture: Fix commandline burnin option. #rb none #tests Render movie with commandline -UseBurnIn=yes option. Change 3102134 on 2016/08/25 by Brian.Karis Fix for HDR output exposure. Added 1000nit output option. #rb marcus #tests agora Change 3101276 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_31 - Merging CL 3100347 (head revision of 2 files :o ) #RB:none #Tests:none [CodeReviewed]: matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3101267 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_DUI - Integrating Media changes from 4.13 (head revision) #RB:none #Tests:none /Engine/Plugins/Media /Engine/Source/Runtime/Media /Engine/Source/Runtime/MediaAssets [CodeReviewed] matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100378 on 2016/08/24 by John.Pollard Fix a crash that can occur when scrubbing in replays #codereview David.Ratti #tests Replays #rb DavidR This is the output: [2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage Change 3100375 on 2016/08/24 by Laurent.Delayen Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket). #rb none #codereview lina.halper #tests Tacticia's RMB Targeting Change 3100278 on 2016/08/24 by Laurent.Delayen Fix for fast path struct copy being broken for FVectors. #rb lina.halper #codereview thomas.sarkanen #tests Chains' hook, Tacticia's LaserBeam and OrientationWarping Change 3100161 on 2016/08/24 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix issue with refresh viewer command failing due to backend congestion #rb RyanG #tests Replays Change 3100114 on 2016/08/24 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3098849 #RB:none #Tests:none #CodeReview: kerrington.smith, matt.schembari #R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100015 on 2016/08/24 by Michael.Noland Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node #jira UE-34998 #rb Aaron.McLeran [re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13] #tests Compiled and ran a golden path match with headphones on Change 3100012 on 2016/08/24 by Michael.Noland UE-34951 - Zero-volume vorbis decoded sounds are too expensive -Adding an audio settings parameter to disable zero-volume playback globally -Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume #rb marc.audy [re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran] #tests Compiled and ran a golden path match with headphones on Change 3099889 on 2016/08/24 by Max.Chen Sequencer: Added command line option to enable burnin #rb none #tests Render movie from command line wtih -UseBurnIn=yes Change 3099801 on 2016/08/24 by Lina.Halper Removed unnecessary comment #rb: none #code review: Benn.Gallagher #tests: compile Change 3099787 on 2016/08/24 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #http - fix for cancelled requests that have not been started never triggering a completion delegate - fixes soft lock when handling disconnects during login OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting #rb josh.markiewicz, alex.fennell #tests none #R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3099252 on 2016/08/24 by Lina.Halper Fixed menu text #rb: none #code review: Thomas.Sarkanen #tests: open editor and create child montage and replaced the animation Change 3099251 on 2016/08/24 by Lina.Halper Deterministic cooking of skeleton - abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked #jira: UE-34834 #rb: Martin.Wilson #tests: cooking orion and make sure it works Change 3098504 on 2016/08/23 by Bart.Bressler Add server time between sending packets monitoring histogram #rb dmitry.rekman #tests ran server locally and made sure analytics events were sent Change 3098494 on 2016/08/23 by Michael.Noland Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements - Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer) - Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected #tests Tested by calling while stat dumphitches was active and confirmed that the interval changed #codereview ben.salem, gil.gribb #rb none Change 3098491 on 2016/08/23 by Mieszko.Zielinski Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4 #rb Lukasz.Furman #test golden path Change 3098070 on 2016/08/23 by Lina.Halper Fix crash with UI update reconstructing - will have to come up with a better solution than this. #rb: Martin.Wilson #tests: child anim montage Change 3097914 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel Merging CL #3097879 from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/... to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/... #Analytics #OSS: Adjusted cohort selection algorithm and test cases [CodeReviewed]: Philip.Buuck #TESTS: unit tests #RB: none #R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097745 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Megre 30.2/31 @ CL 3096895 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097722 on 2016/08/23 by Chris.Bunner Update texture expression properties before triggering parent material recompile. #rb John.Billon #tests Editor replace references, Golden path #jira OR-27531 Change 3097694 on 2016/08/23 by Lina.Halper #Child Anim Montage - Duplicate from parent of the information it cares to get - Currently it is selective on copying what data - Modified GetAllAnimationSequencesReferred to get a partial data - Added ParentAsset/AssetMappingTable in AnimationAsset - Sequence Browser opening would also add to history - AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on #code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti #rb:Martin.Wilson #tests: creating child montage, editing, lots of UI functionality, notifies placement Change 3097513 on 2016/08/23 by Thomas.Sarkanen Non-POD structs can now be copied using the fast path We now always use CPP struct ops to perform copies when dealing with struct properties. #jira UE-34571 - Support struct member access on AnimBP fast path #rb Laurent.Delayen #tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games. Change 3096729 on 2016/08/22 by Mieszko.Zielinski Fixes to EQS scoring function preview #UE4 #rb Lukasz.Furman #test golden path Change 3096596 on 2016/08/22 by Jason.Bestimt #ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970) #RB:none #Tests:none #CodeReview: matt.schembari, max.preussner #R@BOMERGE: MAIN Change 3096550 on 2016/08/22 by Jurre.deBaare Fix for HLOD dirty clusters PIE warning message #tests Simulated Origin with built HLOD clusters, and with one dirty cluster #rb none Change 3096532 on 2016/08/22 by Mieszko.Zielinski Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4 As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized #codereview Lukasz.Furman #rb none #test golden path Change 3096455 on 2016/08/22 by Jason.Bestimt #R@BOMERGE-AUTHOR: keli.hlodversson #CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases #RB David.Nikdel #TESTS none #R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3096316 on 2016/08/22 by Sammy.James Resave to fix log warnings. BPC changes to ensure type saves. #rb #tests editor Change 3096040 on 2016/08/22 by bruce.nesbit Revised fix for landscape crash #rb GarethM #tests Game #codereview Bart.Bressler Change 3096015 on 2016/08/22 by bruce.nesbit Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server #rb none #tests game #codereview Bart.Bressler Change 3095578 on 2016/08/19 by Mieszko.Zielinski Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4 This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor #rb none #test golden path #codereview Lukasz.Furman Change 3095397 on 2016/08/19 by Lina.Halper Fix issue with crash when deleting all segment #rb: Laurent.Delayen #tests: delete segment and make sure it doesn't crash #jira: UE-34830 Change 3095060 on 2016/08/19 by Bart.Bressler Don't load ULandscapeComponent objects on dedicated servers to save memory. #tests cooked server data and played a Solo vs. AI game #rb gareth.martin #codereview james.golding Change 3095037 on 2016/08/19 by Lina.Halper Potential fix with montage trigger ensure on marker sync group #jira: OR-27685 #rb: Benn.Gallagher #code review: Martin.Wilson #tests: attack primhelilx with knock up Change 3094962 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort #RB: None #TESTS: test suite in source [CodeReviewed]: Philip.Buuck #R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094950 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merge #UE4 - Made FMD5 const-correct #RB: none #TEST: none #R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094619 on 2016/08/19 by Lina.Halper #DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID. - assumed the name is all set by now #rb: Benn.Gallagher #jira : UE-34886 #tests: cooking infiltrator that showed same issue and run game. Change 3094532 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3094498 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3093260 on 2016/08/18 by Josh.Markiewicz #UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel) - removed unnecessary cast #rb bart.bressler #codereview bart.bressler, rob.cannaday #tests launched game, some basic party testing Change 3093224 on 2016/08/18 by Josh.Markiewicz #UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games #rb paul.moore #codereview anthony.carter #tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining Change 3092597 on 2016/08/17 by Daniel.Lamb Added Ben Crocker to the rebuild lighting emails. #rb Trivial #Test none Change 3092063 on 2016/08/17 by andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb #tests none Change 3091081 on 2016/08/16 by Jurre.deBaare Fixing non-Editor build errors #fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty) #tests Build Editor + Game #rb none Change 3091009 on 2016/08/16 by Mieszko.Zielinski Added a way to configure a map to not spawn AISystem instance at all #UE4 #rb none #test golden path Change 3090932 on 2016/08/16 by Michael.Noland Vixen: Added indication to the analytics and FPS charts #rb marcus.wassmer #tests Compiled for the platform Change 3090844 on 2016/08/16 by Laurent.Delayen Replicated CL 3090734 from Fortnite. --- Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage Here's the issue in the version of the code prior to this checkin: - UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped - When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value - So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick - It also means if we were playing a montage, and then stop, we'll start ticking - Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing #codereview john.abercrombie #rb none #tests golden path Change 3090832 on 2016/08/16 by Michael.Noland Windows: Fixed a whitespace issue #rb none #tests Compiled for windows Change 3090688 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb none #tests built #R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3090547 on 2016/08/16 by Jurre.deBaare Need a warning message similar to lighting unbuilt when HLOD cluster is not built #fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour #jira UE-34335 #rb none #codereview Michael.Noland #tests pie Agora with and without dirty HLOD clusters Change 3090285 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3090267 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3089413 on 2016/08/15 by paul.mader Agora 2.0 assets Change 3089266 on 2016/08/15 by Max.Chen Sequencer: Add Convert to Possessable Copy from Dev-Sequencer #jira UE-32139 #rb none #tests Convert steel to possessable in Gameplay_PS4 map. Change 3089136 on 2016/08/15 by Mieszko.Zielinski Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4 #rb Lukasz.Furman #codereview Dan.Youhon #test golden path Change 3089118 on 2016/08/15 by Mieszko.Zielinski Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4 #rb none #test golden path Change 3088976 on 2016/08/15 by Andrew.Grant Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules. Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting. Removed superflous /Os from VC debugg settings #rb none #tests verified module built with 'Never' on PS4/Win is built without optimizations. #codereview Marcus.Wassmer, Ben.Marsh Change 3088830 on 2016/08/15 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3088807 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3088597 on 2016/08/14 by Jason.Bestimt #ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG) #RB:none #Tests:none #CodeReview: andrew.grant, david.ratti, matt.schembari Change 3087827 on 2016/08/12 by Bart.Bressler Updates to skeletal mesh memory saving on dedicated server #rb lina.halper #tests Cooked server data, played a game for a while in Solo vs. AI Change 3087351 on 2016/08/12 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) #jira OR-27406 #rb RyanG #tests Replays Change 3087118 on 2016/08/12 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3086747 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3086176 on 2016/08/11 by Marcus.Wassmer Fix PS4 ShaderPipelines not matching pixel/vertex shader properly. #rb Rolando.Caloca #tests Broken PS4 content before/after Change 3085992 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Unclog R@BOMERGE #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3085911 on 2016/08/11 by Laurent.Delayen Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex #rb none #tests Orientation Warping Change 3085614 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3085547 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3084507 on 2016/08/10 by Marcus.Wassmer Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen. #rb none #tests paragon ps4/vixen #codereview Olaf.Piesche Change 3084136 on 2016/08/10 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3083799 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083424 on 2016/08/09 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #tests Use sequence recorder to record a skeletal mesh actor #rb none Change 3083134 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #online,store,ps4 - creating one offer entry per entitlement #rb david.nikdel, ian.fox #tests MTX purhcase on PS4 #lockdown: andrew.grant #R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083069 on 2016/08/09 by Marcus.Wassmer Vixen scalability changes #rb Michael.Noland #tests vixen/ps4 #codereview jordan.walker Change 3083063 on 2016/08/09 by Marcus.Wassmer Most games will probably run out of memory if setup to do auto-4k. Make this a setting that's off by default. #rb Michael.Noland #codereview Luke.Thatcher, Lee.Clark #tests vixen on 4k. Change 3082778 on 2016/08/09 by Marcus.Wassmer Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087) #rb none #tests Agora on vixen. Change 3082772 on 2016/08/09 by Marcus.Wassmer Duplicate fix for detail mode reregistration (3065543) #rb none #tests Toggled detail mode, observe proper items spawning Change 3082765 on 2016/08/09 by Marcus.Wassmer Don't crash when trying to use windowed vsync on vixen #rb Michael.Noland #test ran paragon on vixen #codereview Luke.Thatcher,Lee.Clark Change 3082764 on 2016/08/09 by Marcus.Wassmer fix HLOD distance scale not working properly when components are re-registered. #rb michael.noland #codereview jurre.debarre #tests setting multiple times, setting on boot via deviceprofile Change 3082429 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani Merging //Orion/Release-30.1 to Main (//Orion/Main) Change: 3082419 #online,store,PS4 OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen - added config option for toggling store on PS4 [OnlineSubsystemPS4] bStoreEnabled=true - can also override via title specific json values in <titleid>\title.json allow_mtx=true [CodeReviewed]: andrew.grant, phillip.buck, ian.fox #lockdown: andrew.grant #rb none #tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support) #R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3082194 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3082105 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080984 on 2016/08/08 by Lina.Halper Issue with not being able to set static animation data via BP - artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP - also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called. #rb: Martin.Wilson #tests: Sword Beauty map Change 3080665 on 2016/08/08 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3080081 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080565 on 2016/08/08 by Laurent.Delayen Fix for curve values during URO interpolation. Fixes flashing of materials and Twinblast's ult weapon. https://jira.ol.epicgames.net/browse/OR-27107 https://jira.ol.epicgames.net/browse/OR-24358 #rb lina.halper, martin.wilson #tests Twinblast's ult and Coil's primary. Change 3079832 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: marcus.wassmer Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline #rb none [CodeReviewed] Chris.Wood #tests checked crashcontext on PC/PS4 #lockdown Andrew.Grant #R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3079045 on 2016/08/05 by Lina.Halper Adding more log to figure out why ActivePlayers.Count becomes inconsistent. #rb: Martin.Wilson #tests: PIE with bots Change 3078944 on 2016/08/05 by Rolando.Caloca O - Update blacklisted driver #jira OR-27051 #rb Marcus.Wassmer #tests Run with AMD card Change 3078735 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3078670 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3078122 on 2016/08/04 by Dmitry.Rekman Linux: treat abort() / SIGABRT as crash. - Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler. - Rewrote RequestExit() because it used abort() itself. - Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later. As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason. #rb Mark.Satterthwaite #codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant #review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant #tests Ran Linux server, crashed using different methods. Change 3077887 on 2016/08/04 by Dmitry.Rekman Initialize StackCount to 0 (kills valgrind warning). #rb David.Ratti #codereview David.Ratti #tests Ran Linux server. Change 3077257 on 2016/08/04 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3077193 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3077242 on 2016/08/04 by Dmitry.Rekman Linux: stop heartbeat thread before handling the crash. #rb Robert.Manuszewski #codereview Robert.Manuszewski, Andrew.Grant #tests Compiled and ran Linux server, crashed it. Change 3076676 on 2016/08/03 by Dmitry.Rekman Linux: print details about memory access (read or write). - Also print all the 16 digits of the pointer. - Read/write detection only implemented for x86_64. #rb Andrew.Grant #codereview Andrew.Grant #tests Compiled (natively) and ran Linux server. Change 3076675 on 2016/08/03 by Dmitry.Rekman Print a bit more info about the array in assert. #rb Andrew.Grant #codereview Andrew.Grant #test Compiled and ran Linux server. Change 3076010 on 2016/08/03 by Laurent.Delayen Moved OrionAnimNode_LegIK from Paragon to Engine. #codereview lina.halper #rb none #tests Grim.exe + Iggy & Scorch Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt Reimplemented 3070766 for Orion: Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash) #rb none #tests none Change 3075446 on 2016/08/03 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3075422 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3075394 on 2016/08/03 by HaarmPieter.Duiker Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in. #rb marcus.wassmer #tests post process color correction Change 3074314 on 2016/08/02 by Dmitry.Rekman Linux: change optimization from -O2 to -O1 (temporarily?). - The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier. - Also adds a line to UBT output during compilation to draw attention. #rb Michael.Noland #codereview Michael.Noland, Andrew.Grant, Bart.Bressler #tests Compiled and ran Linux server. Change 3073553 on 2016/08/02 by jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3073360 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) #R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3073505 on 2016/08/02 by Daniel.Lamb Added cook modification delegate stats to cooker stats. #rb Wes.Hunt #test cook paragon. Change 3072440 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries. #rb none #tests SHIPPING Change 3072259 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback. #rb Michael.Noland #tests PIE Change 3071908 on 2016/08/01 by John.Pollard Fix null reference crash #rb DavidR #tests Live game + replays Change 3071876 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player #rb none #tests FN + Paragon live game + replays #codereview Andrew.Grant Change 3071875 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Finalize replay version system * No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions) * Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore. * Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions) #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071874 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix gameplay tags to work better with backwards compatibility in replays * We use the net field export group system in the package map to export tag names as a packed index * This will allow us to see the names of tags that no longer exists on the remote side #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071776 on 2016/08/01 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3071738 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3071258 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together. - Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now. #rb none #tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues. Change 3071099 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads. #rb none #tests ran paragon with change and noticed no change in audio quality Change 3070916 on 2016/07/29 by Andrew.Grant Missed file! #rb #tests na Change 3070915 on 2016/07/29 by Andrew.Grant Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging #rb none #tests Engine QA, Orion QA smoke Change 3070576 on 2016/07/29 by Uriel.Doyon Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize. #review-3070386 @marcus.wassmer #jira OR-25941 #rb marcus.wassmer #tests Run Game on PS4, and in editor Change 3070086 on 2016/07/29 by Martin.Wilson Fixed ensure triggering during sequencer playback due to double update. #jira UE-33938 #rb Thomas.Sarkanen #tests opened affected asset and verified problem no longer occured Change 3070016 on 2016/07/29 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30 @ CL 3069935 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3069435 on 2016/07/28 by Ian.Fox #Orion, #Mcp - Check if Price Engine is configured before attempting query #rb Sam.Zamani #tests none #codereview Sam.Zamani Change 3069381 on 2016/07/28 by Michael.Noland Animation: Demoted a check() in anim sync group code to an ensure() to unblock others #rb nick.penwarden #tests Loaded Paragon cine asset that was crashing #codereview lina.halper, martin.wilson Change 3069203 on 2016/07/28 by Dmitry.Rekman Headless client: do not draw windows. - Disables a bunch of code, including reaching into font cache to estimate width. - Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets). #rb Nick.Atamas #review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem #codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem #tests Compiled and ran Orion Linux client. Change 3069181 on 2016/07/28 by Lina.Halper Fix struct redirector for Orion anim node moving to engine #rb: Maciej.Mroz #code review:Laurent.Delayen #tests: editor loading the anim BP that caused the name conversion Change 3069092 on 2016/07/28 by Aaron.McLeran OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves - Not all active sounds have sound classes, was causing a crash #codereview marc.audy #rb zabir.hoque #tests Run game with stat soundcues and not crash Change 3068969 on 2016/07/28 by David.Ratti Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too. #rb none #tests compile Change 3068902 on 2016/07/28 by David.Ratti Code for tracking down UGameplayCueManager::GetInstancedCueActor crash. #rb none #tests compile Change 3068831 on 2016/07/28 by Aaron.McLeran OR-26417 Reverb is too loud in-game in Dev-General - Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set. #rb Jeff.Campeau #tests run a map with no reverb audio volume and reverb is not super wet Change 3068529 on 2016/07/28 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of McpSubsystem->CreateRequest to query receipts (uses subsystem config) #RB: none #TESTS: none #R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3068399 on 2016/07/28 by Andrew.Rodham Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira OR-25769 #tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly. #rb Benn.Gallagher Change 3068138 on 2016/07/28 by Marcus.Wassmer Disable mallocleak testing by default #rb none #test none Change 3068121 on 2016/07/28 by Marcus.Wassmer Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled. Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data. Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also. #rb Robert.Manuszewski #tests stack tracing / symbolication with mallocleak on windows. Change 3068119 on 2016/07/28 by Marcus.Wassmer Fix MallocLeakProxy deadlock #rb Robert.Manuszewski #tests mallocleak start/stop/dump on windows Change 3067752 on 2016/07/27 by Michael.Noland Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands - IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer - The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class. - The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered - Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code Upgrade Notes: - DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly - In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands) - HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name) - Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future) Paragon: - Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event - Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it. #rb dmitry.rekman #codereview bob.tellez, peter.knepley, andrew.grant, john.mauney #review-3067607 @Dmitry.Rekman, @Bob.Tellez #tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI Change 3067654 on 2016/07/27 by Michael.Noland FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #rb steve.robb #jira UE-31959 [duplicating CL# 3039827] #tests Tried moving a folder in the editor Change 3067644 on 2016/07/27 by Aaron.McLeran OR-24537 Looping audio sometimes persists in Agora Adding stopping sounds if audio component is destroyed while playing a looping sound #rb jeff.campeau #tests audio component stops looping sound if audio component is destroyed prematurely Change 3067560 on 2016/07/27 by Aaron.McLeran OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters - Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call - using xaudio2 operation sets to ensure that voice and effect params are executing in sequence - only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands - Don't call EnsureCompletion on pending async tasks on teardown #rb Jeff.Campeau #tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions Change 3067420 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge 29.2/30 @ CL 3067312 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067316 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3065602 #RB:none #Tests:none [CodeReviewed]: matt.schembari #R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067025 on 2016/07/27 by Michael.Noland Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes #rb none #tests Compiled Change 3067020 on 2016/07/27 by Michael.Noland Core: Various improvements to FHistogram and split it out into separate files - Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate) - Added O(1) getters for total sample counts and sum of all measurements - Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex - Added support for specifying explicit histogram bucket thresholds #rb dmitry.rekman #tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage Change 3066681 on 2016/07/27 by Frank.Gigliotti Camera anim field of view fix; * The FOV is now reset on the PlayerCameraManager camera actor when it's initialized. This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value. * Base FOV can now be edited in the CameraAnim properties. This allows you to specify what the FOV keys are relative to. Previously it was always using a base FOV of 90 degrees. #RB None #CodeReview Jeff.Farris #Tests Multiple camera animations in PIE Change 3066508 on 2016/07/27 by Lina.Halper Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name. #code review:Martin.Wilson, Benn.Gallagher #rb: Martin.Wilson #tests: cooked test map, run test map, PIE, saving content, loading standalone game Change 3066246 on 2016/07/27 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Fix for non-unity error #rb none #tests compiled #R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3066167 on 2016/07/27 by Benn.Gallagher Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding. #rb Ori.Cohen #tests Editor, PIE, Applying clothing to characters. Change 3065868 on 2016/07/27 by Michael.Noland Blueprints: Fixing non-editor build (missing WITH_EDITOR) #rb none #tests Compiled PS4 Change 3065749 on 2016/07/26 by Michael.Noland Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead) #codereview mike.beach, marc.audy #tests Loaded and recovered a corrupted Blueprint on Cameron's machine #rb Phillip.Kavan Change 3065706 on 2016/07/26 by Josh.Markiewicz #UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons - fixed non shipping cmd line override to be correct #rb none #codereview andrew.grant, paul.moore #tests none Change 3065359 on 2016/07/26 by Rob.Cannaday Limit external id querying to 100 ids per call. The backend currently enforces this and is returning an error when we exceed this limit. Break up calls in batches of 100 ids. #jira OR-20674 #rb ian.fox #tests login to front end with PC, PS4. forced tests to simulate > 100 requests. Change 3065197 on 2016/07/26 by Bart.Bressler Change how PS4 sessions work: - We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions. - Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable - Added comments, other misc. code cleanup. #rb josh.markiewicz, sam.zamani, rob.cannaday #tests created cross play parties with multiple pc + ps4 players #jira OR-20332 Change 3065158 on 2016/07/26 by Lina.Halper Fix the guid keep generated by adding to the database. - This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible #rb: Martin.Wilson #jira: UE-33772, UE-33454 #tests: cooked AI_Test map, editor rename curves Change 3064735 on 2016/07/26 by Dmitry.Rekman Linux: added WebRTC libs. - Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc). #rb none #tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform. (Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064727 on 2016/07/26 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb none #tests Compiled and ran Linux server and Linux client. (Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064725 on 2016/07/26 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. (Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064572 on 2016/07/26 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3064545 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3064523 on 2016/07/26 by Jon.Lietz Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements. #RB none #tests BP compiles and stays not dirty #codereview dave.ratti@epicgames.com [CL 3111290 by Andrew Grant in Main branch]
2016-09-01 21:20:38 -04:00
/////////////////////////////////////////////////////
// UAnimGraphNode_RotationOffsetBlendSpace
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_AimOffsetLookAt::UAnimGraphNode_AimOffsetLookAt(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FText UAnimGraphNode_AimOffsetLookAt::GetTooltipText() const
{
// FText::Format() is slow, so we utilize the cached list title
return GetNodeTitle(ENodeTitleType::ListView);
}
FText UAnimGraphNode_AimOffsetLookAt::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3198996 on 2016/11/15 by Marc.Audy BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead. #jira UE-21136 Change 3199019 on 2016/11/15 by Marc.Audy Mark user-facing BeginPlay calls as protected Change 3200128 on 2016/11/16 by Thomas.Sarkanen Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance. #jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe Change 3200133 on 2016/11/16 by Martin.Wilson Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called) #jira UE-18798 Change 3200167 on 2016/11/16 by Martin.Wilson Newly added virtual bones are now selected in the skeleton tree #jira UE-37776 Change 3200255 on 2016/11/16 by James.Golding Stop SkeletalMeshTypes.h being globally included Change 3200289 on 2016/11/16 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix Make sure that in PostEditChangeProp we reset the override material arrays #misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead #jira UE-38108 Change 3200291 on 2016/11/16 by Jurre.deBaare Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds #fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence #jira UE-37274 Change 3200293 on 2016/11/16 by Jurre.deBaare Overlapping UV's cause merge actor texture baking issues #fix Only look for overlapping UVs if vertex data baking is actually expected/enabled #jira UE-37220 Change 3200294 on 2016/11/16 by Jurre.deBaare Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive #fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!) #jira UE-36679 Change 3200295 on 2016/11/16 by Jurre.deBaare Merge Actor Specific LOD level can be set to 8 #fix Change clamping value and added UI clamp metadata #jira UE-37134 Change 3200296 on 2016/11/16 by Jurre.deBaare In Merge Actors if you select use specific Lod level you have access to all the merge material settings #fix Added edit condition to non-grayed out material settings #jira UE-36667 Change 3200303 on 2016/11/16 by Thomas.Sarkanen Fixed diagonal current scrub value in anim curves #jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted Change 3200304 on 2016/11/16 by Thomas.Sarkanen Rezero is now explicit about what it does (current vs. specified frame) Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D). #jira UE-35985 - Rezero doesn't work by frame Change 3200307 on 2016/11/16 by Thomas.Sarkanen Add curve panel to anim BP editor Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.). #jira UE-35742 - Anim Curve Viewer allowed in Anim BP Change 3200313 on 2016/11/16 by Jurre.deBaare Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened #fix in debug skeletal mesh component just mark the cached parameters dirty every tick #jira UE-35786 Change 3200316 on 2016/11/16 by Jurre.deBaare Converted Skeletal To Static Mesh Gets Corrupted When Merged #fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well) #misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used #jira UE-37988 Change 3200321 on 2016/11/16 by Jurre.deBaare Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down #fix change the way the layout is constructed #jira UE-37260 Change 3200323 on 2016/11/16 by Jurre.deBaare Toggling sky in Persona does not effect reflections #fix turn of skylight together with the actual environment sphere #misc found incorrect copy paste in toggling floor/environment visibility with key stroke #jira UE-26796 Change 3200324 on 2016/11/16 by Jurre.deBaare Open Merge Actor menu on right clicking two selected actors #fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport #jira UE-36892 Change 3200331 on 2016/11/16 by Benn.Gallagher Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused. #jira UE-38620 Change 3200334 on 2016/11/16 by Jurre.deBaare Dynamic light settings in Persona viewport cause edges to appear hardened #fix Makeing the directional light stationary to ups the shadowing quality #jira UE-37188 Change 3200356 on 2016/11/16 by Jurre.deBaare Rate scale option for animation nodes in blend spaces #added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback #misc bumped framework object version to update all blendspaces on load #jira UE-16207 Change 3200380 on 2016/11/16 by Jurre.deBaare Fix for Mac CIS issues Change 3200383 on 2016/11/16 by Marc.Audy Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback Change 3200385 on 2016/11/16 by James.Golding Refactor SkeletalMesh to use same color buffer type as StaticMesh Change 3200407 on 2016/11/16 by James.Golding Fix CIS error in FbxAutomationTests.cpp Change 3200417 on 2016/11/16 by Jurre.deBaare Fix for CIS issues #fix Rogue } Change 3200446 on 2016/11/16 by Martin.Wilson Change fix for Set Anim Instance Class from CL 3200133 #jira UE-18798 Change 3200579 on 2016/11/16 by Martin.Wilson Fix for serialization crash in Odin #jir UE-38683 Change 3200659 on 2016/11/16 by Martin.Wilson Fix build errors Change 3200801 on 2016/11/16 by Lina.Halper Fix error message Change 3200873 on 2016/11/16 by Lina.Halper Test case for Update Rate Optimization - LOD_URO_Map.umap - test map - LODPawn - pawn that contains mesh with URO setting - You can tweak the value in LODPawn Change 3201017 on 2016/11/16 by Lina.Halper - Allow slave component to be removed when setting master pose to nullptr - licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html Change 3201765 on 2016/11/17 by Jurre.deBaare Improved tooltip for FBlendParameter.GridNum Change 3201817 on 2016/11/17 by Thomas.Sarkanen Added display/edit of bone transforms in details panel Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick(). Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene. Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection). #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3201819 on 2016/11/17 by Thomas.Sarkanen Fix CIS error Change 3201901 on 2016/11/17 by Lina.Halper With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids(). - removed GetCurveNumber from skeleton - changed curve count to use BoneContainer's curve list. #code review: Laurent.Delayen Change 3201999 on 2016/11/17 by Thomas.Sarkanen Add local/world transform editing to bone editing Added details customization & support code for world-space editing of bone transforms #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3202111 on 2016/11/17 by mason.seay Potential test assets for HLOD Change 3202240 on 2016/11/17 by Thomas.Sarkanen Fixed extra whitespace not being removed in front of console commands. GitHub #2843 #jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands. Change 3202259 on 2016/11/17 by Jurre.deBaare Readded missing shadows in advanced preview scene Change 3203180 on 2016/11/17 by mason.seay Moved and updated URO Map Change 3203678 on 2016/11/18 by Thomas.Sarkanen Bug fix for menu extenders in PhAT. GitHub #2550 #jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT. Change 3203679 on 2016/11/18 by Thomas.Sarkanen Fixed LOD hysteresis not being properly converted from the old metric This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed. #jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently Change 3203747 on 2016/11/18 by Jurre.deBaare Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex #fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc. #jira UE-38734 Change 3203748 on 2016/11/18 by Jurre.deBaare Crash Generating Proxy Meshes after replacing static meshes in the level #fix just calculate bounds for the used UVs (old behaviour was wrong) #jira UE-38764 Change 3203751 on 2016/11/18 by james.cobbett Changes to TM-PoseSnapshot and new test assets Change 3203799 on 2016/11/18 by Thomas.Sarkanen Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method. Also fixed up the naming of some variables that still referred to screen areas & LOD distances. #jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result Change 3203856 on 2016/11/18 by james.cobbett TM-PoseSnapshot - Rebuild lighting and updated anims Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3203940 on 2016/11/18 by Ori.Cohen Fix missing newline for ps4 Change 3203960 on 2016/11/18 by Ori.Cohen Readd fix for linux macro expansion warning Change 3203975 on 2016/11/18 by Ori.Cohen Fix for linux toolchain not knowing about no-unused-local-typedef Change 3203989 on 2016/11/18 by Ori.Cohen Make sure physx automation doesn't try to build html5 APEX. Change 3204031 on 2016/11/18 by james.cobbett Minor update to test level Change 3204035 on 2016/11/18 by Marc.Audy Additional Attenuation refactor cleanup Change 3204044 on 2016/11/18 by Ori.Cohen Fix typo of NV_SIMD_SSE2 Change 3204049 on 2016/11/18 by Ori.Cohen Fix missing newline for PS4 compiler Change 3204463 on 2016/11/18 by mason.seay Finalized URO test map Change 3204621 on 2016/11/18 by mason.seay Small improvements Change 3204751 on 2016/11/18 by Ori.Cohen Make PhAT highlight selected bodies and constraints in the tree view Change 3205868 on 2016/11/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744 Change 3205887 on 2016/11/21 by Jurre.deBaare Fix for similar crash in blendspace editor like UE-38734 Change 3206121 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) #jira UE-38803 #jira UE-38692 Change 3206187 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) Additional bits #jira UE-38519 #jira UE-38803 #jira UE-38692 Change 3206318 on 2016/11/21 by Marc.Audy Fix Linux compiler whinging Change 3206379 on 2016/11/21 by Marc.Audy Fix crash when streaming in a sublevel with a child actor in it (4.14.1) #jira UE-38906 Change 3206591 on 2016/11/21 by Marc.Audy Refactor restrictions to allow hidden and clarify disabled Change 3206776 on 2016/11/21 by Marc.Audy ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect. ForceFeedback Attenuation settings can be defined via the content browser or directly on the component. #jira UEFW-244 Change 3206901 on 2016/11/21 by Marc.Audy Fix compile error in automation tests Change 3207235 on 2016/11/22 by danny.bouimad Updated Map Change 3207264 on 2016/11/22 by Thomas.Sarkanen Disable bone editing in anim blueprint editor #jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable Change 3207303 on 2016/11/22 by Lina.Halper Clear material curve by setting it directly because the flag might not exist #jira: UE-36902 Change 3207331 on 2016/11/22 by Jon.Nabozny Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully. Change 3207357 on 2016/11/22 by Danny.Bouimad Updating testcontent for pose drivers Change 3207425 on 2016/11/22 by Lina.Halper Fix frame count issue with montage #jira: UE-30048 Change 3207478 on 2016/11/22 by Lina.Halper Fix so that curve warning doesn't happen when your name is same. #jira: UE-34246 Change 3207526 on 2016/11/22 by Marc.Audy Fix crash when property restriction introduces a hidden entry Change 3207731 on 2016/11/22 by danny.bouimad MoreUpdates Change 3207764 on 2016/11/22 by Lina.Halper #fix order of morphtarget to first process animation and then BP for slave component Change 3207842 on 2016/11/22 by Ben.Zeigler Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work. Change 3208202 on 2016/11/22 by Ben.Zeigler #jira UE-38811 Fix regression with gimbal locking in player camera manager. The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise. Change 3208510 on 2016/11/23 by Wes.Hunt Disable UBT Telemetry on internal builds #jira AN-1059 #tests build a few different ways, add more diagnostics to clarify if the provider is being used. Change 3208734 on 2016/11/23 by Martin.Wilson Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class #jira UE-38899 Change 3208782 on 2016/11/23 by Thomas.Sarkanen Fixed material and vert count issues with skeletal to static mesh conversion Material remapping was not bein gbuilt, so material indices were overwitten inappropriately. Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase. #jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh Change 3208798 on 2016/11/23 by James.Golding UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds Change 3208801 on 2016/11/23 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something #jira UE-38108 Change 3208807 on 2016/11/23 by Thomas.Sarkanen CIS fix Change 3208824 on 2016/11/23 by danny.bouimad More content updates for Testing Change 3208827 on 2016/11/23 by Danny.Bouimad Removing Old Pose driver Testassets I created awhile ago. Change 3209026 on 2016/11/23 by Martin.Wilson CIS Fix for FRichCurve Change 3209083 on 2016/11/23 by Marc.Audy Don't crash if after an undo the previously selected object no longer exists (4.14.1) #jira UE-38991 Change 3209085 on 2016/11/23 by Marc.Audy Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1) #jira UE-38992 Change 3209124 on 2016/11/23 by Ben.Zeigler #jira UE-38867 Fix some game mode log messages From PR #2955 Change 3209231 on 2016/11/23 by Marc.Audy Auto removal Change 3209232 on 2016/11/23 by Marc.Audy GetComponents now optionally can include components in Child Actors Change 3209233 on 2016/11/23 by Marc.Audy ParseIntoArray resets instead of empty Change 3209235 on 2016/11/23 by Marc.Audy Allow child actor components to be selected in viewports Fix selection highlight not working on nested child actors #jira UE-16688 Change 3209247 on 2016/11/23 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194 Change 3209299 on 2016/11/23 by Marc.Audy Use MoveTemp to reduce some memory churn in graph schema actions Change 3209347 on 2016/11/23 by Marc.Audy Don't dispatch a tick function that had been scheduled but has been disabled before being executed. #jira UE-37459 Change 3209507 on 2016/11/23 by Ben.Zeigler #jira UE-38185 Keep player controllers in their same order during a seamless travel From PR #2908 Change 3209882 on 2016/11/24 by Thomas.Sarkanen Copy-to-array now works with the fast path Refactored the copy record generation/validation code to be clearer with better seperation of concerns. Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen). Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped. Added tests for fast path validity to EditorTests project. Assets to follow. #jira UE-34569 - Fast Path gets turned off if you link to multiple input pins Change 3209884 on 2016/11/24 by Thomas.Sarkanen File I missed Change 3209885 on 2016/11/24 by Thomas.Sarkanen Support assets for fast path tests Change 3209939 on 2016/11/24 by Benn.Gallagher Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list #jira UE-35557 Change 3209941 on 2016/11/24 by Jurre.deBaare Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly. #fix make sure that when we delete a sample point we reset the preview base pose #misc changed how the preview base pose is determined/updated #jira UE-38733 Change 3209942 on 2016/11/24 by Thomas.Sarkanen Fixed transactions being made when setting bone space in details panel Also added reset to defaults to allow easy removal of bone modifications. #jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction Change 3209945 on 2016/11/24 by james.cobbett Test assets for Pose Snapshot Test Case Change 3210239 on 2016/11/25 by Mieszko.Zielinski Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4 #jira UE-29415 Change 3210279 on 2016/11/25 by Benn.Gallagher Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation #jira UE-38040 Change 3210288 on 2016/11/25 by danny.bouimad Cleaned up Pose Driver Anim BP's Change 3210334 on 2016/11/25 by Benn.Gallagher Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr #jira UE-22145 Change 3210349 on 2016/11/25 by James.Golding UE-35783 Fix scrolling in PoseAsset editor panels Change 3210356 on 2016/11/25 by James.Golding UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables) Change 3210357 on 2016/11/25 by Jurre.deBaare Numeric textbox value label incorrect for aimoffset/blendspaces in grid #fix change lambda capture type (was referencing local variable) Change 3210358 on 2016/11/25 by Jurre.deBaare Crash Generating Proxy Mesh with Transition Screen Size set to 1 #fix 1.0 was not included within the possible range #jira UE-38810 Change 3210364 on 2016/11/25 by James.Golding Improve BuildVertexBuffers to use stride and avoid copying colors Change 3210371 on 2016/11/25 by Jurre.deBaare You can no longer enable tooltip display when using anim offset #fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down #jira UE-38808 It's not clear that the user has to hold shift to preview in blend spaces #fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value #jira UE-38711 #misc refactored out some duplicate code :) Change 3210387 on 2016/11/25 by james.cobbett Updating test asset Change 3210550 on 2016/11/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927 Brings IWYU in and required substantial fixups Change 3210551 on 2016/11/26 by Marc.Audy Delete empty cpp files Change 3211002 on 2016/11/28 by Lukasz.Furman added navigation update on editting volume's brush #ue4 Change 3211011 on 2016/11/28 by Marc.Audy Roll back CL# 3210334 as it is causing deadlocks during GC Change 3211039 on 2016/11/28 by Jurre.deBaare Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors. #fix prevent using the wedge map when propagating spline mesh vertex colours #jira UE-36011 Change 3211053 on 2016/11/28 by Ori.Cohen Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide #JIRA UE-38989 Change 3211101 on 2016/11/28 by mason.seay Adjusting trigger collision so it can't be triggered by projectiles Change 3211171 on 2016/11/28 by Jurre.deBaare Previewing outside of Blendspace Graph points causes unexpected weighting #jira UE-32775 Second Animation Sample added to AimOffset or Blendspace swaps with the first sample #jira UE-36755 #fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles - One: fill grid weights to single sample - Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line - Colinear: find two closest samples and apply behaviour above #misc rename variables to make the code more clear and correct Change 3211491 on 2016/11/28 by Marc.Audy Provide proper tooltip for GetParentActor/Component Expose GetAttachParentActor/SocketName to blueprints De-virtualize Actor GetAttach... functions #jira UE-39056 Change 3211570 on 2016/11/28 by Lina.Halper Title doesn't update when asset is being dropped #jira: UE-39019 Change 3211766 on 2016/11/28 by Ori.Cohen Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically. #JIRA UE-36089 Change 3211938 on 2016/11/28 by Mason.Seay CSV's for testing gameplay tags Change 3212090 on 2016/11/28 by Ori.Cohen Expose angular SLERP drive to blueprints #JIRA UE-36690 Change 3212102 on 2016/11/28 by Marc.Audy Fix shadow variable issue #jira UE-39099 Change 3212182 on 2016/11/28 by Ori.Cohen PR #2902: Fix last collision preset display (Contributed by max99x) #JIRA UE-38100 Change 3212196 on 2016/11/28 by dan.reynolds AEOverview Update: Minor tweaks and fixes Added Attenuation Curve Tests Renamed SC to SCLA for Sound Class prefix WIP SCON (Sound Concurrency) Change 3212347 on 2016/11/28 by Ben.Zeigler #jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor Fix chained tag redirectors to work properly Const fixes and removed a bad error message spam, and fix rename message Change 3212385 on 2016/11/28 by Marc.Audy Avoid duplicate GetWorld() calls Change 3212386 on 2016/11/28 by Marc.Audy auto shoo Change 3213018 on 2016/11/29 by Marc.Audy Fix shadow variable for real Change 3213037 on 2016/11/29 by Ori.Cohen Fix deprecation warnings Change 3213039 on 2016/11/29 by Marc.Audy Generalize logic for when a component prevents an Actor from auto destroying Add forcefeedback component to the components that will hold up the auto destroy of an actor Change 3213088 on 2016/11/29 by Marc.Audy Move significance manager out of experimental Change 3213187 on 2016/11/29 by Marc.Audy Add InsertDefaulted to mirror options available when Adding Change 3213254 on 2016/11/29 by Marc.Audy add auto-complete for showdebug forcefeedback Change 3213260 on 2016/11/29 by Marc.Audy Allow systems to inject auto-complete console entries Change 3213276 on 2016/11/29 by Marc.Audy add auto-complete entry for showdebug significancemanager Change 3213331 on 2016/11/29 by James.Golding Split SkeletalMesh skin weights into their own stream Remove unused FGPUSkinVertexColor struct Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights Update friendly name for FColorVertexBuffer now it's used by skel mesh as well Change 3213349 on 2016/11/29 by Ben.Zeigler Fix tag rename feedback message Change 3213355 on 2016/11/29 by Ben.Zeigler #jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome) Change 3213406 on 2016/11/29 by Ori.Cohen Make sure body transforms are not set while the physx simulation is running. #JIRA UE-37270 Change 3213508 on 2016/11/29 by Jurre.deBaare When performing a merge actor on an actor merging multiple materials certain maps aren't generated #fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map #jira UE-38526 Change 3213557 on 2016/11/29 by Ben.Zeigler #jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away Change 3213634 on 2016/11/29 by Ori.Cohen Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor. Change 3213639 on 2016/11/29 by Ori.Cohen Fix from nvidia for vehicle suspension exploding when given a bad normal. #JIRA UE-38716 Change 3213812 on 2016/11/29 by James.Golding UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead Change 3213824 on 2016/11/29 by Ori.Cohen Fix CIS Change 3213873 on 2016/11/29 by Ori.Cohen Fix welded bodies not properly computing mass properties. #JIRA UE-35184 Change 3213950 on 2016/11/29 by Mieszko.Zielinski Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion #jira UE-37221 Change 3213951 on 2016/11/29 by Mieszko.Zielinski Fixed perception system having issue with registering perception listener spawned in sublevels #UE4 #jira UE-37850 Change 3214005 on 2016/11/29 by Ori.Cohen Fix mass kg override not propagating to blueprint instances. Change 3214046 on 2016/11/29 by Marc.Audy Duplicate all instanced subobjects, not just those that are editinlinenew Make AABrush.Brush instanced rather than export #jira UE-39066 Change 3214064 on 2016/11/29 by Marc.Audy Use GetComponents directly where safe instead of copying in to an array Change 3214116 on 2016/11/29 by James.Golding Fix tooltip when dragging anim assets onto players Change 3214136 on 2016/11/29 by Ori.Cohen Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data #JIRA UE-35864 Change 3214162 on 2016/11/29 by Mieszko.Zielinski Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4 #jira UE-12077 Change 3214177 on 2016/11/29 by Marc.Audy Use correct SocketName (broken in CL#2695130) #jira UE-39153 Change 3214427 on 2016/11/29 by dan.reynolds AEOverview Update Fixed Attenuation tests when overlapping attenuation ranges between streamed levels Added Sound Concurrency Far then Prevent New testmap Removed some Sound Concurrency assets Change 3214469 on 2016/11/29 by dan.reynolds AEOverview Update Added Sound Concurrency Test for Stop Farthest then Oldest Change 3214842 on 2016/11/30 by Jurre.deBaare LookAt AimOffset in the Anim Graph causes character to explode #jira UE-38533 #fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime Change 3214866 on 2016/11/30 by james.cobbett Updating Pose Snapshot test assets Change 3214964 on 2016/11/30 by thomas.sarkanen Added test data for facial animtion curves Change 3215015 on 2016/11/30 by Jurre.deBaare When a Aim Offset axis value is edited drastically the preview mesh will be deformed #fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range #misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit) #jira UE-38880 Change 3215029 on 2016/11/30 by Marc.Audy Fix CIS Change 3215033 on 2016/11/30 by Marc.Audy Add a delegate for when new classes are added via hotreload Change existing hotload class reinstancing delegates to be multicast Change 3215048 on 2016/11/30 by Jon.Nabozny Use getKinematicTarget whenever a body is kinematic. This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics. #jira UE-37877 Change 3215052 on 2016/11/30 by Marc.Audy Generalize the volume actor factory logic Create volume factories when hotreload adds a new volume class #jira UE-39064 Change 3215055 on 2016/11/30 by Marc.Audy Probable fix for IOS CIS failure Change 3215091 on 2016/11/30 by Lina.Halper Easy alternative fix for blending two curves per bone. For now we just combine. To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15. #jira: UE-39182 Change 3215179 on 2016/11/30 by Jurre.deBaare Preview viewport should only use rendering features supported in project #fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity #jira UE-37252 Change 3215189 on 2016/11/30 by Jurre.deBaare CIS fix Change 3215326 on 2016/11/30 by Ben.Zeigler #jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode. Regression caused by CL #3104976 Change 3215523 on 2016/11/30 by James.Golding Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash Change 3215539 on 2016/11/30 by Marc.Audy Fix failure to cleanup objects in a hidden always loaded sub-level #jira UE-39139 Change 3215568 on 2016/11/30 by Aaron.McLeran UE-39197 Delay node of 0.0 causes crash Change 3215719 on 2016/11/30 by Aaron.McLeran UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528 Change 3215773 on 2016/11/30 by Aaron.McLeran PR #2819 : Fixed typo in SoundWave.h Change 3215828 on 2016/11/30 by James.Golding PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus) Change 3215831 on 2016/11/30 by James.Golding UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode Change 3215904 on 2016/11/30 by Marc.Audy Fix significance calculations Change 3215955 on 2016/11/30 by James.Golding UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data. Change 3215959 on 2016/11/30 by James.Golding Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass Change 3216057 on 2016/11/30 by Marc.Audy Don't reset expose on spawn properties when in a PIE world #jira UE-36771 Change 3216114 on 2016/11/30 by James.Golding Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files Change 3216144 on 2016/11/30 by Jon.Nabozny Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated. InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with. This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset. #jira UE-38434 Change 3216148 on 2016/11/30 by Jon.Nabozny Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling. Change 3216160 on 2016/11/30 by Aaron.McLeran Fixing a memory leak in concurrency management Change 3216164 on 2016/11/30 by James.Golding Move SkeletalMeshActor code into its own cpp file Fix CIS for SkeletalMeshComponent.cpp Change 3216371 on 2016/11/30 by dan.reynolds AEOverview Update Minor tweaks Completed Sound Concurrency Rule Test Maps Added additional test files Change 3216509 on 2016/11/30 by Marc.Audy Fix missing include Change 3216510 on 2016/11/30 by Marc.Audy Code cleanup Change 3216723 on 2016/12/01 by Jurre.deBaare When clearing a blend sample animation the animation will try and blend to the ref pose #fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation #fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error) #misc weird whitespace changes #jira UE-39078 Change 3216745 on 2016/12/01 by Jurre.deBaare - Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised. - UDN user was hitting a check within the triangle flipping behaviour #fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle #fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check #misc refactored triangle flipping code to make it smaller (more readible) Change 3216903 on 2016/12/01 by mason.seay Imported mesh for quick test Change 3216904 on 2016/12/01 by Jurre.deBaare CIS Fix #fix replaced condition by both non-editor as editor valid one Change 3216998 on 2016/12/01 by Lukasz.Furman fixed AI slowing down on ramps due to 3D input vector being constrained by movement component #jira UE-39233 #2998 Change 3217012 on 2016/12/01 by Lina.Halper Checking in James' fix on drag/drop to replace assets #code review: James.Golding #jira: UE-39150 Change 3217031 on 2016/12/01 by james.cobbett Updating Pose Snapshot Assets. Again. Change 3217033 on 2016/12/01 by Martin.Wilson Update bounds on all skel meshes when physics asset is changed #jira UE-38572 Change 3217181 on 2016/12/01 by Martin.Wilson Fix imported animations containing a black thumbnail #jira UE-36559 Change 3217183 on 2016/12/01 by Martin.Wilson Add some extra debugging code for future animation compression / ddc issues Change 3217184 on 2016/12/01 by james.cobbett Fixing a test asset by checking a check box. Sigh. Change 3217216 on 2016/12/01 by Martin.Wilson Undo part of CL 3217183. Will need to add this back differently. Change 3217274 on 2016/12/01 by Marc.Audy When serializing in an enum tagged property follow redirects #jira UE-39215 Change 3217419 on 2016/12/01 by james.cobbett Changes to test assets for more Pose Snapshot tests Change 3217449 on 2016/12/01 by Aaron.McLeran Adding new audio setting to disable EQ and reverb. Hooked up to XAudio2 (for now). Change 3217513 on 2016/12/01 by Marc.Audy Improve bWantsBeginPlay deprecation message Change 3217620 on 2016/12/01 by mason.seay Updated test assets for HLOD Change 3217872 on 2016/12/01 by Aaron.McLeran UEFW-113 Adding master reverb to audio mixer - Added new submix editor to create new submixes - Created new default master submixes for reverb and EQ and master submixes - Fixed a number of minor issues found in auido mixer while working on feature Change 3218053 on 2016/12/01 by Ori.Cohen Added mass debug rendering #JIRA UE-36608 Change 3218143 on 2016/12/01 by Aaron.McLeran Fixing up reverb to support multi-channel (5.1 and 7.1) configurations. - Added default reverb send amount Change 3218440 on 2016/12/01 by Zak.Middleton #ue4 - Made some static FNames const. Change 3218715 on 2016/12/02 by james.cobbett Fixed bug in test asset. Change 3218836 on 2016/12/02 by james.cobbett Fixing up test asset Change 3218884 on 2016/12/02 by james.cobbett Moar test asset changes Change 3218943 on 2016/12/02 by Ori.Cohen Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space #JIRA UE-35184 Change 3218955 on 2016/12/02 by Marc.Audy Fix initialization order issues Remove monolithic includes Change signature to pass string by const ref Change 3219149 on 2016/12/02 by Ori.Cohen Fix SetCollisionObjectType not working on skeletal mesh components #JIRA UE-37821 Change 3219162 on 2016/12/02 by Martin.Wilson Fix compile error when blend space on aim offset nodes is exposed as pin #jira UE-39285 Change 3219198 on 2016/12/02 by Marc.Audy UEnum::FindValue/IndexByName will now correctly follow redirects #jira UE-39215 Change 3219340 on 2016/12/02 by Zak.Middleton #ue4 - Optimized and cleaned up some Actor methods related to location and rotation. - Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors. - Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent(). - Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods. Change 3219482 on 2016/12/02 by Ori.Cohen Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent. #JIRA UE-39172 Change 3219676 on 2016/12/02 by Martin.Wilson Make clearer that ref pose is from skeleton Change 3219687 on 2016/12/02 by Aaron.McLeran Supporting multi-channel reverb with automatic downmixing of input to stereo Change 3219688 on 2016/12/02 by Martin.Wilson Fix crash when remapping additive animations after skeleton hierarchy change #jira UE-39040 Change 3219699 on 2016/12/02 by Zak.Middleton #ue4 - Fix template's use of old GetActorRotation() function. Change 3219969 on 2016/12/02 by Ben.Zeigler #jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication Modified from shelve Zak.Middleton made of PR #1885, after some more testing Change 3220010 on 2016/12/02 by Aaron.McLeran Fixing up sound class editor Change 3220013 on 2016/12/02 by Aaron.McLeran Deleting monolithic file Change 3220249 on 2016/12/02 by Aaron.McLeran Changing reverb settings parameter thread sync method - Switching to a simple ring buffer rather than using a crit sect Change 3220251 on 2016/12/02 by Aaron.McLeran Removing hard-coded audio mixer module name for the case when using -audiomixer argument, -added new entry to ini file that allows you to specify the audio mixer module name used for the platform. Change 3221118 on 2016/12/05 by Jurre.deBaare Back out changelist 3220249 to fix CIS Change 3221363 on 2016/12/05 by Martin.Wilson Change slot node category from Blends to Montage Change 3221375 on 2016/12/05 by Jon.Nabozny Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set. #jira UE-39325 Change 3221402 on 2016/12/05 by Jon.Nabozny Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path. #jira UE-33562 Change 3221441 on 2016/12/05 by Thomas.Sarkanen Fixed crash when reimporting a mesh when a different animation was open #jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents Change 3221473 on 2016/12/05 by Marc.Audy Get rid of auto. Use GetComponents directly instead of copying in to temporary arrays Change 3221584 on 2016/12/05 by Jon.Nabozny Fix CIS for Mac builds from CL-3221375 Change 3221631 on 2016/12/05 by Martin.Wilson Possible fix for rare marker sync crash on live servers #jira UE-39235 #test ai match, animation seemed fine, no crashes Change 3221660 on 2016/12/05 by mason.seay Resubmitting to add Viewport Bookmark Change 3221683 on 2016/12/05 by Mieszko.Zielinski Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4 #jira UE-30355 Change 3221750 on 2016/12/05 by Jon.Nabozny Real CIS fix. Change 3221917 on 2016/12/05 by Jon.Nabozny Fix CIS for real this time. Change 3222370 on 2016/12/05 by mason.seay Start of Gameplay Tag testmap Change 3222396 on 2016/12/05 by Aaron.McLeran UEFW-44 Implementing EQ master submix effect for audio mixer - New thread safe param setting temlate class (for setting EQ and Reverb params) - Hook up reverb submix effect to source voices - Implementation of FBiquad for biquad filter coefficients and audioprocessing - Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once - Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type Change 3222425 on 2016/12/05 by Aaron.McLeran Checking in missing files Change 3222429 on 2016/12/05 by Aaron.McLeran Last missing file! Change 3222783 on 2016/12/05 by Jon.Nabozny Update SkelMeshScaling map. Change 3223173 on 2016/12/06 by Martin.Wilson Fix crash in thumbnail rendering when creating a new montage #jira UE-39352 Change 3223179 on 2016/12/06 by Marc.Audy auto/NULL cleanup Change 3223329 on 2016/12/06 by Marc.Audy Fix (hard to explain) memory corruption #jira UE-39366 Change 3223334 on 2016/12/06 by Jon.Nabozny Add HasBeenInitialized check inside AActor::InitializeComponents Change 3223340 on 2016/12/06 by Jon.Nabozny Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid. #jira UE-39238 Change 3223372 on 2016/12/06 by Marc.Audy Probably fix HTML5 CIS failure Change 3223511 on 2016/12/06 by Jon.Nabozny Fix Mac CIS shadow warning Change 3223541 on 2016/12/06 by Lukasz.Furman fixed missing NavCollision data in static meshes #jira UE-39367 Change 3223672 on 2016/12/06 by Ben.Zeigler #jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button Remove unnecessary code from both customizations Change 3223751 on 2016/12/06 by Marc.Audy Properly remove components from their owner when manipulating through editinlinenew properties #jira UE-30548 Change 3223831 on 2016/12/06 by Ben.Zeigler #jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled #jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive Add Tag Source to tooltip in management mode Fix RequestGameplayTagChildrenInDictionary to work properly Change 3223862 on 2016/12/06 by Marc.Audy Hide deprecated attach functions for all games not just Paragon Change 3224003 on 2016/12/06 by Marc.Audy Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way. #jira UE-39207 Change 3224602 on 2016/12/07 by Jurre.deBaare Crash on creating LODs with Medic #fix Added clamp for UVs -1024 to 1024 #jira UE-37726 Change 3224604 on 2016/12/07 by Jurre.deBaare Fix for incorrect normal calculation in certain circumstances #fix Make sure we propagate the matrices to samples after we (re)calculated normals #fix Conditionally swap/inverse the vertex data buffers instead of always #fix Set preview mesh for alembic import animation sequences #misc removed commented out code and added debug code Change 3224609 on 2016/12/07 by Jurre.deBaare Alembic Import Issues (skeletal) w. UVs and smoothing groups #fix Changed the way we populate smoothing group indices for alembic caches #misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences #jira UE-36412 Change 3224783 on 2016/12/07 by James.Golding Support per-instance skeletal mesh vertex color override Change 3224784 on 2016/12/07 by James.Golding Add skelmesh vert color override map. Fix my vert color material to work on skel mesh. Change 3225131 on 2016/12/07 by Jurre.deBaare Crash when baking matrix animation when importing an alembic file as skeletal #fix condition whether or not to apply matrices had not been moved over in previous change #jira UE-39439 Change 3225491 on 2016/12/07 by Lina.Halper - Morphtarget fix on the first frame #jira: UE-37702 Change 3225597 on 2016/12/07 by mason.seay Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting Change 3225758 on 2016/12/07 by Aaron.McLeran UE-39421 Fix for sound class graph bug Change 3225957 on 2016/12/07 by Ben.Zeigler #jira UE-39433 Fix crash with mass debug data Change 3225967 on 2016/12/07 by Lina.Halper Fix not removing link up cache when removed. #jira: UE-33738 Change 3225990 on 2016/12/07 by Ben.Zeigler #jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues Change 3226123 on 2016/12/07 by Aaron.McLeran Fix for sound class asset creation from within the sound class graph Change 3226165 on 2016/12/07 by mason.seay Replaced skelmesh gun with static mesh cube Change 3226336 on 2016/12/07 by Aaron.McLeran Fixing up sound class replacement code. If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them Change 3226701 on 2016/12/08 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613 Change 3226710 on 2016/12/08 by Jurre.deBaare Fix for alembic import crash #misc update num mesh samples and take into account user set start frame in case of skipping preroll frames Change 3226834 on 2016/12/08 by Jurre.deBaare Fix for incorrect matrix samples being applied during Alembic cache importing #fix Change way we loop through samples and determine correct matrix and mesh sample indices Change 3227330 on 2016/12/08 by Jurre.deBaare Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error #UE-39499 #fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad #misc corrected socket name output, removed unnecessary nullptr check Change 3227575 on 2016/12/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387 Change 3227602 on 2016/12/08 by Marc.Audy Copyright 2016 to 2017 updates for new Framework files [CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
UBlendSpaceBase* BlendSpaceToCheck = Node.BlendSpace;
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_AimOffsetLookAt, BlendSpace));
if (BlendSpacePin != nullptr && BlendSpaceToCheck == nullptr)
{
BlendSpaceToCheck = Cast<UBlendSpaceBase>(BlendSpacePin->DefaultObject);
}
if (BlendSpaceToCheck == nullptr)
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3106465) #lockdown Nick.Penwarden Change 3110660 on 2016/9/1 by Andrew.Grant Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress. HLOD warning is updated every 20 secs to deal with streaing levels. Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon). #rb Michael.Noland #tests verified we see our unbuilt HLOD warning in v31 :( Change 3106649 on 2016/08/30 by Cody.Haskell #Orion - Input Axis Work #rb DanH #tests PIE Change 3106299 on 2016/08/30 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 31.2 @ CL 3105865 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3106213 on 2016/08/30 by Ben.Marsh BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file. #rb none #tests preflight Change 3105994 on 2016/08/30 by Martin.Wilson Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input) #jira UE-35289 #rb Thomas.Sarkanen #tests Tested UI in editor Change 3105331 on 2016/08/29 by Uriel.Doyon Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget. #rb marcus.wassmer #tests launched editor and played game #jira OR-25814 Change 3105143 on 2016/08/29 by Josh.Markiewicz #UE4 - added assert when histogram input parameters don't match #rb none #tests launched/ran/won game golden path #codereview dmitry.rekman, michael.noland, bart.bressler Change 3104976 on 2016/08/29 by Jon.Lietz pickup refector - fixed a big that would allow mixed replication to call a gameplay cue's added twice. - All pickups now use the pick up manager, consolidated all pick up code into the manager. - added to the XP set so we can define the CXP bounty for targets. #RB Dave.Ratti #tests Bot match, test maps, spawning coins and pickups. Change 3103480 on 2016/08/26 by Josh.Markiewicz #UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession #rb none #tests golden path matchmaking #codereview paul.moore, eric.newman Change 3103410 on 2016/08/26 by Max.Chen Movie Capture: Fix commandline burnin option. #rb none #tests Render movie with commandline -UseBurnIn=yes option. Change 3102134 on 2016/08/25 by Brian.Karis Fix for HDR output exposure. Added 1000nit output option. #rb marcus #tests agora Change 3101276 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_31 - Merging CL 3100347 (head revision of 2 files :o ) #RB:none #Tests:none [CodeReviewed]: matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3101267 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_DUI - Integrating Media changes from 4.13 (head revision) #RB:none #Tests:none /Engine/Plugins/Media /Engine/Source/Runtime/Media /Engine/Source/Runtime/MediaAssets [CodeReviewed] matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100378 on 2016/08/24 by John.Pollard Fix a crash that can occur when scrubbing in replays #codereview David.Ratti #tests Replays #rb DavidR This is the output: [2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage Change 3100375 on 2016/08/24 by Laurent.Delayen Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket). #rb none #codereview lina.halper #tests Tacticia's RMB Targeting Change 3100278 on 2016/08/24 by Laurent.Delayen Fix for fast path struct copy being broken for FVectors. #rb lina.halper #codereview thomas.sarkanen #tests Chains' hook, Tacticia's LaserBeam and OrientationWarping Change 3100161 on 2016/08/24 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix issue with refresh viewer command failing due to backend congestion #rb RyanG #tests Replays Change 3100114 on 2016/08/24 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3098849 #RB:none #Tests:none #CodeReview: kerrington.smith, matt.schembari #R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100015 on 2016/08/24 by Michael.Noland Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node #jira UE-34998 #rb Aaron.McLeran [re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13] #tests Compiled and ran a golden path match with headphones on Change 3100012 on 2016/08/24 by Michael.Noland UE-34951 - Zero-volume vorbis decoded sounds are too expensive -Adding an audio settings parameter to disable zero-volume playback globally -Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume #rb marc.audy [re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran] #tests Compiled and ran a golden path match with headphones on Change 3099889 on 2016/08/24 by Max.Chen Sequencer: Added command line option to enable burnin #rb none #tests Render movie from command line wtih -UseBurnIn=yes Change 3099801 on 2016/08/24 by Lina.Halper Removed unnecessary comment #rb: none #code review: Benn.Gallagher #tests: compile Change 3099787 on 2016/08/24 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #http - fix for cancelled requests that have not been started never triggering a completion delegate - fixes soft lock when handling disconnects during login OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting #rb josh.markiewicz, alex.fennell #tests none #R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3099252 on 2016/08/24 by Lina.Halper Fixed menu text #rb: none #code review: Thomas.Sarkanen #tests: open editor and create child montage and replaced the animation Change 3099251 on 2016/08/24 by Lina.Halper Deterministic cooking of skeleton - abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked #jira: UE-34834 #rb: Martin.Wilson #tests: cooking orion and make sure it works Change 3098504 on 2016/08/23 by Bart.Bressler Add server time between sending packets monitoring histogram #rb dmitry.rekman #tests ran server locally and made sure analytics events were sent Change 3098494 on 2016/08/23 by Michael.Noland Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements - Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer) - Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected #tests Tested by calling while stat dumphitches was active and confirmed that the interval changed #codereview ben.salem, gil.gribb #rb none Change 3098491 on 2016/08/23 by Mieszko.Zielinski Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4 #rb Lukasz.Furman #test golden path Change 3098070 on 2016/08/23 by Lina.Halper Fix crash with UI update reconstructing - will have to come up with a better solution than this. #rb: Martin.Wilson #tests: child anim montage Change 3097914 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel Merging CL #3097879 from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/... to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/... #Analytics #OSS: Adjusted cohort selection algorithm and test cases [CodeReviewed]: Philip.Buuck #TESTS: unit tests #RB: none #R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097745 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Megre 30.2/31 @ CL 3096895 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097722 on 2016/08/23 by Chris.Bunner Update texture expression properties before triggering parent material recompile. #rb John.Billon #tests Editor replace references, Golden path #jira OR-27531 Change 3097694 on 2016/08/23 by Lina.Halper #Child Anim Montage - Duplicate from parent of the information it cares to get - Currently it is selective on copying what data - Modified GetAllAnimationSequencesReferred to get a partial data - Added ParentAsset/AssetMappingTable in AnimationAsset - Sequence Browser opening would also add to history - AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on #code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti #rb:Martin.Wilson #tests: creating child montage, editing, lots of UI functionality, notifies placement Change 3097513 on 2016/08/23 by Thomas.Sarkanen Non-POD structs can now be copied using the fast path We now always use CPP struct ops to perform copies when dealing with struct properties. #jira UE-34571 - Support struct member access on AnimBP fast path #rb Laurent.Delayen #tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games. Change 3096729 on 2016/08/22 by Mieszko.Zielinski Fixes to EQS scoring function preview #UE4 #rb Lukasz.Furman #test golden path Change 3096596 on 2016/08/22 by Jason.Bestimt #ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970) #RB:none #Tests:none #CodeReview: matt.schembari, max.preussner #R@BOMERGE: MAIN Change 3096550 on 2016/08/22 by Jurre.deBaare Fix for HLOD dirty clusters PIE warning message #tests Simulated Origin with built HLOD clusters, and with one dirty cluster #rb none Change 3096532 on 2016/08/22 by Mieszko.Zielinski Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4 As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized #codereview Lukasz.Furman #rb none #test golden path Change 3096455 on 2016/08/22 by Jason.Bestimt #R@BOMERGE-AUTHOR: keli.hlodversson #CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases #RB David.Nikdel #TESTS none #R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3096316 on 2016/08/22 by Sammy.James Resave to fix log warnings. BPC changes to ensure type saves. #rb #tests editor Change 3096040 on 2016/08/22 by bruce.nesbit Revised fix for landscape crash #rb GarethM #tests Game #codereview Bart.Bressler Change 3096015 on 2016/08/22 by bruce.nesbit Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server #rb none #tests game #codereview Bart.Bressler Change 3095578 on 2016/08/19 by Mieszko.Zielinski Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4 This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor #rb none #test golden path #codereview Lukasz.Furman Change 3095397 on 2016/08/19 by Lina.Halper Fix issue with crash when deleting all segment #rb: Laurent.Delayen #tests: delete segment and make sure it doesn't crash #jira: UE-34830 Change 3095060 on 2016/08/19 by Bart.Bressler Don't load ULandscapeComponent objects on dedicated servers to save memory. #tests cooked server data and played a Solo vs. AI game #rb gareth.martin #codereview james.golding Change 3095037 on 2016/08/19 by Lina.Halper Potential fix with montage trigger ensure on marker sync group #jira: OR-27685 #rb: Benn.Gallagher #code review: Martin.Wilson #tests: attack primhelilx with knock up Change 3094962 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort #RB: None #TESTS: test suite in source [CodeReviewed]: Philip.Buuck #R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094950 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merge #UE4 - Made FMD5 const-correct #RB: none #TEST: none #R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094619 on 2016/08/19 by Lina.Halper #DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID. - assumed the name is all set by now #rb: Benn.Gallagher #jira : UE-34886 #tests: cooking infiltrator that showed same issue and run game. Change 3094532 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3094498 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3093260 on 2016/08/18 by Josh.Markiewicz #UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel) - removed unnecessary cast #rb bart.bressler #codereview bart.bressler, rob.cannaday #tests launched game, some basic party testing Change 3093224 on 2016/08/18 by Josh.Markiewicz #UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games #rb paul.moore #codereview anthony.carter #tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining Change 3092597 on 2016/08/17 by Daniel.Lamb Added Ben Crocker to the rebuild lighting emails. #rb Trivial #Test none Change 3092063 on 2016/08/17 by andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb #tests none Change 3091081 on 2016/08/16 by Jurre.deBaare Fixing non-Editor build errors #fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty) #tests Build Editor + Game #rb none Change 3091009 on 2016/08/16 by Mieszko.Zielinski Added a way to configure a map to not spawn AISystem instance at all #UE4 #rb none #test golden path Change 3090932 on 2016/08/16 by Michael.Noland Vixen: Added indication to the analytics and FPS charts #rb marcus.wassmer #tests Compiled for the platform Change 3090844 on 2016/08/16 by Laurent.Delayen Replicated CL 3090734 from Fortnite. --- Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage Here's the issue in the version of the code prior to this checkin: - UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped - When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value - So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick - It also means if we were playing a montage, and then stop, we'll start ticking - Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing #codereview john.abercrombie #rb none #tests golden path Change 3090832 on 2016/08/16 by Michael.Noland Windows: Fixed a whitespace issue #rb none #tests Compiled for windows Change 3090688 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb none #tests built #R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3090547 on 2016/08/16 by Jurre.deBaare Need a warning message similar to lighting unbuilt when HLOD cluster is not built #fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour #jira UE-34335 #rb none #codereview Michael.Noland #tests pie Agora with and without dirty HLOD clusters Change 3090285 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3090267 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3089413 on 2016/08/15 by paul.mader Agora 2.0 assets Change 3089266 on 2016/08/15 by Max.Chen Sequencer: Add Convert to Possessable Copy from Dev-Sequencer #jira UE-32139 #rb none #tests Convert steel to possessable in Gameplay_PS4 map. Change 3089136 on 2016/08/15 by Mieszko.Zielinski Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4 #rb Lukasz.Furman #codereview Dan.Youhon #test golden path Change 3089118 on 2016/08/15 by Mieszko.Zielinski Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4 #rb none #test golden path Change 3088976 on 2016/08/15 by Andrew.Grant Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules. Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting. Removed superflous /Os from VC debugg settings #rb none #tests verified module built with 'Never' on PS4/Win is built without optimizations. #codereview Marcus.Wassmer, Ben.Marsh Change 3088830 on 2016/08/15 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3088807 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3088597 on 2016/08/14 by Jason.Bestimt #ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG) #RB:none #Tests:none #CodeReview: andrew.grant, david.ratti, matt.schembari Change 3087827 on 2016/08/12 by Bart.Bressler Updates to skeletal mesh memory saving on dedicated server #rb lina.halper #tests Cooked server data, played a game for a while in Solo vs. AI Change 3087351 on 2016/08/12 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) #jira OR-27406 #rb RyanG #tests Replays Change 3087118 on 2016/08/12 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3086747 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3086176 on 2016/08/11 by Marcus.Wassmer Fix PS4 ShaderPipelines not matching pixel/vertex shader properly. #rb Rolando.Caloca #tests Broken PS4 content before/after Change 3085992 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Unclog R@BOMERGE #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3085911 on 2016/08/11 by Laurent.Delayen Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex #rb none #tests Orientation Warping Change 3085614 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3085547 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3084507 on 2016/08/10 by Marcus.Wassmer Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen. #rb none #tests paragon ps4/vixen #codereview Olaf.Piesche Change 3084136 on 2016/08/10 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3083799 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083424 on 2016/08/09 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #tests Use sequence recorder to record a skeletal mesh actor #rb none Change 3083134 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #online,store,ps4 - creating one offer entry per entitlement #rb david.nikdel, ian.fox #tests MTX purhcase on PS4 #lockdown: andrew.grant #R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083069 on 2016/08/09 by Marcus.Wassmer Vixen scalability changes #rb Michael.Noland #tests vixen/ps4 #codereview jordan.walker Change 3083063 on 2016/08/09 by Marcus.Wassmer Most games will probably run out of memory if setup to do auto-4k. Make this a setting that's off by default. #rb Michael.Noland #codereview Luke.Thatcher, Lee.Clark #tests vixen on 4k. Change 3082778 on 2016/08/09 by Marcus.Wassmer Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087) #rb none #tests Agora on vixen. Change 3082772 on 2016/08/09 by Marcus.Wassmer Duplicate fix for detail mode reregistration (3065543) #rb none #tests Toggled detail mode, observe proper items spawning Change 3082765 on 2016/08/09 by Marcus.Wassmer Don't crash when trying to use windowed vsync on vixen #rb Michael.Noland #test ran paragon on vixen #codereview Luke.Thatcher,Lee.Clark Change 3082764 on 2016/08/09 by Marcus.Wassmer fix HLOD distance scale not working properly when components are re-registered. #rb michael.noland #codereview jurre.debarre #tests setting multiple times, setting on boot via deviceprofile Change 3082429 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani Merging //Orion/Release-30.1 to Main (//Orion/Main) Change: 3082419 #online,store,PS4 OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen - added config option for toggling store on PS4 [OnlineSubsystemPS4] bStoreEnabled=true - can also override via title specific json values in <titleid>\title.json allow_mtx=true [CodeReviewed]: andrew.grant, phillip.buck, ian.fox #lockdown: andrew.grant #rb none #tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support) #R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3082194 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3082105 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080984 on 2016/08/08 by Lina.Halper Issue with not being able to set static animation data via BP - artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP - also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called. #rb: Martin.Wilson #tests: Sword Beauty map Change 3080665 on 2016/08/08 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3080081 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080565 on 2016/08/08 by Laurent.Delayen Fix for curve values during URO interpolation. Fixes flashing of materials and Twinblast's ult weapon. https://jira.ol.epicgames.net/browse/OR-27107 https://jira.ol.epicgames.net/browse/OR-24358 #rb lina.halper, martin.wilson #tests Twinblast's ult and Coil's primary. Change 3079832 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: marcus.wassmer Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline #rb none [CodeReviewed] Chris.Wood #tests checked crashcontext on PC/PS4 #lockdown Andrew.Grant #R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3079045 on 2016/08/05 by Lina.Halper Adding more log to figure out why ActivePlayers.Count becomes inconsistent. #rb: Martin.Wilson #tests: PIE with bots Change 3078944 on 2016/08/05 by Rolando.Caloca O - Update blacklisted driver #jira OR-27051 #rb Marcus.Wassmer #tests Run with AMD card Change 3078735 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3078670 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3078122 on 2016/08/04 by Dmitry.Rekman Linux: treat abort() / SIGABRT as crash. - Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler. - Rewrote RequestExit() because it used abort() itself. - Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later. As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason. #rb Mark.Satterthwaite #codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant #review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant #tests Ran Linux server, crashed using different methods. Change 3077887 on 2016/08/04 by Dmitry.Rekman Initialize StackCount to 0 (kills valgrind warning). #rb David.Ratti #codereview David.Ratti #tests Ran Linux server. Change 3077257 on 2016/08/04 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3077193 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3077242 on 2016/08/04 by Dmitry.Rekman Linux: stop heartbeat thread before handling the crash. #rb Robert.Manuszewski #codereview Robert.Manuszewski, Andrew.Grant #tests Compiled and ran Linux server, crashed it. Change 3076676 on 2016/08/03 by Dmitry.Rekman Linux: print details about memory access (read or write). - Also print all the 16 digits of the pointer. - Read/write detection only implemented for x86_64. #rb Andrew.Grant #codereview Andrew.Grant #tests Compiled (natively) and ran Linux server. Change 3076675 on 2016/08/03 by Dmitry.Rekman Print a bit more info about the array in assert. #rb Andrew.Grant #codereview Andrew.Grant #test Compiled and ran Linux server. Change 3076010 on 2016/08/03 by Laurent.Delayen Moved OrionAnimNode_LegIK from Paragon to Engine. #codereview lina.halper #rb none #tests Grim.exe + Iggy & Scorch Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt Reimplemented 3070766 for Orion: Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash) #rb none #tests none Change 3075446 on 2016/08/03 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3075422 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3075394 on 2016/08/03 by HaarmPieter.Duiker Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in. #rb marcus.wassmer #tests post process color correction Change 3074314 on 2016/08/02 by Dmitry.Rekman Linux: change optimization from -O2 to -O1 (temporarily?). - The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier. - Also adds a line to UBT output during compilation to draw attention. #rb Michael.Noland #codereview Michael.Noland, Andrew.Grant, Bart.Bressler #tests Compiled and ran Linux server. Change 3073553 on 2016/08/02 by jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3073360 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) #R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3073505 on 2016/08/02 by Daniel.Lamb Added cook modification delegate stats to cooker stats. #rb Wes.Hunt #test cook paragon. Change 3072440 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries. #rb none #tests SHIPPING Change 3072259 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback. #rb Michael.Noland #tests PIE Change 3071908 on 2016/08/01 by John.Pollard Fix null reference crash #rb DavidR #tests Live game + replays Change 3071876 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player #rb none #tests FN + Paragon live game + replays #codereview Andrew.Grant Change 3071875 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Finalize replay version system * No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions) * Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore. * Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions) #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071874 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix gameplay tags to work better with backwards compatibility in replays * We use the net field export group system in the package map to export tag names as a packed index * This will allow us to see the names of tags that no longer exists on the remote side #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071776 on 2016/08/01 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3071738 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3071258 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together. - Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now. #rb none #tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues. Change 3071099 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads. #rb none #tests ran paragon with change and noticed no change in audio quality Change 3070916 on 2016/07/29 by Andrew.Grant Missed file! #rb #tests na Change 3070915 on 2016/07/29 by Andrew.Grant Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging #rb none #tests Engine QA, Orion QA smoke Change 3070576 on 2016/07/29 by Uriel.Doyon Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize. #review-3070386 @marcus.wassmer #jira OR-25941 #rb marcus.wassmer #tests Run Game on PS4, and in editor Change 3070086 on 2016/07/29 by Martin.Wilson Fixed ensure triggering during sequencer playback due to double update. #jira UE-33938 #rb Thomas.Sarkanen #tests opened affected asset and verified problem no longer occured Change 3070016 on 2016/07/29 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30 @ CL 3069935 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3069435 on 2016/07/28 by Ian.Fox #Orion, #Mcp - Check if Price Engine is configured before attempting query #rb Sam.Zamani #tests none #codereview Sam.Zamani Change 3069381 on 2016/07/28 by Michael.Noland Animation: Demoted a check() in anim sync group code to an ensure() to unblock others #rb nick.penwarden #tests Loaded Paragon cine asset that was crashing #codereview lina.halper, martin.wilson Change 3069203 on 2016/07/28 by Dmitry.Rekman Headless client: do not draw windows. - Disables a bunch of code, including reaching into font cache to estimate width. - Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets). #rb Nick.Atamas #review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem #codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem #tests Compiled and ran Orion Linux client. Change 3069181 on 2016/07/28 by Lina.Halper Fix struct redirector for Orion anim node moving to engine #rb: Maciej.Mroz #code review:Laurent.Delayen #tests: editor loading the anim BP that caused the name conversion Change 3069092 on 2016/07/28 by Aaron.McLeran OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves - Not all active sounds have sound classes, was causing a crash #codereview marc.audy #rb zabir.hoque #tests Run game with stat soundcues and not crash Change 3068969 on 2016/07/28 by David.Ratti Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too. #rb none #tests compile Change 3068902 on 2016/07/28 by David.Ratti Code for tracking down UGameplayCueManager::GetInstancedCueActor crash. #rb none #tests compile Change 3068831 on 2016/07/28 by Aaron.McLeran OR-26417 Reverb is too loud in-game in Dev-General - Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set. #rb Jeff.Campeau #tests run a map with no reverb audio volume and reverb is not super wet Change 3068529 on 2016/07/28 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of McpSubsystem->CreateRequest to query receipts (uses subsystem config) #RB: none #TESTS: none #R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3068399 on 2016/07/28 by Andrew.Rodham Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira OR-25769 #tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly. #rb Benn.Gallagher Change 3068138 on 2016/07/28 by Marcus.Wassmer Disable mallocleak testing by default #rb none #test none Change 3068121 on 2016/07/28 by Marcus.Wassmer Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled. Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data. Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also. #rb Robert.Manuszewski #tests stack tracing / symbolication with mallocleak on windows. Change 3068119 on 2016/07/28 by Marcus.Wassmer Fix MallocLeakProxy deadlock #rb Robert.Manuszewski #tests mallocleak start/stop/dump on windows Change 3067752 on 2016/07/27 by Michael.Noland Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands - IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer - The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class. - The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered - Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code Upgrade Notes: - DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly - In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands) - HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name) - Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future) Paragon: - Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event - Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it. #rb dmitry.rekman #codereview bob.tellez, peter.knepley, andrew.grant, john.mauney #review-3067607 @Dmitry.Rekman, @Bob.Tellez #tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI Change 3067654 on 2016/07/27 by Michael.Noland FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #rb steve.robb #jira UE-31959 [duplicating CL# 3039827] #tests Tried moving a folder in the editor Change 3067644 on 2016/07/27 by Aaron.McLeran OR-24537 Looping audio sometimes persists in Agora Adding stopping sounds if audio component is destroyed while playing a looping sound #rb jeff.campeau #tests audio component stops looping sound if audio component is destroyed prematurely Change 3067560 on 2016/07/27 by Aaron.McLeran OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters - Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call - using xaudio2 operation sets to ensure that voice and effect params are executing in sequence - only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands - Don't call EnsureCompletion on pending async tasks on teardown #rb Jeff.Campeau #tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions Change 3067420 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge 29.2/30 @ CL 3067312 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067316 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3065602 #RB:none #Tests:none [CodeReviewed]: matt.schembari #R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067025 on 2016/07/27 by Michael.Noland Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes #rb none #tests Compiled Change 3067020 on 2016/07/27 by Michael.Noland Core: Various improvements to FHistogram and split it out into separate files - Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate) - Added O(1) getters for total sample counts and sum of all measurements - Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex - Added support for specifying explicit histogram bucket thresholds #rb dmitry.rekman #tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage Change 3066681 on 2016/07/27 by Frank.Gigliotti Camera anim field of view fix; * The FOV is now reset on the PlayerCameraManager camera actor when it's initialized. This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value. * Base FOV can now be edited in the CameraAnim properties. This allows you to specify what the FOV keys are relative to. Previously it was always using a base FOV of 90 degrees. #RB None #CodeReview Jeff.Farris #Tests Multiple camera animations in PIE Change 3066508 on 2016/07/27 by Lina.Halper Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name. #code review:Martin.Wilson, Benn.Gallagher #rb: Martin.Wilson #tests: cooked test map, run test map, PIE, saving content, loading standalone game Change 3066246 on 2016/07/27 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Fix for non-unity error #rb none #tests compiled #R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3066167 on 2016/07/27 by Benn.Gallagher Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding. #rb Ori.Cohen #tests Editor, PIE, Applying clothing to characters. Change 3065868 on 2016/07/27 by Michael.Noland Blueprints: Fixing non-editor build (missing WITH_EDITOR) #rb none #tests Compiled PS4 Change 3065749 on 2016/07/26 by Michael.Noland Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead) #codereview mike.beach, marc.audy #tests Loaded and recovered a corrupted Blueprint on Cameron's machine #rb Phillip.Kavan Change 3065706 on 2016/07/26 by Josh.Markiewicz #UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons - fixed non shipping cmd line override to be correct #rb none #codereview andrew.grant, paul.moore #tests none Change 3065359 on 2016/07/26 by Rob.Cannaday Limit external id querying to 100 ids per call. The backend currently enforces this and is returning an error when we exceed this limit. Break up calls in batches of 100 ids. #jira OR-20674 #rb ian.fox #tests login to front end with PC, PS4. forced tests to simulate > 100 requests. Change 3065197 on 2016/07/26 by Bart.Bressler Change how PS4 sessions work: - We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions. - Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable - Added comments, other misc. code cleanup. #rb josh.markiewicz, sam.zamani, rob.cannaday #tests created cross play parties with multiple pc + ps4 players #jira OR-20332 Change 3065158 on 2016/07/26 by Lina.Halper Fix the guid keep generated by adding to the database. - This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible #rb: Martin.Wilson #jira: UE-33772, UE-33454 #tests: cooked AI_Test map, editor rename curves Change 3064735 on 2016/07/26 by Dmitry.Rekman Linux: added WebRTC libs. - Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc). #rb none #tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform. (Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064727 on 2016/07/26 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb none #tests Compiled and ran Linux server and Linux client. (Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064725 on 2016/07/26 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. (Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064572 on 2016/07/26 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3064545 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3064523 on 2016/07/26 by Jon.Lietz Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements. #RB none #tests BP compiles and stays not dirty #codereview dave.ratti@epicgames.com [CL 3111290 by Andrew Grant in Main branch]
2016-09-01 21:20:38 -04:00
{
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
return LOCTEXT("AimOffsetLookAt_NONE_ListTitle", "LookAt AimOffset '(None)'");
}
else
{
return LOCTEXT("AimOffsetLookAt_NONE_Title", "(None)\nLookAt AimOffset");
}
}
// @TODO: the bone can be altered in the property editor, so we have to
// choose to mark this dirty when that happens for this to properly work
else //if (!CachedNodeTitles.IsTitleCached(TitleType, this))
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3198996 on 2016/11/15 by Marc.Audy BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead. #jira UE-21136 Change 3199019 on 2016/11/15 by Marc.Audy Mark user-facing BeginPlay calls as protected Change 3200128 on 2016/11/16 by Thomas.Sarkanen Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance. #jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe Change 3200133 on 2016/11/16 by Martin.Wilson Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called) #jira UE-18798 Change 3200167 on 2016/11/16 by Martin.Wilson Newly added virtual bones are now selected in the skeleton tree #jira UE-37776 Change 3200255 on 2016/11/16 by James.Golding Stop SkeletalMeshTypes.h being globally included Change 3200289 on 2016/11/16 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix Make sure that in PostEditChangeProp we reset the override material arrays #misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead #jira UE-38108 Change 3200291 on 2016/11/16 by Jurre.deBaare Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds #fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence #jira UE-37274 Change 3200293 on 2016/11/16 by Jurre.deBaare Overlapping UV's cause merge actor texture baking issues #fix Only look for overlapping UVs if vertex data baking is actually expected/enabled #jira UE-37220 Change 3200294 on 2016/11/16 by Jurre.deBaare Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive #fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!) #jira UE-36679 Change 3200295 on 2016/11/16 by Jurre.deBaare Merge Actor Specific LOD level can be set to 8 #fix Change clamping value and added UI clamp metadata #jira UE-37134 Change 3200296 on 2016/11/16 by Jurre.deBaare In Merge Actors if you select use specific Lod level you have access to all the merge material settings #fix Added edit condition to non-grayed out material settings #jira UE-36667 Change 3200303 on 2016/11/16 by Thomas.Sarkanen Fixed diagonal current scrub value in anim curves #jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted Change 3200304 on 2016/11/16 by Thomas.Sarkanen Rezero is now explicit about what it does (current vs. specified frame) Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D). #jira UE-35985 - Rezero doesn't work by frame Change 3200307 on 2016/11/16 by Thomas.Sarkanen Add curve panel to anim BP editor Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.). #jira UE-35742 - Anim Curve Viewer allowed in Anim BP Change 3200313 on 2016/11/16 by Jurre.deBaare Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened #fix in debug skeletal mesh component just mark the cached parameters dirty every tick #jira UE-35786 Change 3200316 on 2016/11/16 by Jurre.deBaare Converted Skeletal To Static Mesh Gets Corrupted When Merged #fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well) #misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used #jira UE-37988 Change 3200321 on 2016/11/16 by Jurre.deBaare Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down #fix change the way the layout is constructed #jira UE-37260 Change 3200323 on 2016/11/16 by Jurre.deBaare Toggling sky in Persona does not effect reflections #fix turn of skylight together with the actual environment sphere #misc found incorrect copy paste in toggling floor/environment visibility with key stroke #jira UE-26796 Change 3200324 on 2016/11/16 by Jurre.deBaare Open Merge Actor menu on right clicking two selected actors #fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport #jira UE-36892 Change 3200331 on 2016/11/16 by Benn.Gallagher Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused. #jira UE-38620 Change 3200334 on 2016/11/16 by Jurre.deBaare Dynamic light settings in Persona viewport cause edges to appear hardened #fix Makeing the directional light stationary to ups the shadowing quality #jira UE-37188 Change 3200356 on 2016/11/16 by Jurre.deBaare Rate scale option for animation nodes in blend spaces #added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback #misc bumped framework object version to update all blendspaces on load #jira UE-16207 Change 3200380 on 2016/11/16 by Jurre.deBaare Fix for Mac CIS issues Change 3200383 on 2016/11/16 by Marc.Audy Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback Change 3200385 on 2016/11/16 by James.Golding Refactor SkeletalMesh to use same color buffer type as StaticMesh Change 3200407 on 2016/11/16 by James.Golding Fix CIS error in FbxAutomationTests.cpp Change 3200417 on 2016/11/16 by Jurre.deBaare Fix for CIS issues #fix Rogue } Change 3200446 on 2016/11/16 by Martin.Wilson Change fix for Set Anim Instance Class from CL 3200133 #jira UE-18798 Change 3200579 on 2016/11/16 by Martin.Wilson Fix for serialization crash in Odin #jir UE-38683 Change 3200659 on 2016/11/16 by Martin.Wilson Fix build errors Change 3200801 on 2016/11/16 by Lina.Halper Fix error message Change 3200873 on 2016/11/16 by Lina.Halper Test case for Update Rate Optimization - LOD_URO_Map.umap - test map - LODPawn - pawn that contains mesh with URO setting - You can tweak the value in LODPawn Change 3201017 on 2016/11/16 by Lina.Halper - Allow slave component to be removed when setting master pose to nullptr - licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html Change 3201765 on 2016/11/17 by Jurre.deBaare Improved tooltip for FBlendParameter.GridNum Change 3201817 on 2016/11/17 by Thomas.Sarkanen Added display/edit of bone transforms in details panel Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick(). Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene. Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection). #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3201819 on 2016/11/17 by Thomas.Sarkanen Fix CIS error Change 3201901 on 2016/11/17 by Lina.Halper With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids(). - removed GetCurveNumber from skeleton - changed curve count to use BoneContainer's curve list. #code review: Laurent.Delayen Change 3201999 on 2016/11/17 by Thomas.Sarkanen Add local/world transform editing to bone editing Added details customization & support code for world-space editing of bone transforms #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3202111 on 2016/11/17 by mason.seay Potential test assets for HLOD Change 3202240 on 2016/11/17 by Thomas.Sarkanen Fixed extra whitespace not being removed in front of console commands. GitHub #2843 #jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands. Change 3202259 on 2016/11/17 by Jurre.deBaare Readded missing shadows in advanced preview scene Change 3203180 on 2016/11/17 by mason.seay Moved and updated URO Map Change 3203678 on 2016/11/18 by Thomas.Sarkanen Bug fix for menu extenders in PhAT. GitHub #2550 #jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT. Change 3203679 on 2016/11/18 by Thomas.Sarkanen Fixed LOD hysteresis not being properly converted from the old metric This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed. #jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently Change 3203747 on 2016/11/18 by Jurre.deBaare Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex #fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc. #jira UE-38734 Change 3203748 on 2016/11/18 by Jurre.deBaare Crash Generating Proxy Meshes after replacing static meshes in the level #fix just calculate bounds for the used UVs (old behaviour was wrong) #jira UE-38764 Change 3203751 on 2016/11/18 by james.cobbett Changes to TM-PoseSnapshot and new test assets Change 3203799 on 2016/11/18 by Thomas.Sarkanen Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method. Also fixed up the naming of some variables that still referred to screen areas & LOD distances. #jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result Change 3203856 on 2016/11/18 by james.cobbett TM-PoseSnapshot - Rebuild lighting and updated anims Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3203940 on 2016/11/18 by Ori.Cohen Fix missing newline for ps4 Change 3203960 on 2016/11/18 by Ori.Cohen Readd fix for linux macro expansion warning Change 3203975 on 2016/11/18 by Ori.Cohen Fix for linux toolchain not knowing about no-unused-local-typedef Change 3203989 on 2016/11/18 by Ori.Cohen Make sure physx automation doesn't try to build html5 APEX. Change 3204031 on 2016/11/18 by james.cobbett Minor update to test level Change 3204035 on 2016/11/18 by Marc.Audy Additional Attenuation refactor cleanup Change 3204044 on 2016/11/18 by Ori.Cohen Fix typo of NV_SIMD_SSE2 Change 3204049 on 2016/11/18 by Ori.Cohen Fix missing newline for PS4 compiler Change 3204463 on 2016/11/18 by mason.seay Finalized URO test map Change 3204621 on 2016/11/18 by mason.seay Small improvements Change 3204751 on 2016/11/18 by Ori.Cohen Make PhAT highlight selected bodies and constraints in the tree view Change 3205868 on 2016/11/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744 Change 3205887 on 2016/11/21 by Jurre.deBaare Fix for similar crash in blendspace editor like UE-38734 Change 3206121 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) #jira UE-38803 #jira UE-38692 Change 3206187 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) Additional bits #jira UE-38519 #jira UE-38803 #jira UE-38692 Change 3206318 on 2016/11/21 by Marc.Audy Fix Linux compiler whinging Change 3206379 on 2016/11/21 by Marc.Audy Fix crash when streaming in a sublevel with a child actor in it (4.14.1) #jira UE-38906 Change 3206591 on 2016/11/21 by Marc.Audy Refactor restrictions to allow hidden and clarify disabled Change 3206776 on 2016/11/21 by Marc.Audy ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect. ForceFeedback Attenuation settings can be defined via the content browser or directly on the component. #jira UEFW-244 Change 3206901 on 2016/11/21 by Marc.Audy Fix compile error in automation tests Change 3207235 on 2016/11/22 by danny.bouimad Updated Map Change 3207264 on 2016/11/22 by Thomas.Sarkanen Disable bone editing in anim blueprint editor #jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable Change 3207303 on 2016/11/22 by Lina.Halper Clear material curve by setting it directly because the flag might not exist #jira: UE-36902 Change 3207331 on 2016/11/22 by Jon.Nabozny Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully. Change 3207357 on 2016/11/22 by Danny.Bouimad Updating testcontent for pose drivers Change 3207425 on 2016/11/22 by Lina.Halper Fix frame count issue with montage #jira: UE-30048 Change 3207478 on 2016/11/22 by Lina.Halper Fix so that curve warning doesn't happen when your name is same. #jira: UE-34246 Change 3207526 on 2016/11/22 by Marc.Audy Fix crash when property restriction introduces a hidden entry Change 3207731 on 2016/11/22 by danny.bouimad MoreUpdates Change 3207764 on 2016/11/22 by Lina.Halper #fix order of morphtarget to first process animation and then BP for slave component Change 3207842 on 2016/11/22 by Ben.Zeigler Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work. Change 3208202 on 2016/11/22 by Ben.Zeigler #jira UE-38811 Fix regression with gimbal locking in player camera manager. The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise. Change 3208510 on 2016/11/23 by Wes.Hunt Disable UBT Telemetry on internal builds #jira AN-1059 #tests build a few different ways, add more diagnostics to clarify if the provider is being used. Change 3208734 on 2016/11/23 by Martin.Wilson Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class #jira UE-38899 Change 3208782 on 2016/11/23 by Thomas.Sarkanen Fixed material and vert count issues with skeletal to static mesh conversion Material remapping was not bein gbuilt, so material indices were overwitten inappropriately. Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase. #jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh Change 3208798 on 2016/11/23 by James.Golding UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds Change 3208801 on 2016/11/23 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something #jira UE-38108 Change 3208807 on 2016/11/23 by Thomas.Sarkanen CIS fix Change 3208824 on 2016/11/23 by danny.bouimad More content updates for Testing Change 3208827 on 2016/11/23 by Danny.Bouimad Removing Old Pose driver Testassets I created awhile ago. Change 3209026 on 2016/11/23 by Martin.Wilson CIS Fix for FRichCurve Change 3209083 on 2016/11/23 by Marc.Audy Don't crash if after an undo the previously selected object no longer exists (4.14.1) #jira UE-38991 Change 3209085 on 2016/11/23 by Marc.Audy Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1) #jira UE-38992 Change 3209124 on 2016/11/23 by Ben.Zeigler #jira UE-38867 Fix some game mode log messages From PR #2955 Change 3209231 on 2016/11/23 by Marc.Audy Auto removal Change 3209232 on 2016/11/23 by Marc.Audy GetComponents now optionally can include components in Child Actors Change 3209233 on 2016/11/23 by Marc.Audy ParseIntoArray resets instead of empty Change 3209235 on 2016/11/23 by Marc.Audy Allow child actor components to be selected in viewports Fix selection highlight not working on nested child actors #jira UE-16688 Change 3209247 on 2016/11/23 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194 Change 3209299 on 2016/11/23 by Marc.Audy Use MoveTemp to reduce some memory churn in graph schema actions Change 3209347 on 2016/11/23 by Marc.Audy Don't dispatch a tick function that had been scheduled but has been disabled before being executed. #jira UE-37459 Change 3209507 on 2016/11/23 by Ben.Zeigler #jira UE-38185 Keep player controllers in their same order during a seamless travel From PR #2908 Change 3209882 on 2016/11/24 by Thomas.Sarkanen Copy-to-array now works with the fast path Refactored the copy record generation/validation code to be clearer with better seperation of concerns. Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen). Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped. Added tests for fast path validity to EditorTests project. Assets to follow. #jira UE-34569 - Fast Path gets turned off if you link to multiple input pins Change 3209884 on 2016/11/24 by Thomas.Sarkanen File I missed Change 3209885 on 2016/11/24 by Thomas.Sarkanen Support assets for fast path tests Change 3209939 on 2016/11/24 by Benn.Gallagher Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list #jira UE-35557 Change 3209941 on 2016/11/24 by Jurre.deBaare Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly. #fix make sure that when we delete a sample point we reset the preview base pose #misc changed how the preview base pose is determined/updated #jira UE-38733 Change 3209942 on 2016/11/24 by Thomas.Sarkanen Fixed transactions being made when setting bone space in details panel Also added reset to defaults to allow easy removal of bone modifications. #jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction Change 3209945 on 2016/11/24 by james.cobbett Test assets for Pose Snapshot Test Case Change 3210239 on 2016/11/25 by Mieszko.Zielinski Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4 #jira UE-29415 Change 3210279 on 2016/11/25 by Benn.Gallagher Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation #jira UE-38040 Change 3210288 on 2016/11/25 by danny.bouimad Cleaned up Pose Driver Anim BP's Change 3210334 on 2016/11/25 by Benn.Gallagher Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr #jira UE-22145 Change 3210349 on 2016/11/25 by James.Golding UE-35783 Fix scrolling in PoseAsset editor panels Change 3210356 on 2016/11/25 by James.Golding UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables) Change 3210357 on 2016/11/25 by Jurre.deBaare Numeric textbox value label incorrect for aimoffset/blendspaces in grid #fix change lambda capture type (was referencing local variable) Change 3210358 on 2016/11/25 by Jurre.deBaare Crash Generating Proxy Mesh with Transition Screen Size set to 1 #fix 1.0 was not included within the possible range #jira UE-38810 Change 3210364 on 2016/11/25 by James.Golding Improve BuildVertexBuffers to use stride and avoid copying colors Change 3210371 on 2016/11/25 by Jurre.deBaare You can no longer enable tooltip display when using anim offset #fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down #jira UE-38808 It's not clear that the user has to hold shift to preview in blend spaces #fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value #jira UE-38711 #misc refactored out some duplicate code :) Change 3210387 on 2016/11/25 by james.cobbett Updating test asset Change 3210550 on 2016/11/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927 Brings IWYU in and required substantial fixups Change 3210551 on 2016/11/26 by Marc.Audy Delete empty cpp files Change 3211002 on 2016/11/28 by Lukasz.Furman added navigation update on editting volume's brush #ue4 Change 3211011 on 2016/11/28 by Marc.Audy Roll back CL# 3210334 as it is causing deadlocks during GC Change 3211039 on 2016/11/28 by Jurre.deBaare Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors. #fix prevent using the wedge map when propagating spline mesh vertex colours #jira UE-36011 Change 3211053 on 2016/11/28 by Ori.Cohen Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide #JIRA UE-38989 Change 3211101 on 2016/11/28 by mason.seay Adjusting trigger collision so it can't be triggered by projectiles Change 3211171 on 2016/11/28 by Jurre.deBaare Previewing outside of Blendspace Graph points causes unexpected weighting #jira UE-32775 Second Animation Sample added to AimOffset or Blendspace swaps with the first sample #jira UE-36755 #fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles - One: fill grid weights to single sample - Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line - Colinear: find two closest samples and apply behaviour above #misc rename variables to make the code more clear and correct Change 3211491 on 2016/11/28 by Marc.Audy Provide proper tooltip for GetParentActor/Component Expose GetAttachParentActor/SocketName to blueprints De-virtualize Actor GetAttach... functions #jira UE-39056 Change 3211570 on 2016/11/28 by Lina.Halper Title doesn't update when asset is being dropped #jira: UE-39019 Change 3211766 on 2016/11/28 by Ori.Cohen Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically. #JIRA UE-36089 Change 3211938 on 2016/11/28 by Mason.Seay CSV's for testing gameplay tags Change 3212090 on 2016/11/28 by Ori.Cohen Expose angular SLERP drive to blueprints #JIRA UE-36690 Change 3212102 on 2016/11/28 by Marc.Audy Fix shadow variable issue #jira UE-39099 Change 3212182 on 2016/11/28 by Ori.Cohen PR #2902: Fix last collision preset display (Contributed by max99x) #JIRA UE-38100 Change 3212196 on 2016/11/28 by dan.reynolds AEOverview Update: Minor tweaks and fixes Added Attenuation Curve Tests Renamed SC to SCLA for Sound Class prefix WIP SCON (Sound Concurrency) Change 3212347 on 2016/11/28 by Ben.Zeigler #jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor Fix chained tag redirectors to work properly Const fixes and removed a bad error message spam, and fix rename message Change 3212385 on 2016/11/28 by Marc.Audy Avoid duplicate GetWorld() calls Change 3212386 on 2016/11/28 by Marc.Audy auto shoo Change 3213018 on 2016/11/29 by Marc.Audy Fix shadow variable for real Change 3213037 on 2016/11/29 by Ori.Cohen Fix deprecation warnings Change 3213039 on 2016/11/29 by Marc.Audy Generalize logic for when a component prevents an Actor from auto destroying Add forcefeedback component to the components that will hold up the auto destroy of an actor Change 3213088 on 2016/11/29 by Marc.Audy Move significance manager out of experimental Change 3213187 on 2016/11/29 by Marc.Audy Add InsertDefaulted to mirror options available when Adding Change 3213254 on 2016/11/29 by Marc.Audy add auto-complete for showdebug forcefeedback Change 3213260 on 2016/11/29 by Marc.Audy Allow systems to inject auto-complete console entries Change 3213276 on 2016/11/29 by Marc.Audy add auto-complete entry for showdebug significancemanager Change 3213331 on 2016/11/29 by James.Golding Split SkeletalMesh skin weights into their own stream Remove unused FGPUSkinVertexColor struct Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights Update friendly name for FColorVertexBuffer now it's used by skel mesh as well Change 3213349 on 2016/11/29 by Ben.Zeigler Fix tag rename feedback message Change 3213355 on 2016/11/29 by Ben.Zeigler #jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome) Change 3213406 on 2016/11/29 by Ori.Cohen Make sure body transforms are not set while the physx simulation is running. #JIRA UE-37270 Change 3213508 on 2016/11/29 by Jurre.deBaare When performing a merge actor on an actor merging multiple materials certain maps aren't generated #fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map #jira UE-38526 Change 3213557 on 2016/11/29 by Ben.Zeigler #jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away Change 3213634 on 2016/11/29 by Ori.Cohen Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor. Change 3213639 on 2016/11/29 by Ori.Cohen Fix from nvidia for vehicle suspension exploding when given a bad normal. #JIRA UE-38716 Change 3213812 on 2016/11/29 by James.Golding UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead Change 3213824 on 2016/11/29 by Ori.Cohen Fix CIS Change 3213873 on 2016/11/29 by Ori.Cohen Fix welded bodies not properly computing mass properties. #JIRA UE-35184 Change 3213950 on 2016/11/29 by Mieszko.Zielinski Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion #jira UE-37221 Change 3213951 on 2016/11/29 by Mieszko.Zielinski Fixed perception system having issue with registering perception listener spawned in sublevels #UE4 #jira UE-37850 Change 3214005 on 2016/11/29 by Ori.Cohen Fix mass kg override not propagating to blueprint instances. Change 3214046 on 2016/11/29 by Marc.Audy Duplicate all instanced subobjects, not just those that are editinlinenew Make AABrush.Brush instanced rather than export #jira UE-39066 Change 3214064 on 2016/11/29 by Marc.Audy Use GetComponents directly where safe instead of copying in to an array Change 3214116 on 2016/11/29 by James.Golding Fix tooltip when dragging anim assets onto players Change 3214136 on 2016/11/29 by Ori.Cohen Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data #JIRA UE-35864 Change 3214162 on 2016/11/29 by Mieszko.Zielinski Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4 #jira UE-12077 Change 3214177 on 2016/11/29 by Marc.Audy Use correct SocketName (broken in CL#2695130) #jira UE-39153 Change 3214427 on 2016/11/29 by dan.reynolds AEOverview Update Fixed Attenuation tests when overlapping attenuation ranges between streamed levels Added Sound Concurrency Far then Prevent New testmap Removed some Sound Concurrency assets Change 3214469 on 2016/11/29 by dan.reynolds AEOverview Update Added Sound Concurrency Test for Stop Farthest then Oldest Change 3214842 on 2016/11/30 by Jurre.deBaare LookAt AimOffset in the Anim Graph causes character to explode #jira UE-38533 #fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime Change 3214866 on 2016/11/30 by james.cobbett Updating Pose Snapshot test assets Change 3214964 on 2016/11/30 by thomas.sarkanen Added test data for facial animtion curves Change 3215015 on 2016/11/30 by Jurre.deBaare When a Aim Offset axis value is edited drastically the preview mesh will be deformed #fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range #misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit) #jira UE-38880 Change 3215029 on 2016/11/30 by Marc.Audy Fix CIS Change 3215033 on 2016/11/30 by Marc.Audy Add a delegate for when new classes are added via hotreload Change existing hotload class reinstancing delegates to be multicast Change 3215048 on 2016/11/30 by Jon.Nabozny Use getKinematicTarget whenever a body is kinematic. This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics. #jira UE-37877 Change 3215052 on 2016/11/30 by Marc.Audy Generalize the volume actor factory logic Create volume factories when hotreload adds a new volume class #jira UE-39064 Change 3215055 on 2016/11/30 by Marc.Audy Probable fix for IOS CIS failure Change 3215091 on 2016/11/30 by Lina.Halper Easy alternative fix for blending two curves per bone. For now we just combine. To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15. #jira: UE-39182 Change 3215179 on 2016/11/30 by Jurre.deBaare Preview viewport should only use rendering features supported in project #fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity #jira UE-37252 Change 3215189 on 2016/11/30 by Jurre.deBaare CIS fix Change 3215326 on 2016/11/30 by Ben.Zeigler #jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode. Regression caused by CL #3104976 Change 3215523 on 2016/11/30 by James.Golding Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash Change 3215539 on 2016/11/30 by Marc.Audy Fix failure to cleanup objects in a hidden always loaded sub-level #jira UE-39139 Change 3215568 on 2016/11/30 by Aaron.McLeran UE-39197 Delay node of 0.0 causes crash Change 3215719 on 2016/11/30 by Aaron.McLeran UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528 Change 3215773 on 2016/11/30 by Aaron.McLeran PR #2819 : Fixed typo in SoundWave.h Change 3215828 on 2016/11/30 by James.Golding PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus) Change 3215831 on 2016/11/30 by James.Golding UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode Change 3215904 on 2016/11/30 by Marc.Audy Fix significance calculations Change 3215955 on 2016/11/30 by James.Golding UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data. Change 3215959 on 2016/11/30 by James.Golding Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass Change 3216057 on 2016/11/30 by Marc.Audy Don't reset expose on spawn properties when in a PIE world #jira UE-36771 Change 3216114 on 2016/11/30 by James.Golding Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files Change 3216144 on 2016/11/30 by Jon.Nabozny Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated. InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with. This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset. #jira UE-38434 Change 3216148 on 2016/11/30 by Jon.Nabozny Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling. Change 3216160 on 2016/11/30 by Aaron.McLeran Fixing a memory leak in concurrency management Change 3216164 on 2016/11/30 by James.Golding Move SkeletalMeshActor code into its own cpp file Fix CIS for SkeletalMeshComponent.cpp Change 3216371 on 2016/11/30 by dan.reynolds AEOverview Update Minor tweaks Completed Sound Concurrency Rule Test Maps Added additional test files Change 3216509 on 2016/11/30 by Marc.Audy Fix missing include Change 3216510 on 2016/11/30 by Marc.Audy Code cleanup Change 3216723 on 2016/12/01 by Jurre.deBaare When clearing a blend sample animation the animation will try and blend to the ref pose #fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation #fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error) #misc weird whitespace changes #jira UE-39078 Change 3216745 on 2016/12/01 by Jurre.deBaare - Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised. - UDN user was hitting a check within the triangle flipping behaviour #fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle #fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check #misc refactored triangle flipping code to make it smaller (more readible) Change 3216903 on 2016/12/01 by mason.seay Imported mesh for quick test Change 3216904 on 2016/12/01 by Jurre.deBaare CIS Fix #fix replaced condition by both non-editor as editor valid one Change 3216998 on 2016/12/01 by Lukasz.Furman fixed AI slowing down on ramps due to 3D input vector being constrained by movement component #jira UE-39233 #2998 Change 3217012 on 2016/12/01 by Lina.Halper Checking in James' fix on drag/drop to replace assets #code review: James.Golding #jira: UE-39150 Change 3217031 on 2016/12/01 by james.cobbett Updating Pose Snapshot Assets. Again. Change 3217033 on 2016/12/01 by Martin.Wilson Update bounds on all skel meshes when physics asset is changed #jira UE-38572 Change 3217181 on 2016/12/01 by Martin.Wilson Fix imported animations containing a black thumbnail #jira UE-36559 Change 3217183 on 2016/12/01 by Martin.Wilson Add some extra debugging code for future animation compression / ddc issues Change 3217184 on 2016/12/01 by james.cobbett Fixing a test asset by checking a check box. Sigh. Change 3217216 on 2016/12/01 by Martin.Wilson Undo part of CL 3217183. Will need to add this back differently. Change 3217274 on 2016/12/01 by Marc.Audy When serializing in an enum tagged property follow redirects #jira UE-39215 Change 3217419 on 2016/12/01 by james.cobbett Changes to test assets for more Pose Snapshot tests Change 3217449 on 2016/12/01 by Aaron.McLeran Adding new audio setting to disable EQ and reverb. Hooked up to XAudio2 (for now). Change 3217513 on 2016/12/01 by Marc.Audy Improve bWantsBeginPlay deprecation message Change 3217620 on 2016/12/01 by mason.seay Updated test assets for HLOD Change 3217872 on 2016/12/01 by Aaron.McLeran UEFW-113 Adding master reverb to audio mixer - Added new submix editor to create new submixes - Created new default master submixes for reverb and EQ and master submixes - Fixed a number of minor issues found in auido mixer while working on feature Change 3218053 on 2016/12/01 by Ori.Cohen Added mass debug rendering #JIRA UE-36608 Change 3218143 on 2016/12/01 by Aaron.McLeran Fixing up reverb to support multi-channel (5.1 and 7.1) configurations. - Added default reverb send amount Change 3218440 on 2016/12/01 by Zak.Middleton #ue4 - Made some static FNames const. Change 3218715 on 2016/12/02 by james.cobbett Fixed bug in test asset. Change 3218836 on 2016/12/02 by james.cobbett Fixing up test asset Change 3218884 on 2016/12/02 by james.cobbett Moar test asset changes Change 3218943 on 2016/12/02 by Ori.Cohen Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space #JIRA UE-35184 Change 3218955 on 2016/12/02 by Marc.Audy Fix initialization order issues Remove monolithic includes Change signature to pass string by const ref Change 3219149 on 2016/12/02 by Ori.Cohen Fix SetCollisionObjectType not working on skeletal mesh components #JIRA UE-37821 Change 3219162 on 2016/12/02 by Martin.Wilson Fix compile error when blend space on aim offset nodes is exposed as pin #jira UE-39285 Change 3219198 on 2016/12/02 by Marc.Audy UEnum::FindValue/IndexByName will now correctly follow redirects #jira UE-39215 Change 3219340 on 2016/12/02 by Zak.Middleton #ue4 - Optimized and cleaned up some Actor methods related to location and rotation. - Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors. - Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent(). - Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods. Change 3219482 on 2016/12/02 by Ori.Cohen Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent. #JIRA UE-39172 Change 3219676 on 2016/12/02 by Martin.Wilson Make clearer that ref pose is from skeleton Change 3219687 on 2016/12/02 by Aaron.McLeran Supporting multi-channel reverb with automatic downmixing of input to stereo Change 3219688 on 2016/12/02 by Martin.Wilson Fix crash when remapping additive animations after skeleton hierarchy change #jira UE-39040 Change 3219699 on 2016/12/02 by Zak.Middleton #ue4 - Fix template's use of old GetActorRotation() function. Change 3219969 on 2016/12/02 by Ben.Zeigler #jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication Modified from shelve Zak.Middleton made of PR #1885, after some more testing Change 3220010 on 2016/12/02 by Aaron.McLeran Fixing up sound class editor Change 3220013 on 2016/12/02 by Aaron.McLeran Deleting monolithic file Change 3220249 on 2016/12/02 by Aaron.McLeran Changing reverb settings parameter thread sync method - Switching to a simple ring buffer rather than using a crit sect Change 3220251 on 2016/12/02 by Aaron.McLeran Removing hard-coded audio mixer module name for the case when using -audiomixer argument, -added new entry to ini file that allows you to specify the audio mixer module name used for the platform. Change 3221118 on 2016/12/05 by Jurre.deBaare Back out changelist 3220249 to fix CIS Change 3221363 on 2016/12/05 by Martin.Wilson Change slot node category from Blends to Montage Change 3221375 on 2016/12/05 by Jon.Nabozny Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set. #jira UE-39325 Change 3221402 on 2016/12/05 by Jon.Nabozny Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path. #jira UE-33562 Change 3221441 on 2016/12/05 by Thomas.Sarkanen Fixed crash when reimporting a mesh when a different animation was open #jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents Change 3221473 on 2016/12/05 by Marc.Audy Get rid of auto. Use GetComponents directly instead of copying in to temporary arrays Change 3221584 on 2016/12/05 by Jon.Nabozny Fix CIS for Mac builds from CL-3221375 Change 3221631 on 2016/12/05 by Martin.Wilson Possible fix for rare marker sync crash on live servers #jira UE-39235 #test ai match, animation seemed fine, no crashes Change 3221660 on 2016/12/05 by mason.seay Resubmitting to add Viewport Bookmark Change 3221683 on 2016/12/05 by Mieszko.Zielinski Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4 #jira UE-30355 Change 3221750 on 2016/12/05 by Jon.Nabozny Real CIS fix. Change 3221917 on 2016/12/05 by Jon.Nabozny Fix CIS for real this time. Change 3222370 on 2016/12/05 by mason.seay Start of Gameplay Tag testmap Change 3222396 on 2016/12/05 by Aaron.McLeran UEFW-44 Implementing EQ master submix effect for audio mixer - New thread safe param setting temlate class (for setting EQ and Reverb params) - Hook up reverb submix effect to source voices - Implementation of FBiquad for biquad filter coefficients and audioprocessing - Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once - Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type Change 3222425 on 2016/12/05 by Aaron.McLeran Checking in missing files Change 3222429 on 2016/12/05 by Aaron.McLeran Last missing file! Change 3222783 on 2016/12/05 by Jon.Nabozny Update SkelMeshScaling map. Change 3223173 on 2016/12/06 by Martin.Wilson Fix crash in thumbnail rendering when creating a new montage #jira UE-39352 Change 3223179 on 2016/12/06 by Marc.Audy auto/NULL cleanup Change 3223329 on 2016/12/06 by Marc.Audy Fix (hard to explain) memory corruption #jira UE-39366 Change 3223334 on 2016/12/06 by Jon.Nabozny Add HasBeenInitialized check inside AActor::InitializeComponents Change 3223340 on 2016/12/06 by Jon.Nabozny Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid. #jira UE-39238 Change 3223372 on 2016/12/06 by Marc.Audy Probably fix HTML5 CIS failure Change 3223511 on 2016/12/06 by Jon.Nabozny Fix Mac CIS shadow warning Change 3223541 on 2016/12/06 by Lukasz.Furman fixed missing NavCollision data in static meshes #jira UE-39367 Change 3223672 on 2016/12/06 by Ben.Zeigler #jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button Remove unnecessary code from both customizations Change 3223751 on 2016/12/06 by Marc.Audy Properly remove components from their owner when manipulating through editinlinenew properties #jira UE-30548 Change 3223831 on 2016/12/06 by Ben.Zeigler #jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled #jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive Add Tag Source to tooltip in management mode Fix RequestGameplayTagChildrenInDictionary to work properly Change 3223862 on 2016/12/06 by Marc.Audy Hide deprecated attach functions for all games not just Paragon Change 3224003 on 2016/12/06 by Marc.Audy Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way. #jira UE-39207 Change 3224602 on 2016/12/07 by Jurre.deBaare Crash on creating LODs with Medic #fix Added clamp for UVs -1024 to 1024 #jira UE-37726 Change 3224604 on 2016/12/07 by Jurre.deBaare Fix for incorrect normal calculation in certain circumstances #fix Make sure we propagate the matrices to samples after we (re)calculated normals #fix Conditionally swap/inverse the vertex data buffers instead of always #fix Set preview mesh for alembic import animation sequences #misc removed commented out code and added debug code Change 3224609 on 2016/12/07 by Jurre.deBaare Alembic Import Issues (skeletal) w. UVs and smoothing groups #fix Changed the way we populate smoothing group indices for alembic caches #misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences #jira UE-36412 Change 3224783 on 2016/12/07 by James.Golding Support per-instance skeletal mesh vertex color override Change 3224784 on 2016/12/07 by James.Golding Add skelmesh vert color override map. Fix my vert color material to work on skel mesh. Change 3225131 on 2016/12/07 by Jurre.deBaare Crash when baking matrix animation when importing an alembic file as skeletal #fix condition whether or not to apply matrices had not been moved over in previous change #jira UE-39439 Change 3225491 on 2016/12/07 by Lina.Halper - Morphtarget fix on the first frame #jira: UE-37702 Change 3225597 on 2016/12/07 by mason.seay Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting Change 3225758 on 2016/12/07 by Aaron.McLeran UE-39421 Fix for sound class graph bug Change 3225957 on 2016/12/07 by Ben.Zeigler #jira UE-39433 Fix crash with mass debug data Change 3225967 on 2016/12/07 by Lina.Halper Fix not removing link up cache when removed. #jira: UE-33738 Change 3225990 on 2016/12/07 by Ben.Zeigler #jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues Change 3226123 on 2016/12/07 by Aaron.McLeran Fix for sound class asset creation from within the sound class graph Change 3226165 on 2016/12/07 by mason.seay Replaced skelmesh gun with static mesh cube Change 3226336 on 2016/12/07 by Aaron.McLeran Fixing up sound class replacement code. If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them Change 3226701 on 2016/12/08 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613 Change 3226710 on 2016/12/08 by Jurre.deBaare Fix for alembic import crash #misc update num mesh samples and take into account user set start frame in case of skipping preroll frames Change 3226834 on 2016/12/08 by Jurre.deBaare Fix for incorrect matrix samples being applied during Alembic cache importing #fix Change way we loop through samples and determine correct matrix and mesh sample indices Change 3227330 on 2016/12/08 by Jurre.deBaare Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error #UE-39499 #fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad #misc corrected socket name output, removed unnecessary nullptr check Change 3227575 on 2016/12/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387 Change 3227602 on 2016/12/08 by Marc.Audy Copyright 2016 to 2017 updates for new Framework files [CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
const FText BlendSpaceName = FText::FromString(BlendSpaceToCheck->GetName());
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3106465) #lockdown Nick.Penwarden Change 3110660 on 2016/9/1 by Andrew.Grant Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress. HLOD warning is updated every 20 secs to deal with streaing levels. Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon). #rb Michael.Noland #tests verified we see our unbuilt HLOD warning in v31 :( Change 3106649 on 2016/08/30 by Cody.Haskell #Orion - Input Axis Work #rb DanH #tests PIE Change 3106299 on 2016/08/30 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 31.2 @ CL 3105865 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3106213 on 2016/08/30 by Ben.Marsh BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file. #rb none #tests preflight Change 3105994 on 2016/08/30 by Martin.Wilson Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input) #jira UE-35289 #rb Thomas.Sarkanen #tests Tested UI in editor Change 3105331 on 2016/08/29 by Uriel.Doyon Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget. #rb marcus.wassmer #tests launched editor and played game #jira OR-25814 Change 3105143 on 2016/08/29 by Josh.Markiewicz #UE4 - added assert when histogram input parameters don't match #rb none #tests launched/ran/won game golden path #codereview dmitry.rekman, michael.noland, bart.bressler Change 3104976 on 2016/08/29 by Jon.Lietz pickup refector - fixed a big that would allow mixed replication to call a gameplay cue's added twice. - All pickups now use the pick up manager, consolidated all pick up code into the manager. - added to the XP set so we can define the CXP bounty for targets. #RB Dave.Ratti #tests Bot match, test maps, spawning coins and pickups. Change 3103480 on 2016/08/26 by Josh.Markiewicz #UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession #rb none #tests golden path matchmaking #codereview paul.moore, eric.newman Change 3103410 on 2016/08/26 by Max.Chen Movie Capture: Fix commandline burnin option. #rb none #tests Render movie with commandline -UseBurnIn=yes option. Change 3102134 on 2016/08/25 by Brian.Karis Fix for HDR output exposure. Added 1000nit output option. #rb marcus #tests agora Change 3101276 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_31 - Merging CL 3100347 (head revision of 2 files :o ) #RB:none #Tests:none [CodeReviewed]: matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3101267 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_DUI - Integrating Media changes from 4.13 (head revision) #RB:none #Tests:none /Engine/Plugins/Media /Engine/Source/Runtime/Media /Engine/Source/Runtime/MediaAssets [CodeReviewed] matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100378 on 2016/08/24 by John.Pollard Fix a crash that can occur when scrubbing in replays #codereview David.Ratti #tests Replays #rb DavidR This is the output: [2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage Change 3100375 on 2016/08/24 by Laurent.Delayen Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket). #rb none #codereview lina.halper #tests Tacticia's RMB Targeting Change 3100278 on 2016/08/24 by Laurent.Delayen Fix for fast path struct copy being broken for FVectors. #rb lina.halper #codereview thomas.sarkanen #tests Chains' hook, Tacticia's LaserBeam and OrientationWarping Change 3100161 on 2016/08/24 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix issue with refresh viewer command failing due to backend congestion #rb RyanG #tests Replays Change 3100114 on 2016/08/24 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3098849 #RB:none #Tests:none #CodeReview: kerrington.smith, matt.schembari #R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100015 on 2016/08/24 by Michael.Noland Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node #jira UE-34998 #rb Aaron.McLeran [re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13] #tests Compiled and ran a golden path match with headphones on Change 3100012 on 2016/08/24 by Michael.Noland UE-34951 - Zero-volume vorbis decoded sounds are too expensive -Adding an audio settings parameter to disable zero-volume playback globally -Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume #rb marc.audy [re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran] #tests Compiled and ran a golden path match with headphones on Change 3099889 on 2016/08/24 by Max.Chen Sequencer: Added command line option to enable burnin #rb none #tests Render movie from command line wtih -UseBurnIn=yes Change 3099801 on 2016/08/24 by Lina.Halper Removed unnecessary comment #rb: none #code review: Benn.Gallagher #tests: compile Change 3099787 on 2016/08/24 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #http - fix for cancelled requests that have not been started never triggering a completion delegate - fixes soft lock when handling disconnects during login OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting #rb josh.markiewicz, alex.fennell #tests none #R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3099252 on 2016/08/24 by Lina.Halper Fixed menu text #rb: none #code review: Thomas.Sarkanen #tests: open editor and create child montage and replaced the animation Change 3099251 on 2016/08/24 by Lina.Halper Deterministic cooking of skeleton - abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked #jira: UE-34834 #rb: Martin.Wilson #tests: cooking orion and make sure it works Change 3098504 on 2016/08/23 by Bart.Bressler Add server time between sending packets monitoring histogram #rb dmitry.rekman #tests ran server locally and made sure analytics events were sent Change 3098494 on 2016/08/23 by Michael.Noland Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements - Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer) - Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected #tests Tested by calling while stat dumphitches was active and confirmed that the interval changed #codereview ben.salem, gil.gribb #rb none Change 3098491 on 2016/08/23 by Mieszko.Zielinski Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4 #rb Lukasz.Furman #test golden path Change 3098070 on 2016/08/23 by Lina.Halper Fix crash with UI update reconstructing - will have to come up with a better solution than this. #rb: Martin.Wilson #tests: child anim montage Change 3097914 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel Merging CL #3097879 from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/... to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/... #Analytics #OSS: Adjusted cohort selection algorithm and test cases [CodeReviewed]: Philip.Buuck #TESTS: unit tests #RB: none #R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097745 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Megre 30.2/31 @ CL 3096895 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097722 on 2016/08/23 by Chris.Bunner Update texture expression properties before triggering parent material recompile. #rb John.Billon #tests Editor replace references, Golden path #jira OR-27531 Change 3097694 on 2016/08/23 by Lina.Halper #Child Anim Montage - Duplicate from parent of the information it cares to get - Currently it is selective on copying what data - Modified GetAllAnimationSequencesReferred to get a partial data - Added ParentAsset/AssetMappingTable in AnimationAsset - Sequence Browser opening would also add to history - AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on #code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti #rb:Martin.Wilson #tests: creating child montage, editing, lots of UI functionality, notifies placement Change 3097513 on 2016/08/23 by Thomas.Sarkanen Non-POD structs can now be copied using the fast path We now always use CPP struct ops to perform copies when dealing with struct properties. #jira UE-34571 - Support struct member access on AnimBP fast path #rb Laurent.Delayen #tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games. Change 3096729 on 2016/08/22 by Mieszko.Zielinski Fixes to EQS scoring function preview #UE4 #rb Lukasz.Furman #test golden path Change 3096596 on 2016/08/22 by Jason.Bestimt #ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970) #RB:none #Tests:none #CodeReview: matt.schembari, max.preussner #R@BOMERGE: MAIN Change 3096550 on 2016/08/22 by Jurre.deBaare Fix for HLOD dirty clusters PIE warning message #tests Simulated Origin with built HLOD clusters, and with one dirty cluster #rb none Change 3096532 on 2016/08/22 by Mieszko.Zielinski Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4 As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized #codereview Lukasz.Furman #rb none #test golden path Change 3096455 on 2016/08/22 by Jason.Bestimt #R@BOMERGE-AUTHOR: keli.hlodversson #CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases #RB David.Nikdel #TESTS none #R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3096316 on 2016/08/22 by Sammy.James Resave to fix log warnings. BPC changes to ensure type saves. #rb #tests editor Change 3096040 on 2016/08/22 by bruce.nesbit Revised fix for landscape crash #rb GarethM #tests Game #codereview Bart.Bressler Change 3096015 on 2016/08/22 by bruce.nesbit Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server #rb none #tests game #codereview Bart.Bressler Change 3095578 on 2016/08/19 by Mieszko.Zielinski Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4 This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor #rb none #test golden path #codereview Lukasz.Furman Change 3095397 on 2016/08/19 by Lina.Halper Fix issue with crash when deleting all segment #rb: Laurent.Delayen #tests: delete segment and make sure it doesn't crash #jira: UE-34830 Change 3095060 on 2016/08/19 by Bart.Bressler Don't load ULandscapeComponent objects on dedicated servers to save memory. #tests cooked server data and played a Solo vs. AI game #rb gareth.martin #codereview james.golding Change 3095037 on 2016/08/19 by Lina.Halper Potential fix with montage trigger ensure on marker sync group #jira: OR-27685 #rb: Benn.Gallagher #code review: Martin.Wilson #tests: attack primhelilx with knock up Change 3094962 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort #RB: None #TESTS: test suite in source [CodeReviewed]: Philip.Buuck #R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094950 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merge #UE4 - Made FMD5 const-correct #RB: none #TEST: none #R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094619 on 2016/08/19 by Lina.Halper #DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID. - assumed the name is all set by now #rb: Benn.Gallagher #jira : UE-34886 #tests: cooking infiltrator that showed same issue and run game. Change 3094532 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3094498 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3093260 on 2016/08/18 by Josh.Markiewicz #UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel) - removed unnecessary cast #rb bart.bressler #codereview bart.bressler, rob.cannaday #tests launched game, some basic party testing Change 3093224 on 2016/08/18 by Josh.Markiewicz #UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games #rb paul.moore #codereview anthony.carter #tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining Change 3092597 on 2016/08/17 by Daniel.Lamb Added Ben Crocker to the rebuild lighting emails. #rb Trivial #Test none Change 3092063 on 2016/08/17 by andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb #tests none Change 3091081 on 2016/08/16 by Jurre.deBaare Fixing non-Editor build errors #fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty) #tests Build Editor + Game #rb none Change 3091009 on 2016/08/16 by Mieszko.Zielinski Added a way to configure a map to not spawn AISystem instance at all #UE4 #rb none #test golden path Change 3090932 on 2016/08/16 by Michael.Noland Vixen: Added indication to the analytics and FPS charts #rb marcus.wassmer #tests Compiled for the platform Change 3090844 on 2016/08/16 by Laurent.Delayen Replicated CL 3090734 from Fortnite. --- Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage Here's the issue in the version of the code prior to this checkin: - UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped - When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value - So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick - It also means if we were playing a montage, and then stop, we'll start ticking - Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing #codereview john.abercrombie #rb none #tests golden path Change 3090832 on 2016/08/16 by Michael.Noland Windows: Fixed a whitespace issue #rb none #tests Compiled for windows Change 3090688 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb none #tests built #R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3090547 on 2016/08/16 by Jurre.deBaare Need a warning message similar to lighting unbuilt when HLOD cluster is not built #fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour #jira UE-34335 #rb none #codereview Michael.Noland #tests pie Agora with and without dirty HLOD clusters Change 3090285 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3090267 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3089413 on 2016/08/15 by paul.mader Agora 2.0 assets Change 3089266 on 2016/08/15 by Max.Chen Sequencer: Add Convert to Possessable Copy from Dev-Sequencer #jira UE-32139 #rb none #tests Convert steel to possessable in Gameplay_PS4 map. Change 3089136 on 2016/08/15 by Mieszko.Zielinski Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4 #rb Lukasz.Furman #codereview Dan.Youhon #test golden path Change 3089118 on 2016/08/15 by Mieszko.Zielinski Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4 #rb none #test golden path Change 3088976 on 2016/08/15 by Andrew.Grant Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules. Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting. Removed superflous /Os from VC debugg settings #rb none #tests verified module built with 'Never' on PS4/Win is built without optimizations. #codereview Marcus.Wassmer, Ben.Marsh Change 3088830 on 2016/08/15 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3088807 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3088597 on 2016/08/14 by Jason.Bestimt #ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG) #RB:none #Tests:none #CodeReview: andrew.grant, david.ratti, matt.schembari Change 3087827 on 2016/08/12 by Bart.Bressler Updates to skeletal mesh memory saving on dedicated server #rb lina.halper #tests Cooked server data, played a game for a while in Solo vs. AI Change 3087351 on 2016/08/12 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) #jira OR-27406 #rb RyanG #tests Replays Change 3087118 on 2016/08/12 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3086747 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3086176 on 2016/08/11 by Marcus.Wassmer Fix PS4 ShaderPipelines not matching pixel/vertex shader properly. #rb Rolando.Caloca #tests Broken PS4 content before/after Change 3085992 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Unclog R@BOMERGE #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3085911 on 2016/08/11 by Laurent.Delayen Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex #rb none #tests Orientation Warping Change 3085614 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3085547 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3084507 on 2016/08/10 by Marcus.Wassmer Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen. #rb none #tests paragon ps4/vixen #codereview Olaf.Piesche Change 3084136 on 2016/08/10 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3083799 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083424 on 2016/08/09 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #tests Use sequence recorder to record a skeletal mesh actor #rb none Change 3083134 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #online,store,ps4 - creating one offer entry per entitlement #rb david.nikdel, ian.fox #tests MTX purhcase on PS4 #lockdown: andrew.grant #R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083069 on 2016/08/09 by Marcus.Wassmer Vixen scalability changes #rb Michael.Noland #tests vixen/ps4 #codereview jordan.walker Change 3083063 on 2016/08/09 by Marcus.Wassmer Most games will probably run out of memory if setup to do auto-4k. Make this a setting that's off by default. #rb Michael.Noland #codereview Luke.Thatcher, Lee.Clark #tests vixen on 4k. Change 3082778 on 2016/08/09 by Marcus.Wassmer Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087) #rb none #tests Agora on vixen. Change 3082772 on 2016/08/09 by Marcus.Wassmer Duplicate fix for detail mode reregistration (3065543) #rb none #tests Toggled detail mode, observe proper items spawning Change 3082765 on 2016/08/09 by Marcus.Wassmer Don't crash when trying to use windowed vsync on vixen #rb Michael.Noland #test ran paragon on vixen #codereview Luke.Thatcher,Lee.Clark Change 3082764 on 2016/08/09 by Marcus.Wassmer fix HLOD distance scale not working properly when components are re-registered. #rb michael.noland #codereview jurre.debarre #tests setting multiple times, setting on boot via deviceprofile Change 3082429 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani Merging //Orion/Release-30.1 to Main (//Orion/Main) Change: 3082419 #online,store,PS4 OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen - added config option for toggling store on PS4 [OnlineSubsystemPS4] bStoreEnabled=true - can also override via title specific json values in <titleid>\title.json allow_mtx=true [CodeReviewed]: andrew.grant, phillip.buck, ian.fox #lockdown: andrew.grant #rb none #tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support) #R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3082194 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3082105 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080984 on 2016/08/08 by Lina.Halper Issue with not being able to set static animation data via BP - artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP - also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called. #rb: Martin.Wilson #tests: Sword Beauty map Change 3080665 on 2016/08/08 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3080081 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080565 on 2016/08/08 by Laurent.Delayen Fix for curve values during URO interpolation. Fixes flashing of materials and Twinblast's ult weapon. https://jira.ol.epicgames.net/browse/OR-27107 https://jira.ol.epicgames.net/browse/OR-24358 #rb lina.halper, martin.wilson #tests Twinblast's ult and Coil's primary. Change 3079832 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: marcus.wassmer Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline #rb none [CodeReviewed] Chris.Wood #tests checked crashcontext on PC/PS4 #lockdown Andrew.Grant #R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3079045 on 2016/08/05 by Lina.Halper Adding more log to figure out why ActivePlayers.Count becomes inconsistent. #rb: Martin.Wilson #tests: PIE with bots Change 3078944 on 2016/08/05 by Rolando.Caloca O - Update blacklisted driver #jira OR-27051 #rb Marcus.Wassmer #tests Run with AMD card Change 3078735 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3078670 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3078122 on 2016/08/04 by Dmitry.Rekman Linux: treat abort() / SIGABRT as crash. - Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler. - Rewrote RequestExit() because it used abort() itself. - Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later. As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason. #rb Mark.Satterthwaite #codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant #review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant #tests Ran Linux server, crashed using different methods. Change 3077887 on 2016/08/04 by Dmitry.Rekman Initialize StackCount to 0 (kills valgrind warning). #rb David.Ratti #codereview David.Ratti #tests Ran Linux server. Change 3077257 on 2016/08/04 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3077193 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3077242 on 2016/08/04 by Dmitry.Rekman Linux: stop heartbeat thread before handling the crash. #rb Robert.Manuszewski #codereview Robert.Manuszewski, Andrew.Grant #tests Compiled and ran Linux server, crashed it. Change 3076676 on 2016/08/03 by Dmitry.Rekman Linux: print details about memory access (read or write). - Also print all the 16 digits of the pointer. - Read/write detection only implemented for x86_64. #rb Andrew.Grant #codereview Andrew.Grant #tests Compiled (natively) and ran Linux server. Change 3076675 on 2016/08/03 by Dmitry.Rekman Print a bit more info about the array in assert. #rb Andrew.Grant #codereview Andrew.Grant #test Compiled and ran Linux server. Change 3076010 on 2016/08/03 by Laurent.Delayen Moved OrionAnimNode_LegIK from Paragon to Engine. #codereview lina.halper #rb none #tests Grim.exe + Iggy & Scorch Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt Reimplemented 3070766 for Orion: Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash) #rb none #tests none Change 3075446 on 2016/08/03 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3075422 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3075394 on 2016/08/03 by HaarmPieter.Duiker Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in. #rb marcus.wassmer #tests post process color correction Change 3074314 on 2016/08/02 by Dmitry.Rekman Linux: change optimization from -O2 to -O1 (temporarily?). - The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier. - Also adds a line to UBT output during compilation to draw attention. #rb Michael.Noland #codereview Michael.Noland, Andrew.Grant, Bart.Bressler #tests Compiled and ran Linux server. Change 3073553 on 2016/08/02 by jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3073360 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) #R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3073505 on 2016/08/02 by Daniel.Lamb Added cook modification delegate stats to cooker stats. #rb Wes.Hunt #test cook paragon. Change 3072440 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries. #rb none #tests SHIPPING Change 3072259 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback. #rb Michael.Noland #tests PIE Change 3071908 on 2016/08/01 by John.Pollard Fix null reference crash #rb DavidR #tests Live game + replays Change 3071876 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player #rb none #tests FN + Paragon live game + replays #codereview Andrew.Grant Change 3071875 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Finalize replay version system * No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions) * Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore. * Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions) #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071874 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix gameplay tags to work better with backwards compatibility in replays * We use the net field export group system in the package map to export tag names as a packed index * This will allow us to see the names of tags that no longer exists on the remote side #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071776 on 2016/08/01 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3071738 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3071258 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together. - Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now. #rb none #tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues. Change 3071099 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads. #rb none #tests ran paragon with change and noticed no change in audio quality Change 3070916 on 2016/07/29 by Andrew.Grant Missed file! #rb #tests na Change 3070915 on 2016/07/29 by Andrew.Grant Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging #rb none #tests Engine QA, Orion QA smoke Change 3070576 on 2016/07/29 by Uriel.Doyon Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize. #review-3070386 @marcus.wassmer #jira OR-25941 #rb marcus.wassmer #tests Run Game on PS4, and in editor Change 3070086 on 2016/07/29 by Martin.Wilson Fixed ensure triggering during sequencer playback due to double update. #jira UE-33938 #rb Thomas.Sarkanen #tests opened affected asset and verified problem no longer occured Change 3070016 on 2016/07/29 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30 @ CL 3069935 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3069435 on 2016/07/28 by Ian.Fox #Orion, #Mcp - Check if Price Engine is configured before attempting query #rb Sam.Zamani #tests none #codereview Sam.Zamani Change 3069381 on 2016/07/28 by Michael.Noland Animation: Demoted a check() in anim sync group code to an ensure() to unblock others #rb nick.penwarden #tests Loaded Paragon cine asset that was crashing #codereview lina.halper, martin.wilson Change 3069203 on 2016/07/28 by Dmitry.Rekman Headless client: do not draw windows. - Disables a bunch of code, including reaching into font cache to estimate width. - Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets). #rb Nick.Atamas #review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem #codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem #tests Compiled and ran Orion Linux client. Change 3069181 on 2016/07/28 by Lina.Halper Fix struct redirector for Orion anim node moving to engine #rb: Maciej.Mroz #code review:Laurent.Delayen #tests: editor loading the anim BP that caused the name conversion Change 3069092 on 2016/07/28 by Aaron.McLeran OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves - Not all active sounds have sound classes, was causing a crash #codereview marc.audy #rb zabir.hoque #tests Run game with stat soundcues and not crash Change 3068969 on 2016/07/28 by David.Ratti Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too. #rb none #tests compile Change 3068902 on 2016/07/28 by David.Ratti Code for tracking down UGameplayCueManager::GetInstancedCueActor crash. #rb none #tests compile Change 3068831 on 2016/07/28 by Aaron.McLeran OR-26417 Reverb is too loud in-game in Dev-General - Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set. #rb Jeff.Campeau #tests run a map with no reverb audio volume and reverb is not super wet Change 3068529 on 2016/07/28 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of McpSubsystem->CreateRequest to query receipts (uses subsystem config) #RB: none #TESTS: none #R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3068399 on 2016/07/28 by Andrew.Rodham Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira OR-25769 #tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly. #rb Benn.Gallagher Change 3068138 on 2016/07/28 by Marcus.Wassmer Disable mallocleak testing by default #rb none #test none Change 3068121 on 2016/07/28 by Marcus.Wassmer Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled. Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data. Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also. #rb Robert.Manuszewski #tests stack tracing / symbolication with mallocleak on windows. Change 3068119 on 2016/07/28 by Marcus.Wassmer Fix MallocLeakProxy deadlock #rb Robert.Manuszewski #tests mallocleak start/stop/dump on windows Change 3067752 on 2016/07/27 by Michael.Noland Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands - IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer - The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class. - The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered - Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code Upgrade Notes: - DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly - In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands) - HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name) - Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future) Paragon: - Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event - Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it. #rb dmitry.rekman #codereview bob.tellez, peter.knepley, andrew.grant, john.mauney #review-3067607 @Dmitry.Rekman, @Bob.Tellez #tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI Change 3067654 on 2016/07/27 by Michael.Noland FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #rb steve.robb #jira UE-31959 [duplicating CL# 3039827] #tests Tried moving a folder in the editor Change 3067644 on 2016/07/27 by Aaron.McLeran OR-24537 Looping audio sometimes persists in Agora Adding stopping sounds if audio component is destroyed while playing a looping sound #rb jeff.campeau #tests audio component stops looping sound if audio component is destroyed prematurely Change 3067560 on 2016/07/27 by Aaron.McLeran OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters - Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call - using xaudio2 operation sets to ensure that voice and effect params are executing in sequence - only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands - Don't call EnsureCompletion on pending async tasks on teardown #rb Jeff.Campeau #tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions Change 3067420 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge 29.2/30 @ CL 3067312 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067316 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3065602 #RB:none #Tests:none [CodeReviewed]: matt.schembari #R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067025 on 2016/07/27 by Michael.Noland Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes #rb none #tests Compiled Change 3067020 on 2016/07/27 by Michael.Noland Core: Various improvements to FHistogram and split it out into separate files - Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate) - Added O(1) getters for total sample counts and sum of all measurements - Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex - Added support for specifying explicit histogram bucket thresholds #rb dmitry.rekman #tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage Change 3066681 on 2016/07/27 by Frank.Gigliotti Camera anim field of view fix; * The FOV is now reset on the PlayerCameraManager camera actor when it's initialized. This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value. * Base FOV can now be edited in the CameraAnim properties. This allows you to specify what the FOV keys are relative to. Previously it was always using a base FOV of 90 degrees. #RB None #CodeReview Jeff.Farris #Tests Multiple camera animations in PIE Change 3066508 on 2016/07/27 by Lina.Halper Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name. #code review:Martin.Wilson, Benn.Gallagher #rb: Martin.Wilson #tests: cooked test map, run test map, PIE, saving content, loading standalone game Change 3066246 on 2016/07/27 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Fix for non-unity error #rb none #tests compiled #R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3066167 on 2016/07/27 by Benn.Gallagher Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding. #rb Ori.Cohen #tests Editor, PIE, Applying clothing to characters. Change 3065868 on 2016/07/27 by Michael.Noland Blueprints: Fixing non-editor build (missing WITH_EDITOR) #rb none #tests Compiled PS4 Change 3065749 on 2016/07/26 by Michael.Noland Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead) #codereview mike.beach, marc.audy #tests Loaded and recovered a corrupted Blueprint on Cameron's machine #rb Phillip.Kavan Change 3065706 on 2016/07/26 by Josh.Markiewicz #UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons - fixed non shipping cmd line override to be correct #rb none #codereview andrew.grant, paul.moore #tests none Change 3065359 on 2016/07/26 by Rob.Cannaday Limit external id querying to 100 ids per call. The backend currently enforces this and is returning an error when we exceed this limit. Break up calls in batches of 100 ids. #jira OR-20674 #rb ian.fox #tests login to front end with PC, PS4. forced tests to simulate > 100 requests. Change 3065197 on 2016/07/26 by Bart.Bressler Change how PS4 sessions work: - We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions. - Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable - Added comments, other misc. code cleanup. #rb josh.markiewicz, sam.zamani, rob.cannaday #tests created cross play parties with multiple pc + ps4 players #jira OR-20332 Change 3065158 on 2016/07/26 by Lina.Halper Fix the guid keep generated by adding to the database. - This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible #rb: Martin.Wilson #jira: UE-33772, UE-33454 #tests: cooked AI_Test map, editor rename curves Change 3064735 on 2016/07/26 by Dmitry.Rekman Linux: added WebRTC libs. - Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc). #rb none #tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform. (Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064727 on 2016/07/26 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb none #tests Compiled and ran Linux server and Linux client. (Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064725 on 2016/07/26 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. (Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064572 on 2016/07/26 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3064545 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3064523 on 2016/07/26 by Jon.Lietz Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements. #RB none #tests BP compiles and stays not dirty #codereview dave.ratti@epicgames.com [CL 3111290 by Andrew Grant in Main branch]
2016-09-01 21:20:38 -04:00
FFormatNamedArguments Args;
Args.Add(TEXT("BlendSpaceName"), BlendSpaceName);
// FText::Format() is slow, so we cache this to save on performance
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AimOffsetLookAtListTitle", "LookAt AimOffset '{BlendSpaceName}'"), Args), this);
}
else
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AimOffsetLookAtFullTitle", "{BlendSpaceName}\nLookAt AimOffset"), Args), this);
}
}
return CachedNodeTitles[TitleType];
}
void UAnimGraphNode_AimOffsetLookAt::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
struct GetMenuActions_Utils
{
static void SetNodeBlendSpace(UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, TWeakObjectPtr<UBlendSpaceBase> BlendSpace)
{
UAnimGraphNode_AimOffsetLookAt* BlendSpaceNode = CastChecked<UAnimGraphNode_AimOffsetLookAt>(NewNode);
BlendSpaceNode->Node.BlendSpace = BlendSpace.Get();
}
static UBlueprintNodeSpawner* MakeBlendSpaceAction(TSubclassOf<UEdGraphNode> const NodeClass, const UBlendSpaceBase* BlendSpace)
{
UBlueprintNodeSpawner* NodeSpawner = nullptr;
bool const bIsAimOffset = BlendSpace->IsA(UAimOffsetBlendSpace::StaticClass()) ||
BlendSpace->IsA(UAimOffsetBlendSpace1D::StaticClass());
if (bIsAimOffset)
{
NodeSpawner = UBlueprintNodeSpawner::Create(NodeClass);
check(NodeSpawner != nullptr);
TWeakObjectPtr<UBlendSpaceBase> BlendSpacePtr = BlendSpace;
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(GetMenuActions_Utils::SetNodeBlendSpace, BlendSpacePtr);
}
return NodeSpawner;
}
};
if (const UObject* RegistrarTarget = ActionRegistrar.GetActionKeyFilter())
{
if (const UBlendSpaceBase* TargetBlendSpace = Cast<UBlendSpaceBase>(RegistrarTarget))
{
if (UBlueprintNodeSpawner* NodeSpawner = GetMenuActions_Utils::MakeBlendSpaceAction(GetClass(), TargetBlendSpace))
{
ActionRegistrar.AddBlueprintAction(TargetBlendSpace, NodeSpawner);
}
}
// else, the Blueprint database is specifically looking for actions pertaining to something different (not a BlendSpace asset)
}
else
{
UClass* NodeClass = GetClass();
for (TObjectIterator<UBlendSpaceBase> BlendSpaceIt; BlendSpaceIt; ++BlendSpaceIt)
{
UBlendSpaceBase* BlendSpace = *BlendSpaceIt;
if (UBlueprintNodeSpawner* NodeSpawner = GetMenuActions_Utils::MakeBlendSpaceAction(NodeClass, BlendSpace))
{
ActionRegistrar.AddBlueprintAction(BlendSpace, NodeSpawner);
}
}
}
}
FBlueprintNodeSignature UAnimGraphNode_AimOffsetLookAt::GetSignature() const
{
FBlueprintNodeSignature NodeSignature = Super::GetSignature();
NodeSignature.AddSubObject(Node.BlendSpace);
return NodeSignature;
}
void UAnimGraphNode_AimOffsetLookAt::SetAnimationAsset(UAnimationAsset* Asset)
{
if (UBlendSpaceBase* BlendSpace = Cast<UBlendSpaceBase>(Asset))
{
Node.BlendSpace = BlendSpace;
}
}
void UAnimGraphNode_AimOffsetLookAt::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3198996 on 2016/11/15 by Marc.Audy BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead. #jira UE-21136 Change 3199019 on 2016/11/15 by Marc.Audy Mark user-facing BeginPlay calls as protected Change 3200128 on 2016/11/16 by Thomas.Sarkanen Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance. #jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe Change 3200133 on 2016/11/16 by Martin.Wilson Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called) #jira UE-18798 Change 3200167 on 2016/11/16 by Martin.Wilson Newly added virtual bones are now selected in the skeleton tree #jira UE-37776 Change 3200255 on 2016/11/16 by James.Golding Stop SkeletalMeshTypes.h being globally included Change 3200289 on 2016/11/16 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix Make sure that in PostEditChangeProp we reset the override material arrays #misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead #jira UE-38108 Change 3200291 on 2016/11/16 by Jurre.deBaare Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds #fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence #jira UE-37274 Change 3200293 on 2016/11/16 by Jurre.deBaare Overlapping UV's cause merge actor texture baking issues #fix Only look for overlapping UVs if vertex data baking is actually expected/enabled #jira UE-37220 Change 3200294 on 2016/11/16 by Jurre.deBaare Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive #fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!) #jira UE-36679 Change 3200295 on 2016/11/16 by Jurre.deBaare Merge Actor Specific LOD level can be set to 8 #fix Change clamping value and added UI clamp metadata #jira UE-37134 Change 3200296 on 2016/11/16 by Jurre.deBaare In Merge Actors if you select use specific Lod level you have access to all the merge material settings #fix Added edit condition to non-grayed out material settings #jira UE-36667 Change 3200303 on 2016/11/16 by Thomas.Sarkanen Fixed diagonal current scrub value in anim curves #jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted Change 3200304 on 2016/11/16 by Thomas.Sarkanen Rezero is now explicit about what it does (current vs. specified frame) Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D). #jira UE-35985 - Rezero doesn't work by frame Change 3200307 on 2016/11/16 by Thomas.Sarkanen Add curve panel to anim BP editor Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.). #jira UE-35742 - Anim Curve Viewer allowed in Anim BP Change 3200313 on 2016/11/16 by Jurre.deBaare Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened #fix in debug skeletal mesh component just mark the cached parameters dirty every tick #jira UE-35786 Change 3200316 on 2016/11/16 by Jurre.deBaare Converted Skeletal To Static Mesh Gets Corrupted When Merged #fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well) #misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used #jira UE-37988 Change 3200321 on 2016/11/16 by Jurre.deBaare Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down #fix change the way the layout is constructed #jira UE-37260 Change 3200323 on 2016/11/16 by Jurre.deBaare Toggling sky in Persona does not effect reflections #fix turn of skylight together with the actual environment sphere #misc found incorrect copy paste in toggling floor/environment visibility with key stroke #jira UE-26796 Change 3200324 on 2016/11/16 by Jurre.deBaare Open Merge Actor menu on right clicking two selected actors #fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport #jira UE-36892 Change 3200331 on 2016/11/16 by Benn.Gallagher Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused. #jira UE-38620 Change 3200334 on 2016/11/16 by Jurre.deBaare Dynamic light settings in Persona viewport cause edges to appear hardened #fix Makeing the directional light stationary to ups the shadowing quality #jira UE-37188 Change 3200356 on 2016/11/16 by Jurre.deBaare Rate scale option for animation nodes in blend spaces #added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback #misc bumped framework object version to update all blendspaces on load #jira UE-16207 Change 3200380 on 2016/11/16 by Jurre.deBaare Fix for Mac CIS issues Change 3200383 on 2016/11/16 by Marc.Audy Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback Change 3200385 on 2016/11/16 by James.Golding Refactor SkeletalMesh to use same color buffer type as StaticMesh Change 3200407 on 2016/11/16 by James.Golding Fix CIS error in FbxAutomationTests.cpp Change 3200417 on 2016/11/16 by Jurre.deBaare Fix for CIS issues #fix Rogue } Change 3200446 on 2016/11/16 by Martin.Wilson Change fix for Set Anim Instance Class from CL 3200133 #jira UE-18798 Change 3200579 on 2016/11/16 by Martin.Wilson Fix for serialization crash in Odin #jir UE-38683 Change 3200659 on 2016/11/16 by Martin.Wilson Fix build errors Change 3200801 on 2016/11/16 by Lina.Halper Fix error message Change 3200873 on 2016/11/16 by Lina.Halper Test case for Update Rate Optimization - LOD_URO_Map.umap - test map - LODPawn - pawn that contains mesh with URO setting - You can tweak the value in LODPawn Change 3201017 on 2016/11/16 by Lina.Halper - Allow slave component to be removed when setting master pose to nullptr - licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html Change 3201765 on 2016/11/17 by Jurre.deBaare Improved tooltip for FBlendParameter.GridNum Change 3201817 on 2016/11/17 by Thomas.Sarkanen Added display/edit of bone transforms in details panel Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick(). Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene. Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection). #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3201819 on 2016/11/17 by Thomas.Sarkanen Fix CIS error Change 3201901 on 2016/11/17 by Lina.Halper With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids(). - removed GetCurveNumber from skeleton - changed curve count to use BoneContainer's curve list. #code review: Laurent.Delayen Change 3201999 on 2016/11/17 by Thomas.Sarkanen Add local/world transform editing to bone editing Added details customization & support code for world-space editing of bone transforms #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3202111 on 2016/11/17 by mason.seay Potential test assets for HLOD Change 3202240 on 2016/11/17 by Thomas.Sarkanen Fixed extra whitespace not being removed in front of console commands. GitHub #2843 #jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands. Change 3202259 on 2016/11/17 by Jurre.deBaare Readded missing shadows in advanced preview scene Change 3203180 on 2016/11/17 by mason.seay Moved and updated URO Map Change 3203678 on 2016/11/18 by Thomas.Sarkanen Bug fix for menu extenders in PhAT. GitHub #2550 #jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT. Change 3203679 on 2016/11/18 by Thomas.Sarkanen Fixed LOD hysteresis not being properly converted from the old metric This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed. #jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently Change 3203747 on 2016/11/18 by Jurre.deBaare Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex #fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc. #jira UE-38734 Change 3203748 on 2016/11/18 by Jurre.deBaare Crash Generating Proxy Meshes after replacing static meshes in the level #fix just calculate bounds for the used UVs (old behaviour was wrong) #jira UE-38764 Change 3203751 on 2016/11/18 by james.cobbett Changes to TM-PoseSnapshot and new test assets Change 3203799 on 2016/11/18 by Thomas.Sarkanen Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method. Also fixed up the naming of some variables that still referred to screen areas & LOD distances. #jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result Change 3203856 on 2016/11/18 by james.cobbett TM-PoseSnapshot - Rebuild lighting and updated anims Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3203940 on 2016/11/18 by Ori.Cohen Fix missing newline for ps4 Change 3203960 on 2016/11/18 by Ori.Cohen Readd fix for linux macro expansion warning Change 3203975 on 2016/11/18 by Ori.Cohen Fix for linux toolchain not knowing about no-unused-local-typedef Change 3203989 on 2016/11/18 by Ori.Cohen Make sure physx automation doesn't try to build html5 APEX. Change 3204031 on 2016/11/18 by james.cobbett Minor update to test level Change 3204035 on 2016/11/18 by Marc.Audy Additional Attenuation refactor cleanup Change 3204044 on 2016/11/18 by Ori.Cohen Fix typo of NV_SIMD_SSE2 Change 3204049 on 2016/11/18 by Ori.Cohen Fix missing newline for PS4 compiler Change 3204463 on 2016/11/18 by mason.seay Finalized URO test map Change 3204621 on 2016/11/18 by mason.seay Small improvements Change 3204751 on 2016/11/18 by Ori.Cohen Make PhAT highlight selected bodies and constraints in the tree view Change 3205868 on 2016/11/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744 Change 3205887 on 2016/11/21 by Jurre.deBaare Fix for similar crash in blendspace editor like UE-38734 Change 3206121 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) #jira UE-38803 #jira UE-38692 Change 3206187 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) Additional bits #jira UE-38519 #jira UE-38803 #jira UE-38692 Change 3206318 on 2016/11/21 by Marc.Audy Fix Linux compiler whinging Change 3206379 on 2016/11/21 by Marc.Audy Fix crash when streaming in a sublevel with a child actor in it (4.14.1) #jira UE-38906 Change 3206591 on 2016/11/21 by Marc.Audy Refactor restrictions to allow hidden and clarify disabled Change 3206776 on 2016/11/21 by Marc.Audy ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect. ForceFeedback Attenuation settings can be defined via the content browser or directly on the component. #jira UEFW-244 Change 3206901 on 2016/11/21 by Marc.Audy Fix compile error in automation tests Change 3207235 on 2016/11/22 by danny.bouimad Updated Map Change 3207264 on 2016/11/22 by Thomas.Sarkanen Disable bone editing in anim blueprint editor #jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable Change 3207303 on 2016/11/22 by Lina.Halper Clear material curve by setting it directly because the flag might not exist #jira: UE-36902 Change 3207331 on 2016/11/22 by Jon.Nabozny Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully. Change 3207357 on 2016/11/22 by Danny.Bouimad Updating testcontent for pose drivers Change 3207425 on 2016/11/22 by Lina.Halper Fix frame count issue with montage #jira: UE-30048 Change 3207478 on 2016/11/22 by Lina.Halper Fix so that curve warning doesn't happen when your name is same. #jira: UE-34246 Change 3207526 on 2016/11/22 by Marc.Audy Fix crash when property restriction introduces a hidden entry Change 3207731 on 2016/11/22 by danny.bouimad MoreUpdates Change 3207764 on 2016/11/22 by Lina.Halper #fix order of morphtarget to first process animation and then BP for slave component Change 3207842 on 2016/11/22 by Ben.Zeigler Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work. Change 3208202 on 2016/11/22 by Ben.Zeigler #jira UE-38811 Fix regression with gimbal locking in player camera manager. The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise. Change 3208510 on 2016/11/23 by Wes.Hunt Disable UBT Telemetry on internal builds #jira AN-1059 #tests build a few different ways, add more diagnostics to clarify if the provider is being used. Change 3208734 on 2016/11/23 by Martin.Wilson Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class #jira UE-38899 Change 3208782 on 2016/11/23 by Thomas.Sarkanen Fixed material and vert count issues with skeletal to static mesh conversion Material remapping was not bein gbuilt, so material indices were overwitten inappropriately. Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase. #jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh Change 3208798 on 2016/11/23 by James.Golding UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds Change 3208801 on 2016/11/23 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something #jira UE-38108 Change 3208807 on 2016/11/23 by Thomas.Sarkanen CIS fix Change 3208824 on 2016/11/23 by danny.bouimad More content updates for Testing Change 3208827 on 2016/11/23 by Danny.Bouimad Removing Old Pose driver Testassets I created awhile ago. Change 3209026 on 2016/11/23 by Martin.Wilson CIS Fix for FRichCurve Change 3209083 on 2016/11/23 by Marc.Audy Don't crash if after an undo the previously selected object no longer exists (4.14.1) #jira UE-38991 Change 3209085 on 2016/11/23 by Marc.Audy Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1) #jira UE-38992 Change 3209124 on 2016/11/23 by Ben.Zeigler #jira UE-38867 Fix some game mode log messages From PR #2955 Change 3209231 on 2016/11/23 by Marc.Audy Auto removal Change 3209232 on 2016/11/23 by Marc.Audy GetComponents now optionally can include components in Child Actors Change 3209233 on 2016/11/23 by Marc.Audy ParseIntoArray resets instead of empty Change 3209235 on 2016/11/23 by Marc.Audy Allow child actor components to be selected in viewports Fix selection highlight not working on nested child actors #jira UE-16688 Change 3209247 on 2016/11/23 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194 Change 3209299 on 2016/11/23 by Marc.Audy Use MoveTemp to reduce some memory churn in graph schema actions Change 3209347 on 2016/11/23 by Marc.Audy Don't dispatch a tick function that had been scheduled but has been disabled before being executed. #jira UE-37459 Change 3209507 on 2016/11/23 by Ben.Zeigler #jira UE-38185 Keep player controllers in their same order during a seamless travel From PR #2908 Change 3209882 on 2016/11/24 by Thomas.Sarkanen Copy-to-array now works with the fast path Refactored the copy record generation/validation code to be clearer with better seperation of concerns. Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen). Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped. Added tests for fast path validity to EditorTests project. Assets to follow. #jira UE-34569 - Fast Path gets turned off if you link to multiple input pins Change 3209884 on 2016/11/24 by Thomas.Sarkanen File I missed Change 3209885 on 2016/11/24 by Thomas.Sarkanen Support assets for fast path tests Change 3209939 on 2016/11/24 by Benn.Gallagher Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list #jira UE-35557 Change 3209941 on 2016/11/24 by Jurre.deBaare Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly. #fix make sure that when we delete a sample point we reset the preview base pose #misc changed how the preview base pose is determined/updated #jira UE-38733 Change 3209942 on 2016/11/24 by Thomas.Sarkanen Fixed transactions being made when setting bone space in details panel Also added reset to defaults to allow easy removal of bone modifications. #jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction Change 3209945 on 2016/11/24 by james.cobbett Test assets for Pose Snapshot Test Case Change 3210239 on 2016/11/25 by Mieszko.Zielinski Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4 #jira UE-29415 Change 3210279 on 2016/11/25 by Benn.Gallagher Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation #jira UE-38040 Change 3210288 on 2016/11/25 by danny.bouimad Cleaned up Pose Driver Anim BP's Change 3210334 on 2016/11/25 by Benn.Gallagher Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr #jira UE-22145 Change 3210349 on 2016/11/25 by James.Golding UE-35783 Fix scrolling in PoseAsset editor panels Change 3210356 on 2016/11/25 by James.Golding UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables) Change 3210357 on 2016/11/25 by Jurre.deBaare Numeric textbox value label incorrect for aimoffset/blendspaces in grid #fix change lambda capture type (was referencing local variable) Change 3210358 on 2016/11/25 by Jurre.deBaare Crash Generating Proxy Mesh with Transition Screen Size set to 1 #fix 1.0 was not included within the possible range #jira UE-38810 Change 3210364 on 2016/11/25 by James.Golding Improve BuildVertexBuffers to use stride and avoid copying colors Change 3210371 on 2016/11/25 by Jurre.deBaare You can no longer enable tooltip display when using anim offset #fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down #jira UE-38808 It's not clear that the user has to hold shift to preview in blend spaces #fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value #jira UE-38711 #misc refactored out some duplicate code :) Change 3210387 on 2016/11/25 by james.cobbett Updating test asset Change 3210550 on 2016/11/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927 Brings IWYU in and required substantial fixups Change 3210551 on 2016/11/26 by Marc.Audy Delete empty cpp files Change 3211002 on 2016/11/28 by Lukasz.Furman added navigation update on editting volume's brush #ue4 Change 3211011 on 2016/11/28 by Marc.Audy Roll back CL# 3210334 as it is causing deadlocks during GC Change 3211039 on 2016/11/28 by Jurre.deBaare Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors. #fix prevent using the wedge map when propagating spline mesh vertex colours #jira UE-36011 Change 3211053 on 2016/11/28 by Ori.Cohen Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide #JIRA UE-38989 Change 3211101 on 2016/11/28 by mason.seay Adjusting trigger collision so it can't be triggered by projectiles Change 3211171 on 2016/11/28 by Jurre.deBaare Previewing outside of Blendspace Graph points causes unexpected weighting #jira UE-32775 Second Animation Sample added to AimOffset or Blendspace swaps with the first sample #jira UE-36755 #fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles - One: fill grid weights to single sample - Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line - Colinear: find two closest samples and apply behaviour above #misc rename variables to make the code more clear and correct Change 3211491 on 2016/11/28 by Marc.Audy Provide proper tooltip for GetParentActor/Component Expose GetAttachParentActor/SocketName to blueprints De-virtualize Actor GetAttach... functions #jira UE-39056 Change 3211570 on 2016/11/28 by Lina.Halper Title doesn't update when asset is being dropped #jira: UE-39019 Change 3211766 on 2016/11/28 by Ori.Cohen Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically. #JIRA UE-36089 Change 3211938 on 2016/11/28 by Mason.Seay CSV's for testing gameplay tags Change 3212090 on 2016/11/28 by Ori.Cohen Expose angular SLERP drive to blueprints #JIRA UE-36690 Change 3212102 on 2016/11/28 by Marc.Audy Fix shadow variable issue #jira UE-39099 Change 3212182 on 2016/11/28 by Ori.Cohen PR #2902: Fix last collision preset display (Contributed by max99x) #JIRA UE-38100 Change 3212196 on 2016/11/28 by dan.reynolds AEOverview Update: Minor tweaks and fixes Added Attenuation Curve Tests Renamed SC to SCLA for Sound Class prefix WIP SCON (Sound Concurrency) Change 3212347 on 2016/11/28 by Ben.Zeigler #jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor Fix chained tag redirectors to work properly Const fixes and removed a bad error message spam, and fix rename message Change 3212385 on 2016/11/28 by Marc.Audy Avoid duplicate GetWorld() calls Change 3212386 on 2016/11/28 by Marc.Audy auto shoo Change 3213018 on 2016/11/29 by Marc.Audy Fix shadow variable for real Change 3213037 on 2016/11/29 by Ori.Cohen Fix deprecation warnings Change 3213039 on 2016/11/29 by Marc.Audy Generalize logic for when a component prevents an Actor from auto destroying Add forcefeedback component to the components that will hold up the auto destroy of an actor Change 3213088 on 2016/11/29 by Marc.Audy Move significance manager out of experimental Change 3213187 on 2016/11/29 by Marc.Audy Add InsertDefaulted to mirror options available when Adding Change 3213254 on 2016/11/29 by Marc.Audy add auto-complete for showdebug forcefeedback Change 3213260 on 2016/11/29 by Marc.Audy Allow systems to inject auto-complete console entries Change 3213276 on 2016/11/29 by Marc.Audy add auto-complete entry for showdebug significancemanager Change 3213331 on 2016/11/29 by James.Golding Split SkeletalMesh skin weights into their own stream Remove unused FGPUSkinVertexColor struct Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights Update friendly name for FColorVertexBuffer now it's used by skel mesh as well Change 3213349 on 2016/11/29 by Ben.Zeigler Fix tag rename feedback message Change 3213355 on 2016/11/29 by Ben.Zeigler #jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome) Change 3213406 on 2016/11/29 by Ori.Cohen Make sure body transforms are not set while the physx simulation is running. #JIRA UE-37270 Change 3213508 on 2016/11/29 by Jurre.deBaare When performing a merge actor on an actor merging multiple materials certain maps aren't generated #fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map #jira UE-38526 Change 3213557 on 2016/11/29 by Ben.Zeigler #jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away Change 3213634 on 2016/11/29 by Ori.Cohen Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor. Change 3213639 on 2016/11/29 by Ori.Cohen Fix from nvidia for vehicle suspension exploding when given a bad normal. #JIRA UE-38716 Change 3213812 on 2016/11/29 by James.Golding UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead Change 3213824 on 2016/11/29 by Ori.Cohen Fix CIS Change 3213873 on 2016/11/29 by Ori.Cohen Fix welded bodies not properly computing mass properties. #JIRA UE-35184 Change 3213950 on 2016/11/29 by Mieszko.Zielinski Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion #jira UE-37221 Change 3213951 on 2016/11/29 by Mieszko.Zielinski Fixed perception system having issue with registering perception listener spawned in sublevels #UE4 #jira UE-37850 Change 3214005 on 2016/11/29 by Ori.Cohen Fix mass kg override not propagating to blueprint instances. Change 3214046 on 2016/11/29 by Marc.Audy Duplicate all instanced subobjects, not just those that are editinlinenew Make AABrush.Brush instanced rather than export #jira UE-39066 Change 3214064 on 2016/11/29 by Marc.Audy Use GetComponents directly where safe instead of copying in to an array Change 3214116 on 2016/11/29 by James.Golding Fix tooltip when dragging anim assets onto players Change 3214136 on 2016/11/29 by Ori.Cohen Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data #JIRA UE-35864 Change 3214162 on 2016/11/29 by Mieszko.Zielinski Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4 #jira UE-12077 Change 3214177 on 2016/11/29 by Marc.Audy Use correct SocketName (broken in CL#2695130) #jira UE-39153 Change 3214427 on 2016/11/29 by dan.reynolds AEOverview Update Fixed Attenuation tests when overlapping attenuation ranges between streamed levels Added Sound Concurrency Far then Prevent New testmap Removed some Sound Concurrency assets Change 3214469 on 2016/11/29 by dan.reynolds AEOverview Update Added Sound Concurrency Test for Stop Farthest then Oldest Change 3214842 on 2016/11/30 by Jurre.deBaare LookAt AimOffset in the Anim Graph causes character to explode #jira UE-38533 #fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime Change 3214866 on 2016/11/30 by james.cobbett Updating Pose Snapshot test assets Change 3214964 on 2016/11/30 by thomas.sarkanen Added test data for facial animtion curves Change 3215015 on 2016/11/30 by Jurre.deBaare When a Aim Offset axis value is edited drastically the preview mesh will be deformed #fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range #misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit) #jira UE-38880 Change 3215029 on 2016/11/30 by Marc.Audy Fix CIS Change 3215033 on 2016/11/30 by Marc.Audy Add a delegate for when new classes are added via hotreload Change existing hotload class reinstancing delegates to be multicast Change 3215048 on 2016/11/30 by Jon.Nabozny Use getKinematicTarget whenever a body is kinematic. This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics. #jira UE-37877 Change 3215052 on 2016/11/30 by Marc.Audy Generalize the volume actor factory logic Create volume factories when hotreload adds a new volume class #jira UE-39064 Change 3215055 on 2016/11/30 by Marc.Audy Probable fix for IOS CIS failure Change 3215091 on 2016/11/30 by Lina.Halper Easy alternative fix for blending two curves per bone. For now we just combine. To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15. #jira: UE-39182 Change 3215179 on 2016/11/30 by Jurre.deBaare Preview viewport should only use rendering features supported in project #fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity #jira UE-37252 Change 3215189 on 2016/11/30 by Jurre.deBaare CIS fix Change 3215326 on 2016/11/30 by Ben.Zeigler #jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode. Regression caused by CL #3104976 Change 3215523 on 2016/11/30 by James.Golding Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash Change 3215539 on 2016/11/30 by Marc.Audy Fix failure to cleanup objects in a hidden always loaded sub-level #jira UE-39139 Change 3215568 on 2016/11/30 by Aaron.McLeran UE-39197 Delay node of 0.0 causes crash Change 3215719 on 2016/11/30 by Aaron.McLeran UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528 Change 3215773 on 2016/11/30 by Aaron.McLeran PR #2819 : Fixed typo in SoundWave.h Change 3215828 on 2016/11/30 by James.Golding PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus) Change 3215831 on 2016/11/30 by James.Golding UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode Change 3215904 on 2016/11/30 by Marc.Audy Fix significance calculations Change 3215955 on 2016/11/30 by James.Golding UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data. Change 3215959 on 2016/11/30 by James.Golding Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass Change 3216057 on 2016/11/30 by Marc.Audy Don't reset expose on spawn properties when in a PIE world #jira UE-36771 Change 3216114 on 2016/11/30 by James.Golding Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files Change 3216144 on 2016/11/30 by Jon.Nabozny Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated. InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with. This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset. #jira UE-38434 Change 3216148 on 2016/11/30 by Jon.Nabozny Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling. Change 3216160 on 2016/11/30 by Aaron.McLeran Fixing a memory leak in concurrency management Change 3216164 on 2016/11/30 by James.Golding Move SkeletalMeshActor code into its own cpp file Fix CIS for SkeletalMeshComponent.cpp Change 3216371 on 2016/11/30 by dan.reynolds AEOverview Update Minor tweaks Completed Sound Concurrency Rule Test Maps Added additional test files Change 3216509 on 2016/11/30 by Marc.Audy Fix missing include Change 3216510 on 2016/11/30 by Marc.Audy Code cleanup Change 3216723 on 2016/12/01 by Jurre.deBaare When clearing a blend sample animation the animation will try and blend to the ref pose #fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation #fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error) #misc weird whitespace changes #jira UE-39078 Change 3216745 on 2016/12/01 by Jurre.deBaare - Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised. - UDN user was hitting a check within the triangle flipping behaviour #fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle #fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check #misc refactored triangle flipping code to make it smaller (more readible) Change 3216903 on 2016/12/01 by mason.seay Imported mesh for quick test Change 3216904 on 2016/12/01 by Jurre.deBaare CIS Fix #fix replaced condition by both non-editor as editor valid one Change 3216998 on 2016/12/01 by Lukasz.Furman fixed AI slowing down on ramps due to 3D input vector being constrained by movement component #jira UE-39233 #2998 Change 3217012 on 2016/12/01 by Lina.Halper Checking in James' fix on drag/drop to replace assets #code review: James.Golding #jira: UE-39150 Change 3217031 on 2016/12/01 by james.cobbett Updating Pose Snapshot Assets. Again. Change 3217033 on 2016/12/01 by Martin.Wilson Update bounds on all skel meshes when physics asset is changed #jira UE-38572 Change 3217181 on 2016/12/01 by Martin.Wilson Fix imported animations containing a black thumbnail #jira UE-36559 Change 3217183 on 2016/12/01 by Martin.Wilson Add some extra debugging code for future animation compression / ddc issues Change 3217184 on 2016/12/01 by james.cobbett Fixing a test asset by checking a check box. Sigh. Change 3217216 on 2016/12/01 by Martin.Wilson Undo part of CL 3217183. Will need to add this back differently. Change 3217274 on 2016/12/01 by Marc.Audy When serializing in an enum tagged property follow redirects #jira UE-39215 Change 3217419 on 2016/12/01 by james.cobbett Changes to test assets for more Pose Snapshot tests Change 3217449 on 2016/12/01 by Aaron.McLeran Adding new audio setting to disable EQ and reverb. Hooked up to XAudio2 (for now). Change 3217513 on 2016/12/01 by Marc.Audy Improve bWantsBeginPlay deprecation message Change 3217620 on 2016/12/01 by mason.seay Updated test assets for HLOD Change 3217872 on 2016/12/01 by Aaron.McLeran UEFW-113 Adding master reverb to audio mixer - Added new submix editor to create new submixes - Created new default master submixes for reverb and EQ and master submixes - Fixed a number of minor issues found in auido mixer while working on feature Change 3218053 on 2016/12/01 by Ori.Cohen Added mass debug rendering #JIRA UE-36608 Change 3218143 on 2016/12/01 by Aaron.McLeran Fixing up reverb to support multi-channel (5.1 and 7.1) configurations. - Added default reverb send amount Change 3218440 on 2016/12/01 by Zak.Middleton #ue4 - Made some static FNames const. Change 3218715 on 2016/12/02 by james.cobbett Fixed bug in test asset. Change 3218836 on 2016/12/02 by james.cobbett Fixing up test asset Change 3218884 on 2016/12/02 by james.cobbett Moar test asset changes Change 3218943 on 2016/12/02 by Ori.Cohen Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space #JIRA UE-35184 Change 3218955 on 2016/12/02 by Marc.Audy Fix initialization order issues Remove monolithic includes Change signature to pass string by const ref Change 3219149 on 2016/12/02 by Ori.Cohen Fix SetCollisionObjectType not working on skeletal mesh components #JIRA UE-37821 Change 3219162 on 2016/12/02 by Martin.Wilson Fix compile error when blend space on aim offset nodes is exposed as pin #jira UE-39285 Change 3219198 on 2016/12/02 by Marc.Audy UEnum::FindValue/IndexByName will now correctly follow redirects #jira UE-39215 Change 3219340 on 2016/12/02 by Zak.Middleton #ue4 - Optimized and cleaned up some Actor methods related to location and rotation. - Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors. - Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent(). - Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods. Change 3219482 on 2016/12/02 by Ori.Cohen Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent. #JIRA UE-39172 Change 3219676 on 2016/12/02 by Martin.Wilson Make clearer that ref pose is from skeleton Change 3219687 on 2016/12/02 by Aaron.McLeran Supporting multi-channel reverb with automatic downmixing of input to stereo Change 3219688 on 2016/12/02 by Martin.Wilson Fix crash when remapping additive animations after skeleton hierarchy change #jira UE-39040 Change 3219699 on 2016/12/02 by Zak.Middleton #ue4 - Fix template's use of old GetActorRotation() function. Change 3219969 on 2016/12/02 by Ben.Zeigler #jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication Modified from shelve Zak.Middleton made of PR #1885, after some more testing Change 3220010 on 2016/12/02 by Aaron.McLeran Fixing up sound class editor Change 3220013 on 2016/12/02 by Aaron.McLeran Deleting monolithic file Change 3220249 on 2016/12/02 by Aaron.McLeran Changing reverb settings parameter thread sync method - Switching to a simple ring buffer rather than using a crit sect Change 3220251 on 2016/12/02 by Aaron.McLeran Removing hard-coded audio mixer module name for the case when using -audiomixer argument, -added new entry to ini file that allows you to specify the audio mixer module name used for the platform. Change 3221118 on 2016/12/05 by Jurre.deBaare Back out changelist 3220249 to fix CIS Change 3221363 on 2016/12/05 by Martin.Wilson Change slot node category from Blends to Montage Change 3221375 on 2016/12/05 by Jon.Nabozny Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set. #jira UE-39325 Change 3221402 on 2016/12/05 by Jon.Nabozny Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path. #jira UE-33562 Change 3221441 on 2016/12/05 by Thomas.Sarkanen Fixed crash when reimporting a mesh when a different animation was open #jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents Change 3221473 on 2016/12/05 by Marc.Audy Get rid of auto. Use GetComponents directly instead of copying in to temporary arrays Change 3221584 on 2016/12/05 by Jon.Nabozny Fix CIS for Mac builds from CL-3221375 Change 3221631 on 2016/12/05 by Martin.Wilson Possible fix for rare marker sync crash on live servers #jira UE-39235 #test ai match, animation seemed fine, no crashes Change 3221660 on 2016/12/05 by mason.seay Resubmitting to add Viewport Bookmark Change 3221683 on 2016/12/05 by Mieszko.Zielinski Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4 #jira UE-30355 Change 3221750 on 2016/12/05 by Jon.Nabozny Real CIS fix. Change 3221917 on 2016/12/05 by Jon.Nabozny Fix CIS for real this time. Change 3222370 on 2016/12/05 by mason.seay Start of Gameplay Tag testmap Change 3222396 on 2016/12/05 by Aaron.McLeran UEFW-44 Implementing EQ master submix effect for audio mixer - New thread safe param setting temlate class (for setting EQ and Reverb params) - Hook up reverb submix effect to source voices - Implementation of FBiquad for biquad filter coefficients and audioprocessing - Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once - Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type Change 3222425 on 2016/12/05 by Aaron.McLeran Checking in missing files Change 3222429 on 2016/12/05 by Aaron.McLeran Last missing file! Change 3222783 on 2016/12/05 by Jon.Nabozny Update SkelMeshScaling map. Change 3223173 on 2016/12/06 by Martin.Wilson Fix crash in thumbnail rendering when creating a new montage #jira UE-39352 Change 3223179 on 2016/12/06 by Marc.Audy auto/NULL cleanup Change 3223329 on 2016/12/06 by Marc.Audy Fix (hard to explain) memory corruption #jira UE-39366 Change 3223334 on 2016/12/06 by Jon.Nabozny Add HasBeenInitialized check inside AActor::InitializeComponents Change 3223340 on 2016/12/06 by Jon.Nabozny Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid. #jira UE-39238 Change 3223372 on 2016/12/06 by Marc.Audy Probably fix HTML5 CIS failure Change 3223511 on 2016/12/06 by Jon.Nabozny Fix Mac CIS shadow warning Change 3223541 on 2016/12/06 by Lukasz.Furman fixed missing NavCollision data in static meshes #jira UE-39367 Change 3223672 on 2016/12/06 by Ben.Zeigler #jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button Remove unnecessary code from both customizations Change 3223751 on 2016/12/06 by Marc.Audy Properly remove components from their owner when manipulating through editinlinenew properties #jira UE-30548 Change 3223831 on 2016/12/06 by Ben.Zeigler #jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled #jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive Add Tag Source to tooltip in management mode Fix RequestGameplayTagChildrenInDictionary to work properly Change 3223862 on 2016/12/06 by Marc.Audy Hide deprecated attach functions for all games not just Paragon Change 3224003 on 2016/12/06 by Marc.Audy Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way. #jira UE-39207 Change 3224602 on 2016/12/07 by Jurre.deBaare Crash on creating LODs with Medic #fix Added clamp for UVs -1024 to 1024 #jira UE-37726 Change 3224604 on 2016/12/07 by Jurre.deBaare Fix for incorrect normal calculation in certain circumstances #fix Make sure we propagate the matrices to samples after we (re)calculated normals #fix Conditionally swap/inverse the vertex data buffers instead of always #fix Set preview mesh for alembic import animation sequences #misc removed commented out code and added debug code Change 3224609 on 2016/12/07 by Jurre.deBaare Alembic Import Issues (skeletal) w. UVs and smoothing groups #fix Changed the way we populate smoothing group indices for alembic caches #misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences #jira UE-36412 Change 3224783 on 2016/12/07 by James.Golding Support per-instance skeletal mesh vertex color override Change 3224784 on 2016/12/07 by James.Golding Add skelmesh vert color override map. Fix my vert color material to work on skel mesh. Change 3225131 on 2016/12/07 by Jurre.deBaare Crash when baking matrix animation when importing an alembic file as skeletal #fix condition whether or not to apply matrices had not been moved over in previous change #jira UE-39439 Change 3225491 on 2016/12/07 by Lina.Halper - Morphtarget fix on the first frame #jira: UE-37702 Change 3225597 on 2016/12/07 by mason.seay Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting Change 3225758 on 2016/12/07 by Aaron.McLeran UE-39421 Fix for sound class graph bug Change 3225957 on 2016/12/07 by Ben.Zeigler #jira UE-39433 Fix crash with mass debug data Change 3225967 on 2016/12/07 by Lina.Halper Fix not removing link up cache when removed. #jira: UE-33738 Change 3225990 on 2016/12/07 by Ben.Zeigler #jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues Change 3226123 on 2016/12/07 by Aaron.McLeran Fix for sound class asset creation from within the sound class graph Change 3226165 on 2016/12/07 by mason.seay Replaced skelmesh gun with static mesh cube Change 3226336 on 2016/12/07 by Aaron.McLeran Fixing up sound class replacement code. If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them Change 3226701 on 2016/12/08 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613 Change 3226710 on 2016/12/08 by Jurre.deBaare Fix for alembic import crash #misc update num mesh samples and take into account user set start frame in case of skipping preroll frames Change 3226834 on 2016/12/08 by Jurre.deBaare Fix for incorrect matrix samples being applied during Alembic cache importing #fix Change way we loop through samples and determine correct matrix and mesh sample indices Change 3227330 on 2016/12/08 by Jurre.deBaare Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error #UE-39499 #fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad #misc corrected socket name output, removed unnecessary nullptr check Change 3227575 on 2016/12/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387 Change 3227602 on 2016/12/08 by Marc.Audy Copyright 2016 to 2017 updates for new Framework files [CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
UBlendSpaceBase* BlendSpaceToCheck = Node.BlendSpace;
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_AimOffsetLookAt, BlendSpace));
if (BlendSpacePin != nullptr && BlendSpaceToCheck == nullptr)
{
BlendSpaceToCheck = Cast<UBlendSpaceBase>(BlendSpacePin->DefaultObject);
}
if (!BlendSpaceToCheck)
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3106465) #lockdown Nick.Penwarden Change 3110660 on 2016/9/1 by Andrew.Grant Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress. HLOD warning is updated every 20 secs to deal with streaing levels. Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon). #rb Michael.Noland #tests verified we see our unbuilt HLOD warning in v31 :( Change 3106649 on 2016/08/30 by Cody.Haskell #Orion - Input Axis Work #rb DanH #tests PIE Change 3106299 on 2016/08/30 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 31.2 @ CL 3105865 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3106213 on 2016/08/30 by Ben.Marsh BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file. #rb none #tests preflight Change 3105994 on 2016/08/30 by Martin.Wilson Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input) #jira UE-35289 #rb Thomas.Sarkanen #tests Tested UI in editor Change 3105331 on 2016/08/29 by Uriel.Doyon Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget. #rb marcus.wassmer #tests launched editor and played game #jira OR-25814 Change 3105143 on 2016/08/29 by Josh.Markiewicz #UE4 - added assert when histogram input parameters don't match #rb none #tests launched/ran/won game golden path #codereview dmitry.rekman, michael.noland, bart.bressler Change 3104976 on 2016/08/29 by Jon.Lietz pickup refector - fixed a big that would allow mixed replication to call a gameplay cue's added twice. - All pickups now use the pick up manager, consolidated all pick up code into the manager. - added to the XP set so we can define the CXP bounty for targets. #RB Dave.Ratti #tests Bot match, test maps, spawning coins and pickups. Change 3103480 on 2016/08/26 by Josh.Markiewicz #UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession #rb none #tests golden path matchmaking #codereview paul.moore, eric.newman Change 3103410 on 2016/08/26 by Max.Chen Movie Capture: Fix commandline burnin option. #rb none #tests Render movie with commandline -UseBurnIn=yes option. Change 3102134 on 2016/08/25 by Brian.Karis Fix for HDR output exposure. Added 1000nit output option. #rb marcus #tests agora Change 3101276 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_31 - Merging CL 3100347 (head revision of 2 files :o ) #RB:none #Tests:none [CodeReviewed]: matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3101267 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_DUI - Integrating Media changes from 4.13 (head revision) #RB:none #Tests:none /Engine/Plugins/Media /Engine/Source/Runtime/Media /Engine/Source/Runtime/MediaAssets [CodeReviewed] matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100378 on 2016/08/24 by John.Pollard Fix a crash that can occur when scrubbing in replays #codereview David.Ratti #tests Replays #rb DavidR This is the output: [2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage Change 3100375 on 2016/08/24 by Laurent.Delayen Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket). #rb none #codereview lina.halper #tests Tacticia's RMB Targeting Change 3100278 on 2016/08/24 by Laurent.Delayen Fix for fast path struct copy being broken for FVectors. #rb lina.halper #codereview thomas.sarkanen #tests Chains' hook, Tacticia's LaserBeam and OrientationWarping Change 3100161 on 2016/08/24 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix issue with refresh viewer command failing due to backend congestion #rb RyanG #tests Replays Change 3100114 on 2016/08/24 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3098849 #RB:none #Tests:none #CodeReview: kerrington.smith, matt.schembari #R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100015 on 2016/08/24 by Michael.Noland Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node #jira UE-34998 #rb Aaron.McLeran [re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13] #tests Compiled and ran a golden path match with headphones on Change 3100012 on 2016/08/24 by Michael.Noland UE-34951 - Zero-volume vorbis decoded sounds are too expensive -Adding an audio settings parameter to disable zero-volume playback globally -Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume #rb marc.audy [re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran] #tests Compiled and ran a golden path match with headphones on Change 3099889 on 2016/08/24 by Max.Chen Sequencer: Added command line option to enable burnin #rb none #tests Render movie from command line wtih -UseBurnIn=yes Change 3099801 on 2016/08/24 by Lina.Halper Removed unnecessary comment #rb: none #code review: Benn.Gallagher #tests: compile Change 3099787 on 2016/08/24 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #http - fix for cancelled requests that have not been started never triggering a completion delegate - fixes soft lock when handling disconnects during login OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting #rb josh.markiewicz, alex.fennell #tests none #R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3099252 on 2016/08/24 by Lina.Halper Fixed menu text #rb: none #code review: Thomas.Sarkanen #tests: open editor and create child montage and replaced the animation Change 3099251 on 2016/08/24 by Lina.Halper Deterministic cooking of skeleton - abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked #jira: UE-34834 #rb: Martin.Wilson #tests: cooking orion and make sure it works Change 3098504 on 2016/08/23 by Bart.Bressler Add server time between sending packets monitoring histogram #rb dmitry.rekman #tests ran server locally and made sure analytics events were sent Change 3098494 on 2016/08/23 by Michael.Noland Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements - Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer) - Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected #tests Tested by calling while stat dumphitches was active and confirmed that the interval changed #codereview ben.salem, gil.gribb #rb none Change 3098491 on 2016/08/23 by Mieszko.Zielinski Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4 #rb Lukasz.Furman #test golden path Change 3098070 on 2016/08/23 by Lina.Halper Fix crash with UI update reconstructing - will have to come up with a better solution than this. #rb: Martin.Wilson #tests: child anim montage Change 3097914 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel Merging CL #3097879 from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/... to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/... #Analytics #OSS: Adjusted cohort selection algorithm and test cases [CodeReviewed]: Philip.Buuck #TESTS: unit tests #RB: none #R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097745 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Megre 30.2/31 @ CL 3096895 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097722 on 2016/08/23 by Chris.Bunner Update texture expression properties before triggering parent material recompile. #rb John.Billon #tests Editor replace references, Golden path #jira OR-27531 Change 3097694 on 2016/08/23 by Lina.Halper #Child Anim Montage - Duplicate from parent of the information it cares to get - Currently it is selective on copying what data - Modified GetAllAnimationSequencesReferred to get a partial data - Added ParentAsset/AssetMappingTable in AnimationAsset - Sequence Browser opening would also add to history - AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on #code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti #rb:Martin.Wilson #tests: creating child montage, editing, lots of UI functionality, notifies placement Change 3097513 on 2016/08/23 by Thomas.Sarkanen Non-POD structs can now be copied using the fast path We now always use CPP struct ops to perform copies when dealing with struct properties. #jira UE-34571 - Support struct member access on AnimBP fast path #rb Laurent.Delayen #tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games. Change 3096729 on 2016/08/22 by Mieszko.Zielinski Fixes to EQS scoring function preview #UE4 #rb Lukasz.Furman #test golden path Change 3096596 on 2016/08/22 by Jason.Bestimt #ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970) #RB:none #Tests:none #CodeReview: matt.schembari, max.preussner #R@BOMERGE: MAIN Change 3096550 on 2016/08/22 by Jurre.deBaare Fix for HLOD dirty clusters PIE warning message #tests Simulated Origin with built HLOD clusters, and with one dirty cluster #rb none Change 3096532 on 2016/08/22 by Mieszko.Zielinski Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4 As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized #codereview Lukasz.Furman #rb none #test golden path Change 3096455 on 2016/08/22 by Jason.Bestimt #R@BOMERGE-AUTHOR: keli.hlodversson #CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases #RB David.Nikdel #TESTS none #R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3096316 on 2016/08/22 by Sammy.James Resave to fix log warnings. BPC changes to ensure type saves. #rb #tests editor Change 3096040 on 2016/08/22 by bruce.nesbit Revised fix for landscape crash #rb GarethM #tests Game #codereview Bart.Bressler Change 3096015 on 2016/08/22 by bruce.nesbit Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server #rb none #tests game #codereview Bart.Bressler Change 3095578 on 2016/08/19 by Mieszko.Zielinski Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4 This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor #rb none #test golden path #codereview Lukasz.Furman Change 3095397 on 2016/08/19 by Lina.Halper Fix issue with crash when deleting all segment #rb: Laurent.Delayen #tests: delete segment and make sure it doesn't crash #jira: UE-34830 Change 3095060 on 2016/08/19 by Bart.Bressler Don't load ULandscapeComponent objects on dedicated servers to save memory. #tests cooked server data and played a Solo vs. AI game #rb gareth.martin #codereview james.golding Change 3095037 on 2016/08/19 by Lina.Halper Potential fix with montage trigger ensure on marker sync group #jira: OR-27685 #rb: Benn.Gallagher #code review: Martin.Wilson #tests: attack primhelilx with knock up Change 3094962 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort #RB: None #TESTS: test suite in source [CodeReviewed]: Philip.Buuck #R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094950 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merge #UE4 - Made FMD5 const-correct #RB: none #TEST: none #R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094619 on 2016/08/19 by Lina.Halper #DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID. - assumed the name is all set by now #rb: Benn.Gallagher #jira : UE-34886 #tests: cooking infiltrator that showed same issue and run game. Change 3094532 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3094498 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3093260 on 2016/08/18 by Josh.Markiewicz #UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel) - removed unnecessary cast #rb bart.bressler #codereview bart.bressler, rob.cannaday #tests launched game, some basic party testing Change 3093224 on 2016/08/18 by Josh.Markiewicz #UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games #rb paul.moore #codereview anthony.carter #tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining Change 3092597 on 2016/08/17 by Daniel.Lamb Added Ben Crocker to the rebuild lighting emails. #rb Trivial #Test none Change 3092063 on 2016/08/17 by andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb #tests none Change 3091081 on 2016/08/16 by Jurre.deBaare Fixing non-Editor build errors #fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty) #tests Build Editor + Game #rb none Change 3091009 on 2016/08/16 by Mieszko.Zielinski Added a way to configure a map to not spawn AISystem instance at all #UE4 #rb none #test golden path Change 3090932 on 2016/08/16 by Michael.Noland Vixen: Added indication to the analytics and FPS charts #rb marcus.wassmer #tests Compiled for the platform Change 3090844 on 2016/08/16 by Laurent.Delayen Replicated CL 3090734 from Fortnite. --- Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage Here's the issue in the version of the code prior to this checkin: - UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped - When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value - So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick - It also means if we were playing a montage, and then stop, we'll start ticking - Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing #codereview john.abercrombie #rb none #tests golden path Change 3090832 on 2016/08/16 by Michael.Noland Windows: Fixed a whitespace issue #rb none #tests Compiled for windows Change 3090688 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb none #tests built #R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3090547 on 2016/08/16 by Jurre.deBaare Need a warning message similar to lighting unbuilt when HLOD cluster is not built #fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour #jira UE-34335 #rb none #codereview Michael.Noland #tests pie Agora with and without dirty HLOD clusters Change 3090285 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3090267 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3089413 on 2016/08/15 by paul.mader Agora 2.0 assets Change 3089266 on 2016/08/15 by Max.Chen Sequencer: Add Convert to Possessable Copy from Dev-Sequencer #jira UE-32139 #rb none #tests Convert steel to possessable in Gameplay_PS4 map. Change 3089136 on 2016/08/15 by Mieszko.Zielinski Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4 #rb Lukasz.Furman #codereview Dan.Youhon #test golden path Change 3089118 on 2016/08/15 by Mieszko.Zielinski Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4 #rb none #test golden path Change 3088976 on 2016/08/15 by Andrew.Grant Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules. Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting. Removed superflous /Os from VC debugg settings #rb none #tests verified module built with 'Never' on PS4/Win is built without optimizations. #codereview Marcus.Wassmer, Ben.Marsh Change 3088830 on 2016/08/15 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3088807 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3088597 on 2016/08/14 by Jason.Bestimt #ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG) #RB:none #Tests:none #CodeReview: andrew.grant, david.ratti, matt.schembari Change 3087827 on 2016/08/12 by Bart.Bressler Updates to skeletal mesh memory saving on dedicated server #rb lina.halper #tests Cooked server data, played a game for a while in Solo vs. AI Change 3087351 on 2016/08/12 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) #jira OR-27406 #rb RyanG #tests Replays Change 3087118 on 2016/08/12 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3086747 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3086176 on 2016/08/11 by Marcus.Wassmer Fix PS4 ShaderPipelines not matching pixel/vertex shader properly. #rb Rolando.Caloca #tests Broken PS4 content before/after Change 3085992 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Unclog R@BOMERGE #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3085911 on 2016/08/11 by Laurent.Delayen Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex #rb none #tests Orientation Warping Change 3085614 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3085547 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3084507 on 2016/08/10 by Marcus.Wassmer Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen. #rb none #tests paragon ps4/vixen #codereview Olaf.Piesche Change 3084136 on 2016/08/10 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3083799 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083424 on 2016/08/09 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #tests Use sequence recorder to record a skeletal mesh actor #rb none Change 3083134 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #online,store,ps4 - creating one offer entry per entitlement #rb david.nikdel, ian.fox #tests MTX purhcase on PS4 #lockdown: andrew.grant #R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083069 on 2016/08/09 by Marcus.Wassmer Vixen scalability changes #rb Michael.Noland #tests vixen/ps4 #codereview jordan.walker Change 3083063 on 2016/08/09 by Marcus.Wassmer Most games will probably run out of memory if setup to do auto-4k. Make this a setting that's off by default. #rb Michael.Noland #codereview Luke.Thatcher, Lee.Clark #tests vixen on 4k. Change 3082778 on 2016/08/09 by Marcus.Wassmer Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087) #rb none #tests Agora on vixen. Change 3082772 on 2016/08/09 by Marcus.Wassmer Duplicate fix for detail mode reregistration (3065543) #rb none #tests Toggled detail mode, observe proper items spawning Change 3082765 on 2016/08/09 by Marcus.Wassmer Don't crash when trying to use windowed vsync on vixen #rb Michael.Noland #test ran paragon on vixen #codereview Luke.Thatcher,Lee.Clark Change 3082764 on 2016/08/09 by Marcus.Wassmer fix HLOD distance scale not working properly when components are re-registered. #rb michael.noland #codereview jurre.debarre #tests setting multiple times, setting on boot via deviceprofile Change 3082429 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani Merging //Orion/Release-30.1 to Main (//Orion/Main) Change: 3082419 #online,store,PS4 OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen - added config option for toggling store on PS4 [OnlineSubsystemPS4] bStoreEnabled=true - can also override via title specific json values in <titleid>\title.json allow_mtx=true [CodeReviewed]: andrew.grant, phillip.buck, ian.fox #lockdown: andrew.grant #rb none #tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support) #R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3082194 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3082105 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080984 on 2016/08/08 by Lina.Halper Issue with not being able to set static animation data via BP - artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP - also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called. #rb: Martin.Wilson #tests: Sword Beauty map Change 3080665 on 2016/08/08 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3080081 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080565 on 2016/08/08 by Laurent.Delayen Fix for curve values during URO interpolation. Fixes flashing of materials and Twinblast's ult weapon. https://jira.ol.epicgames.net/browse/OR-27107 https://jira.ol.epicgames.net/browse/OR-24358 #rb lina.halper, martin.wilson #tests Twinblast's ult and Coil's primary. Change 3079832 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: marcus.wassmer Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline #rb none [CodeReviewed] Chris.Wood #tests checked crashcontext on PC/PS4 #lockdown Andrew.Grant #R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3079045 on 2016/08/05 by Lina.Halper Adding more log to figure out why ActivePlayers.Count becomes inconsistent. #rb: Martin.Wilson #tests: PIE with bots Change 3078944 on 2016/08/05 by Rolando.Caloca O - Update blacklisted driver #jira OR-27051 #rb Marcus.Wassmer #tests Run with AMD card Change 3078735 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3078670 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3078122 on 2016/08/04 by Dmitry.Rekman Linux: treat abort() / SIGABRT as crash. - Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler. - Rewrote RequestExit() because it used abort() itself. - Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later. As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason. #rb Mark.Satterthwaite #codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant #review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant #tests Ran Linux server, crashed using different methods. Change 3077887 on 2016/08/04 by Dmitry.Rekman Initialize StackCount to 0 (kills valgrind warning). #rb David.Ratti #codereview David.Ratti #tests Ran Linux server. Change 3077257 on 2016/08/04 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3077193 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3077242 on 2016/08/04 by Dmitry.Rekman Linux: stop heartbeat thread before handling the crash. #rb Robert.Manuszewski #codereview Robert.Manuszewski, Andrew.Grant #tests Compiled and ran Linux server, crashed it. Change 3076676 on 2016/08/03 by Dmitry.Rekman Linux: print details about memory access (read or write). - Also print all the 16 digits of the pointer. - Read/write detection only implemented for x86_64. #rb Andrew.Grant #codereview Andrew.Grant #tests Compiled (natively) and ran Linux server. Change 3076675 on 2016/08/03 by Dmitry.Rekman Print a bit more info about the array in assert. #rb Andrew.Grant #codereview Andrew.Grant #test Compiled and ran Linux server. Change 3076010 on 2016/08/03 by Laurent.Delayen Moved OrionAnimNode_LegIK from Paragon to Engine. #codereview lina.halper #rb none #tests Grim.exe + Iggy & Scorch Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt Reimplemented 3070766 for Orion: Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash) #rb none #tests none Change 3075446 on 2016/08/03 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3075422 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3075394 on 2016/08/03 by HaarmPieter.Duiker Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in. #rb marcus.wassmer #tests post process color correction Change 3074314 on 2016/08/02 by Dmitry.Rekman Linux: change optimization from -O2 to -O1 (temporarily?). - The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier. - Also adds a line to UBT output during compilation to draw attention. #rb Michael.Noland #codereview Michael.Noland, Andrew.Grant, Bart.Bressler #tests Compiled and ran Linux server. Change 3073553 on 2016/08/02 by jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3073360 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) #R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3073505 on 2016/08/02 by Daniel.Lamb Added cook modification delegate stats to cooker stats. #rb Wes.Hunt #test cook paragon. Change 3072440 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries. #rb none #tests SHIPPING Change 3072259 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback. #rb Michael.Noland #tests PIE Change 3071908 on 2016/08/01 by John.Pollard Fix null reference crash #rb DavidR #tests Live game + replays Change 3071876 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player #rb none #tests FN + Paragon live game + replays #codereview Andrew.Grant Change 3071875 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Finalize replay version system * No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions) * Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore. * Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions) #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071874 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix gameplay tags to work better with backwards compatibility in replays * We use the net field export group system in the package map to export tag names as a packed index * This will allow us to see the names of tags that no longer exists on the remote side #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071776 on 2016/08/01 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3071738 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3071258 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together. - Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now. #rb none #tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues. Change 3071099 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads. #rb none #tests ran paragon with change and noticed no change in audio quality Change 3070916 on 2016/07/29 by Andrew.Grant Missed file! #rb #tests na Change 3070915 on 2016/07/29 by Andrew.Grant Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging #rb none #tests Engine QA, Orion QA smoke Change 3070576 on 2016/07/29 by Uriel.Doyon Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize. #review-3070386 @marcus.wassmer #jira OR-25941 #rb marcus.wassmer #tests Run Game on PS4, and in editor Change 3070086 on 2016/07/29 by Martin.Wilson Fixed ensure triggering during sequencer playback due to double update. #jira UE-33938 #rb Thomas.Sarkanen #tests opened affected asset and verified problem no longer occured Change 3070016 on 2016/07/29 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30 @ CL 3069935 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3069435 on 2016/07/28 by Ian.Fox #Orion, #Mcp - Check if Price Engine is configured before attempting query #rb Sam.Zamani #tests none #codereview Sam.Zamani Change 3069381 on 2016/07/28 by Michael.Noland Animation: Demoted a check() in anim sync group code to an ensure() to unblock others #rb nick.penwarden #tests Loaded Paragon cine asset that was crashing #codereview lina.halper, martin.wilson Change 3069203 on 2016/07/28 by Dmitry.Rekman Headless client: do not draw windows. - Disables a bunch of code, including reaching into font cache to estimate width. - Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets). #rb Nick.Atamas #review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem #codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem #tests Compiled and ran Orion Linux client. Change 3069181 on 2016/07/28 by Lina.Halper Fix struct redirector for Orion anim node moving to engine #rb: Maciej.Mroz #code review:Laurent.Delayen #tests: editor loading the anim BP that caused the name conversion Change 3069092 on 2016/07/28 by Aaron.McLeran OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves - Not all active sounds have sound classes, was causing a crash #codereview marc.audy #rb zabir.hoque #tests Run game with stat soundcues and not crash Change 3068969 on 2016/07/28 by David.Ratti Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too. #rb none #tests compile Change 3068902 on 2016/07/28 by David.Ratti Code for tracking down UGameplayCueManager::GetInstancedCueActor crash. #rb none #tests compile Change 3068831 on 2016/07/28 by Aaron.McLeran OR-26417 Reverb is too loud in-game in Dev-General - Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set. #rb Jeff.Campeau #tests run a map with no reverb audio volume and reverb is not super wet Change 3068529 on 2016/07/28 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of McpSubsystem->CreateRequest to query receipts (uses subsystem config) #RB: none #TESTS: none #R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3068399 on 2016/07/28 by Andrew.Rodham Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira OR-25769 #tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly. #rb Benn.Gallagher Change 3068138 on 2016/07/28 by Marcus.Wassmer Disable mallocleak testing by default #rb none #test none Change 3068121 on 2016/07/28 by Marcus.Wassmer Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled. Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data. Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also. #rb Robert.Manuszewski #tests stack tracing / symbolication with mallocleak on windows. Change 3068119 on 2016/07/28 by Marcus.Wassmer Fix MallocLeakProxy deadlock #rb Robert.Manuszewski #tests mallocleak start/stop/dump on windows Change 3067752 on 2016/07/27 by Michael.Noland Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands - IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer - The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class. - The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered - Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code Upgrade Notes: - DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly - In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands) - HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name) - Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future) Paragon: - Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event - Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it. #rb dmitry.rekman #codereview bob.tellez, peter.knepley, andrew.grant, john.mauney #review-3067607 @Dmitry.Rekman, @Bob.Tellez #tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI Change 3067654 on 2016/07/27 by Michael.Noland FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #rb steve.robb #jira UE-31959 [duplicating CL# 3039827] #tests Tried moving a folder in the editor Change 3067644 on 2016/07/27 by Aaron.McLeran OR-24537 Looping audio sometimes persists in Agora Adding stopping sounds if audio component is destroyed while playing a looping sound #rb jeff.campeau #tests audio component stops looping sound if audio component is destroyed prematurely Change 3067560 on 2016/07/27 by Aaron.McLeran OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters - Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call - using xaudio2 operation sets to ensure that voice and effect params are executing in sequence - only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands - Don't call EnsureCompletion on pending async tasks on teardown #rb Jeff.Campeau #tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions Change 3067420 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge 29.2/30 @ CL 3067312 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067316 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3065602 #RB:none #Tests:none [CodeReviewed]: matt.schembari #R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067025 on 2016/07/27 by Michael.Noland Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes #rb none #tests Compiled Change 3067020 on 2016/07/27 by Michael.Noland Core: Various improvements to FHistogram and split it out into separate files - Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate) - Added O(1) getters for total sample counts and sum of all measurements - Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex - Added support for specifying explicit histogram bucket thresholds #rb dmitry.rekman #tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage Change 3066681 on 2016/07/27 by Frank.Gigliotti Camera anim field of view fix; * The FOV is now reset on the PlayerCameraManager camera actor when it's initialized. This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value. * Base FOV can now be edited in the CameraAnim properties. This allows you to specify what the FOV keys are relative to. Previously it was always using a base FOV of 90 degrees. #RB None #CodeReview Jeff.Farris #Tests Multiple camera animations in PIE Change 3066508 on 2016/07/27 by Lina.Halper Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name. #code review:Martin.Wilson, Benn.Gallagher #rb: Martin.Wilson #tests: cooked test map, run test map, PIE, saving content, loading standalone game Change 3066246 on 2016/07/27 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Fix for non-unity error #rb none #tests compiled #R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3066167 on 2016/07/27 by Benn.Gallagher Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding. #rb Ori.Cohen #tests Editor, PIE, Applying clothing to characters. Change 3065868 on 2016/07/27 by Michael.Noland Blueprints: Fixing non-editor build (missing WITH_EDITOR) #rb none #tests Compiled PS4 Change 3065749 on 2016/07/26 by Michael.Noland Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead) #codereview mike.beach, marc.audy #tests Loaded and recovered a corrupted Blueprint on Cameron's machine #rb Phillip.Kavan Change 3065706 on 2016/07/26 by Josh.Markiewicz #UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons - fixed non shipping cmd line override to be correct #rb none #codereview andrew.grant, paul.moore #tests none Change 3065359 on 2016/07/26 by Rob.Cannaday Limit external id querying to 100 ids per call. The backend currently enforces this and is returning an error when we exceed this limit. Break up calls in batches of 100 ids. #jira OR-20674 #rb ian.fox #tests login to front end with PC, PS4. forced tests to simulate > 100 requests. Change 3065197 on 2016/07/26 by Bart.Bressler Change how PS4 sessions work: - We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions. - Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable - Added comments, other misc. code cleanup. #rb josh.markiewicz, sam.zamani, rob.cannaday #tests created cross play parties with multiple pc + ps4 players #jira OR-20332 Change 3065158 on 2016/07/26 by Lina.Halper Fix the guid keep generated by adding to the database. - This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible #rb: Martin.Wilson #jira: UE-33772, UE-33454 #tests: cooked AI_Test map, editor rename curves Change 3064735 on 2016/07/26 by Dmitry.Rekman Linux: added WebRTC libs. - Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc). #rb none #tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform. (Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064727 on 2016/07/26 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb none #tests Compiled and ran Linux server and Linux client. (Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064725 on 2016/07/26 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. (Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064572 on 2016/07/26 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3064545 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3064523 on 2016/07/26 by Jon.Lietz Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements. #RB none #tests BP compiles and stays not dirty #codereview dave.ratti@epicgames.com [CL 3111290 by Andrew Grant in Main branch]
2016-09-01 21:20:38 -04:00
{
MessageLog.Error(TEXT("@@ references an unknown blend space"), this);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3198996 on 2016/11/15 by Marc.Audy BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead. #jira UE-21136 Change 3199019 on 2016/11/15 by Marc.Audy Mark user-facing BeginPlay calls as protected Change 3200128 on 2016/11/16 by Thomas.Sarkanen Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance. #jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe Change 3200133 on 2016/11/16 by Martin.Wilson Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called) #jira UE-18798 Change 3200167 on 2016/11/16 by Martin.Wilson Newly added virtual bones are now selected in the skeleton tree #jira UE-37776 Change 3200255 on 2016/11/16 by James.Golding Stop SkeletalMeshTypes.h being globally included Change 3200289 on 2016/11/16 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix Make sure that in PostEditChangeProp we reset the override material arrays #misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead #jira UE-38108 Change 3200291 on 2016/11/16 by Jurre.deBaare Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds #fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence #jira UE-37274 Change 3200293 on 2016/11/16 by Jurre.deBaare Overlapping UV's cause merge actor texture baking issues #fix Only look for overlapping UVs if vertex data baking is actually expected/enabled #jira UE-37220 Change 3200294 on 2016/11/16 by Jurre.deBaare Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive #fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!) #jira UE-36679 Change 3200295 on 2016/11/16 by Jurre.deBaare Merge Actor Specific LOD level can be set to 8 #fix Change clamping value and added UI clamp metadata #jira UE-37134 Change 3200296 on 2016/11/16 by Jurre.deBaare In Merge Actors if you select use specific Lod level you have access to all the merge material settings #fix Added edit condition to non-grayed out material settings #jira UE-36667 Change 3200303 on 2016/11/16 by Thomas.Sarkanen Fixed diagonal current scrub value in anim curves #jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted Change 3200304 on 2016/11/16 by Thomas.Sarkanen Rezero is now explicit about what it does (current vs. specified frame) Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D). #jira UE-35985 - Rezero doesn't work by frame Change 3200307 on 2016/11/16 by Thomas.Sarkanen Add curve panel to anim BP editor Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.). #jira UE-35742 - Anim Curve Viewer allowed in Anim BP Change 3200313 on 2016/11/16 by Jurre.deBaare Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened #fix in debug skeletal mesh component just mark the cached parameters dirty every tick #jira UE-35786 Change 3200316 on 2016/11/16 by Jurre.deBaare Converted Skeletal To Static Mesh Gets Corrupted When Merged #fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well) #misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used #jira UE-37988 Change 3200321 on 2016/11/16 by Jurre.deBaare Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down #fix change the way the layout is constructed #jira UE-37260 Change 3200323 on 2016/11/16 by Jurre.deBaare Toggling sky in Persona does not effect reflections #fix turn of skylight together with the actual environment sphere #misc found incorrect copy paste in toggling floor/environment visibility with key stroke #jira UE-26796 Change 3200324 on 2016/11/16 by Jurre.deBaare Open Merge Actor menu on right clicking two selected actors #fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport #jira UE-36892 Change 3200331 on 2016/11/16 by Benn.Gallagher Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused. #jira UE-38620 Change 3200334 on 2016/11/16 by Jurre.deBaare Dynamic light settings in Persona viewport cause edges to appear hardened #fix Makeing the directional light stationary to ups the shadowing quality #jira UE-37188 Change 3200356 on 2016/11/16 by Jurre.deBaare Rate scale option for animation nodes in blend spaces #added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback #misc bumped framework object version to update all blendspaces on load #jira UE-16207 Change 3200380 on 2016/11/16 by Jurre.deBaare Fix for Mac CIS issues Change 3200383 on 2016/11/16 by Marc.Audy Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback Change 3200385 on 2016/11/16 by James.Golding Refactor SkeletalMesh to use same color buffer type as StaticMesh Change 3200407 on 2016/11/16 by James.Golding Fix CIS error in FbxAutomationTests.cpp Change 3200417 on 2016/11/16 by Jurre.deBaare Fix for CIS issues #fix Rogue } Change 3200446 on 2016/11/16 by Martin.Wilson Change fix for Set Anim Instance Class from CL 3200133 #jira UE-18798 Change 3200579 on 2016/11/16 by Martin.Wilson Fix for serialization crash in Odin #jir UE-38683 Change 3200659 on 2016/11/16 by Martin.Wilson Fix build errors Change 3200801 on 2016/11/16 by Lina.Halper Fix error message Change 3200873 on 2016/11/16 by Lina.Halper Test case for Update Rate Optimization - LOD_URO_Map.umap - test map - LODPawn - pawn that contains mesh with URO setting - You can tweak the value in LODPawn Change 3201017 on 2016/11/16 by Lina.Halper - Allow slave component to be removed when setting master pose to nullptr - licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html Change 3201765 on 2016/11/17 by Jurre.deBaare Improved tooltip for FBlendParameter.GridNum Change 3201817 on 2016/11/17 by Thomas.Sarkanen Added display/edit of bone transforms in details panel Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick(). Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene. Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection). #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3201819 on 2016/11/17 by Thomas.Sarkanen Fix CIS error Change 3201901 on 2016/11/17 by Lina.Halper With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids(). - removed GetCurveNumber from skeleton - changed curve count to use BoneContainer's curve list. #code review: Laurent.Delayen Change 3201999 on 2016/11/17 by Thomas.Sarkanen Add local/world transform editing to bone editing Added details customization & support code for world-space editing of bone transforms #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3202111 on 2016/11/17 by mason.seay Potential test assets for HLOD Change 3202240 on 2016/11/17 by Thomas.Sarkanen Fixed extra whitespace not being removed in front of console commands. GitHub #2843 #jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands. Change 3202259 on 2016/11/17 by Jurre.deBaare Readded missing shadows in advanced preview scene Change 3203180 on 2016/11/17 by mason.seay Moved and updated URO Map Change 3203678 on 2016/11/18 by Thomas.Sarkanen Bug fix for menu extenders in PhAT. GitHub #2550 #jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT. Change 3203679 on 2016/11/18 by Thomas.Sarkanen Fixed LOD hysteresis not being properly converted from the old metric This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed. #jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently Change 3203747 on 2016/11/18 by Jurre.deBaare Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex #fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc. #jira UE-38734 Change 3203748 on 2016/11/18 by Jurre.deBaare Crash Generating Proxy Meshes after replacing static meshes in the level #fix just calculate bounds for the used UVs (old behaviour was wrong) #jira UE-38764 Change 3203751 on 2016/11/18 by james.cobbett Changes to TM-PoseSnapshot and new test assets Change 3203799 on 2016/11/18 by Thomas.Sarkanen Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method. Also fixed up the naming of some variables that still referred to screen areas & LOD distances. #jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result Change 3203856 on 2016/11/18 by james.cobbett TM-PoseSnapshot - Rebuild lighting and updated anims Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3203940 on 2016/11/18 by Ori.Cohen Fix missing newline for ps4 Change 3203960 on 2016/11/18 by Ori.Cohen Readd fix for linux macro expansion warning Change 3203975 on 2016/11/18 by Ori.Cohen Fix for linux toolchain not knowing about no-unused-local-typedef Change 3203989 on 2016/11/18 by Ori.Cohen Make sure physx automation doesn't try to build html5 APEX. Change 3204031 on 2016/11/18 by james.cobbett Minor update to test level Change 3204035 on 2016/11/18 by Marc.Audy Additional Attenuation refactor cleanup Change 3204044 on 2016/11/18 by Ori.Cohen Fix typo of NV_SIMD_SSE2 Change 3204049 on 2016/11/18 by Ori.Cohen Fix missing newline for PS4 compiler Change 3204463 on 2016/11/18 by mason.seay Finalized URO test map Change 3204621 on 2016/11/18 by mason.seay Small improvements Change 3204751 on 2016/11/18 by Ori.Cohen Make PhAT highlight selected bodies and constraints in the tree view Change 3205868 on 2016/11/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744 Change 3205887 on 2016/11/21 by Jurre.deBaare Fix for similar crash in blendspace editor like UE-38734 Change 3206121 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) #jira UE-38803 #jira UE-38692 Change 3206187 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) Additional bits #jira UE-38519 #jira UE-38803 #jira UE-38692 Change 3206318 on 2016/11/21 by Marc.Audy Fix Linux compiler whinging Change 3206379 on 2016/11/21 by Marc.Audy Fix crash when streaming in a sublevel with a child actor in it (4.14.1) #jira UE-38906 Change 3206591 on 2016/11/21 by Marc.Audy Refactor restrictions to allow hidden and clarify disabled Change 3206776 on 2016/11/21 by Marc.Audy ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect. ForceFeedback Attenuation settings can be defined via the content browser or directly on the component. #jira UEFW-244 Change 3206901 on 2016/11/21 by Marc.Audy Fix compile error in automation tests Change 3207235 on 2016/11/22 by danny.bouimad Updated Map Change 3207264 on 2016/11/22 by Thomas.Sarkanen Disable bone editing in anim blueprint editor #jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable Change 3207303 on 2016/11/22 by Lina.Halper Clear material curve by setting it directly because the flag might not exist #jira: UE-36902 Change 3207331 on 2016/11/22 by Jon.Nabozny Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully. Change 3207357 on 2016/11/22 by Danny.Bouimad Updating testcontent for pose drivers Change 3207425 on 2016/11/22 by Lina.Halper Fix frame count issue with montage #jira: UE-30048 Change 3207478 on 2016/11/22 by Lina.Halper Fix so that curve warning doesn't happen when your name is same. #jira: UE-34246 Change 3207526 on 2016/11/22 by Marc.Audy Fix crash when property restriction introduces a hidden entry Change 3207731 on 2016/11/22 by danny.bouimad MoreUpdates Change 3207764 on 2016/11/22 by Lina.Halper #fix order of morphtarget to first process animation and then BP for slave component Change 3207842 on 2016/11/22 by Ben.Zeigler Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work. Change 3208202 on 2016/11/22 by Ben.Zeigler #jira UE-38811 Fix regression with gimbal locking in player camera manager. The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise. Change 3208510 on 2016/11/23 by Wes.Hunt Disable UBT Telemetry on internal builds #jira AN-1059 #tests build a few different ways, add more diagnostics to clarify if the provider is being used. Change 3208734 on 2016/11/23 by Martin.Wilson Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class #jira UE-38899 Change 3208782 on 2016/11/23 by Thomas.Sarkanen Fixed material and vert count issues with skeletal to static mesh conversion Material remapping was not bein gbuilt, so material indices were overwitten inappropriately. Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase. #jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh Change 3208798 on 2016/11/23 by James.Golding UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds Change 3208801 on 2016/11/23 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something #jira UE-38108 Change 3208807 on 2016/11/23 by Thomas.Sarkanen CIS fix Change 3208824 on 2016/11/23 by danny.bouimad More content updates for Testing Change 3208827 on 2016/11/23 by Danny.Bouimad Removing Old Pose driver Testassets I created awhile ago. Change 3209026 on 2016/11/23 by Martin.Wilson CIS Fix for FRichCurve Change 3209083 on 2016/11/23 by Marc.Audy Don't crash if after an undo the previously selected object no longer exists (4.14.1) #jira UE-38991 Change 3209085 on 2016/11/23 by Marc.Audy Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1) #jira UE-38992 Change 3209124 on 2016/11/23 by Ben.Zeigler #jira UE-38867 Fix some game mode log messages From PR #2955 Change 3209231 on 2016/11/23 by Marc.Audy Auto removal Change 3209232 on 2016/11/23 by Marc.Audy GetComponents now optionally can include components in Child Actors Change 3209233 on 2016/11/23 by Marc.Audy ParseIntoArray resets instead of empty Change 3209235 on 2016/11/23 by Marc.Audy Allow child actor components to be selected in viewports Fix selection highlight not working on nested child actors #jira UE-16688 Change 3209247 on 2016/11/23 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194 Change 3209299 on 2016/11/23 by Marc.Audy Use MoveTemp to reduce some memory churn in graph schema actions Change 3209347 on 2016/11/23 by Marc.Audy Don't dispatch a tick function that had been scheduled but has been disabled before being executed. #jira UE-37459 Change 3209507 on 2016/11/23 by Ben.Zeigler #jira UE-38185 Keep player controllers in their same order during a seamless travel From PR #2908 Change 3209882 on 2016/11/24 by Thomas.Sarkanen Copy-to-array now works with the fast path Refactored the copy record generation/validation code to be clearer with better seperation of concerns. Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen). Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped. Added tests for fast path validity to EditorTests project. Assets to follow. #jira UE-34569 - Fast Path gets turned off if you link to multiple input pins Change 3209884 on 2016/11/24 by Thomas.Sarkanen File I missed Change 3209885 on 2016/11/24 by Thomas.Sarkanen Support assets for fast path tests Change 3209939 on 2016/11/24 by Benn.Gallagher Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list #jira UE-35557 Change 3209941 on 2016/11/24 by Jurre.deBaare Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly. #fix make sure that when we delete a sample point we reset the preview base pose #misc changed how the preview base pose is determined/updated #jira UE-38733 Change 3209942 on 2016/11/24 by Thomas.Sarkanen Fixed transactions being made when setting bone space in details panel Also added reset to defaults to allow easy removal of bone modifications. #jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction Change 3209945 on 2016/11/24 by james.cobbett Test assets for Pose Snapshot Test Case Change 3210239 on 2016/11/25 by Mieszko.Zielinski Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4 #jira UE-29415 Change 3210279 on 2016/11/25 by Benn.Gallagher Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation #jira UE-38040 Change 3210288 on 2016/11/25 by danny.bouimad Cleaned up Pose Driver Anim BP's Change 3210334 on 2016/11/25 by Benn.Gallagher Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr #jira UE-22145 Change 3210349 on 2016/11/25 by James.Golding UE-35783 Fix scrolling in PoseAsset editor panels Change 3210356 on 2016/11/25 by James.Golding UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables) Change 3210357 on 2016/11/25 by Jurre.deBaare Numeric textbox value label incorrect for aimoffset/blendspaces in grid #fix change lambda capture type (was referencing local variable) Change 3210358 on 2016/11/25 by Jurre.deBaare Crash Generating Proxy Mesh with Transition Screen Size set to 1 #fix 1.0 was not included within the possible range #jira UE-38810 Change 3210364 on 2016/11/25 by James.Golding Improve BuildVertexBuffers to use stride and avoid copying colors Change 3210371 on 2016/11/25 by Jurre.deBaare You can no longer enable tooltip display when using anim offset #fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down #jira UE-38808 It's not clear that the user has to hold shift to preview in blend spaces #fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value #jira UE-38711 #misc refactored out some duplicate code :) Change 3210387 on 2016/11/25 by james.cobbett Updating test asset Change 3210550 on 2016/11/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927 Brings IWYU in and required substantial fixups Change 3210551 on 2016/11/26 by Marc.Audy Delete empty cpp files Change 3211002 on 2016/11/28 by Lukasz.Furman added navigation update on editting volume's brush #ue4 Change 3211011 on 2016/11/28 by Marc.Audy Roll back CL# 3210334 as it is causing deadlocks during GC Change 3211039 on 2016/11/28 by Jurre.deBaare Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors. #fix prevent using the wedge map when propagating spline mesh vertex colours #jira UE-36011 Change 3211053 on 2016/11/28 by Ori.Cohen Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide #JIRA UE-38989 Change 3211101 on 2016/11/28 by mason.seay Adjusting trigger collision so it can't be triggered by projectiles Change 3211171 on 2016/11/28 by Jurre.deBaare Previewing outside of Blendspace Graph points causes unexpected weighting #jira UE-32775 Second Animation Sample added to AimOffset or Blendspace swaps with the first sample #jira UE-36755 #fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles - One: fill grid weights to single sample - Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line - Colinear: find two closest samples and apply behaviour above #misc rename variables to make the code more clear and correct Change 3211491 on 2016/11/28 by Marc.Audy Provide proper tooltip for GetParentActor/Component Expose GetAttachParentActor/SocketName to blueprints De-virtualize Actor GetAttach... functions #jira UE-39056 Change 3211570 on 2016/11/28 by Lina.Halper Title doesn't update when asset is being dropped #jira: UE-39019 Change 3211766 on 2016/11/28 by Ori.Cohen Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically. #JIRA UE-36089 Change 3211938 on 2016/11/28 by Mason.Seay CSV's for testing gameplay tags Change 3212090 on 2016/11/28 by Ori.Cohen Expose angular SLERP drive to blueprints #JIRA UE-36690 Change 3212102 on 2016/11/28 by Marc.Audy Fix shadow variable issue #jira UE-39099 Change 3212182 on 2016/11/28 by Ori.Cohen PR #2902: Fix last collision preset display (Contributed by max99x) #JIRA UE-38100 Change 3212196 on 2016/11/28 by dan.reynolds AEOverview Update: Minor tweaks and fixes Added Attenuation Curve Tests Renamed SC to SCLA for Sound Class prefix WIP SCON (Sound Concurrency) Change 3212347 on 2016/11/28 by Ben.Zeigler #jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor Fix chained tag redirectors to work properly Const fixes and removed a bad error message spam, and fix rename message Change 3212385 on 2016/11/28 by Marc.Audy Avoid duplicate GetWorld() calls Change 3212386 on 2016/11/28 by Marc.Audy auto shoo Change 3213018 on 2016/11/29 by Marc.Audy Fix shadow variable for real Change 3213037 on 2016/11/29 by Ori.Cohen Fix deprecation warnings Change 3213039 on 2016/11/29 by Marc.Audy Generalize logic for when a component prevents an Actor from auto destroying Add forcefeedback component to the components that will hold up the auto destroy of an actor Change 3213088 on 2016/11/29 by Marc.Audy Move significance manager out of experimental Change 3213187 on 2016/11/29 by Marc.Audy Add InsertDefaulted to mirror options available when Adding Change 3213254 on 2016/11/29 by Marc.Audy add auto-complete for showdebug forcefeedback Change 3213260 on 2016/11/29 by Marc.Audy Allow systems to inject auto-complete console entries Change 3213276 on 2016/11/29 by Marc.Audy add auto-complete entry for showdebug significancemanager Change 3213331 on 2016/11/29 by James.Golding Split SkeletalMesh skin weights into their own stream Remove unused FGPUSkinVertexColor struct Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights Update friendly name for FColorVertexBuffer now it's used by skel mesh as well Change 3213349 on 2016/11/29 by Ben.Zeigler Fix tag rename feedback message Change 3213355 on 2016/11/29 by Ben.Zeigler #jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome) Change 3213406 on 2016/11/29 by Ori.Cohen Make sure body transforms are not set while the physx simulation is running. #JIRA UE-37270 Change 3213508 on 2016/11/29 by Jurre.deBaare When performing a merge actor on an actor merging multiple materials certain maps aren't generated #fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map #jira UE-38526 Change 3213557 on 2016/11/29 by Ben.Zeigler #jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away Change 3213634 on 2016/11/29 by Ori.Cohen Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor. Change 3213639 on 2016/11/29 by Ori.Cohen Fix from nvidia for vehicle suspension exploding when given a bad normal. #JIRA UE-38716 Change 3213812 on 2016/11/29 by James.Golding UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead Change 3213824 on 2016/11/29 by Ori.Cohen Fix CIS Change 3213873 on 2016/11/29 by Ori.Cohen Fix welded bodies not properly computing mass properties. #JIRA UE-35184 Change 3213950 on 2016/11/29 by Mieszko.Zielinski Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion #jira UE-37221 Change 3213951 on 2016/11/29 by Mieszko.Zielinski Fixed perception system having issue with registering perception listener spawned in sublevels #UE4 #jira UE-37850 Change 3214005 on 2016/11/29 by Ori.Cohen Fix mass kg override not propagating to blueprint instances. Change 3214046 on 2016/11/29 by Marc.Audy Duplicate all instanced subobjects, not just those that are editinlinenew Make AABrush.Brush instanced rather than export #jira UE-39066 Change 3214064 on 2016/11/29 by Marc.Audy Use GetComponents directly where safe instead of copying in to an array Change 3214116 on 2016/11/29 by James.Golding Fix tooltip when dragging anim assets onto players Change 3214136 on 2016/11/29 by Ori.Cohen Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data #JIRA UE-35864 Change 3214162 on 2016/11/29 by Mieszko.Zielinski Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4 #jira UE-12077 Change 3214177 on 2016/11/29 by Marc.Audy Use correct SocketName (broken in CL#2695130) #jira UE-39153 Change 3214427 on 2016/11/29 by dan.reynolds AEOverview Update Fixed Attenuation tests when overlapping attenuation ranges between streamed levels Added Sound Concurrency Far then Prevent New testmap Removed some Sound Concurrency assets Change 3214469 on 2016/11/29 by dan.reynolds AEOverview Update Added Sound Concurrency Test for Stop Farthest then Oldest Change 3214842 on 2016/11/30 by Jurre.deBaare LookAt AimOffset in the Anim Graph causes character to explode #jira UE-38533 #fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime Change 3214866 on 2016/11/30 by james.cobbett Updating Pose Snapshot test assets Change 3214964 on 2016/11/30 by thomas.sarkanen Added test data for facial animtion curves Change 3215015 on 2016/11/30 by Jurre.deBaare When a Aim Offset axis value is edited drastically the preview mesh will be deformed #fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range #misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit) #jira UE-38880 Change 3215029 on 2016/11/30 by Marc.Audy Fix CIS Change 3215033 on 2016/11/30 by Marc.Audy Add a delegate for when new classes are added via hotreload Change existing hotload class reinstancing delegates to be multicast Change 3215048 on 2016/11/30 by Jon.Nabozny Use getKinematicTarget whenever a body is kinematic. This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics. #jira UE-37877 Change 3215052 on 2016/11/30 by Marc.Audy Generalize the volume actor factory logic Create volume factories when hotreload adds a new volume class #jira UE-39064 Change 3215055 on 2016/11/30 by Marc.Audy Probable fix for IOS CIS failure Change 3215091 on 2016/11/30 by Lina.Halper Easy alternative fix for blending two curves per bone. For now we just combine. To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15. #jira: UE-39182 Change 3215179 on 2016/11/30 by Jurre.deBaare Preview viewport should only use rendering features supported in project #fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity #jira UE-37252 Change 3215189 on 2016/11/30 by Jurre.deBaare CIS fix Change 3215326 on 2016/11/30 by Ben.Zeigler #jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode. Regression caused by CL #3104976 Change 3215523 on 2016/11/30 by James.Golding Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash Change 3215539 on 2016/11/30 by Marc.Audy Fix failure to cleanup objects in a hidden always loaded sub-level #jira UE-39139 Change 3215568 on 2016/11/30 by Aaron.McLeran UE-39197 Delay node of 0.0 causes crash Change 3215719 on 2016/11/30 by Aaron.McLeran UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528 Change 3215773 on 2016/11/30 by Aaron.McLeran PR #2819 : Fixed typo in SoundWave.h Change 3215828 on 2016/11/30 by James.Golding PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus) Change 3215831 on 2016/11/30 by James.Golding UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode Change 3215904 on 2016/11/30 by Marc.Audy Fix significance calculations Change 3215955 on 2016/11/30 by James.Golding UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data. Change 3215959 on 2016/11/30 by James.Golding Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass Change 3216057 on 2016/11/30 by Marc.Audy Don't reset expose on spawn properties when in a PIE world #jira UE-36771 Change 3216114 on 2016/11/30 by James.Golding Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files Change 3216144 on 2016/11/30 by Jon.Nabozny Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated. InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with. This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset. #jira UE-38434 Change 3216148 on 2016/11/30 by Jon.Nabozny Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling. Change 3216160 on 2016/11/30 by Aaron.McLeran Fixing a memory leak in concurrency management Change 3216164 on 2016/11/30 by James.Golding Move SkeletalMeshActor code into its own cpp file Fix CIS for SkeletalMeshComponent.cpp Change 3216371 on 2016/11/30 by dan.reynolds AEOverview Update Minor tweaks Completed Sound Concurrency Rule Test Maps Added additional test files Change 3216509 on 2016/11/30 by Marc.Audy Fix missing include Change 3216510 on 2016/11/30 by Marc.Audy Code cleanup Change 3216723 on 2016/12/01 by Jurre.deBaare When clearing a blend sample animation the animation will try and blend to the ref pose #fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation #fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error) #misc weird whitespace changes #jira UE-39078 Change 3216745 on 2016/12/01 by Jurre.deBaare - Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised. - UDN user was hitting a check within the triangle flipping behaviour #fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle #fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check #misc refactored triangle flipping code to make it smaller (more readible) Change 3216903 on 2016/12/01 by mason.seay Imported mesh for quick test Change 3216904 on 2016/12/01 by Jurre.deBaare CIS Fix #fix replaced condition by both non-editor as editor valid one Change 3216998 on 2016/12/01 by Lukasz.Furman fixed AI slowing down on ramps due to 3D input vector being constrained by movement component #jira UE-39233 #2998 Change 3217012 on 2016/12/01 by Lina.Halper Checking in James' fix on drag/drop to replace assets #code review: James.Golding #jira: UE-39150 Change 3217031 on 2016/12/01 by james.cobbett Updating Pose Snapshot Assets. Again. Change 3217033 on 2016/12/01 by Martin.Wilson Update bounds on all skel meshes when physics asset is changed #jira UE-38572 Change 3217181 on 2016/12/01 by Martin.Wilson Fix imported animations containing a black thumbnail #jira UE-36559 Change 3217183 on 2016/12/01 by Martin.Wilson Add some extra debugging code for future animation compression / ddc issues Change 3217184 on 2016/12/01 by james.cobbett Fixing a test asset by checking a check box. Sigh. Change 3217216 on 2016/12/01 by Martin.Wilson Undo part of CL 3217183. Will need to add this back differently. Change 3217274 on 2016/12/01 by Marc.Audy When serializing in an enum tagged property follow redirects #jira UE-39215 Change 3217419 on 2016/12/01 by james.cobbett Changes to test assets for more Pose Snapshot tests Change 3217449 on 2016/12/01 by Aaron.McLeran Adding new audio setting to disable EQ and reverb. Hooked up to XAudio2 (for now). Change 3217513 on 2016/12/01 by Marc.Audy Improve bWantsBeginPlay deprecation message Change 3217620 on 2016/12/01 by mason.seay Updated test assets for HLOD Change 3217872 on 2016/12/01 by Aaron.McLeran UEFW-113 Adding master reverb to audio mixer - Added new submix editor to create new submixes - Created new default master submixes for reverb and EQ and master submixes - Fixed a number of minor issues found in auido mixer while working on feature Change 3218053 on 2016/12/01 by Ori.Cohen Added mass debug rendering #JIRA UE-36608 Change 3218143 on 2016/12/01 by Aaron.McLeran Fixing up reverb to support multi-channel (5.1 and 7.1) configurations. - Added default reverb send amount Change 3218440 on 2016/12/01 by Zak.Middleton #ue4 - Made some static FNames const. Change 3218715 on 2016/12/02 by james.cobbett Fixed bug in test asset. Change 3218836 on 2016/12/02 by james.cobbett Fixing up test asset Change 3218884 on 2016/12/02 by james.cobbett Moar test asset changes Change 3218943 on 2016/12/02 by Ori.Cohen Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space #JIRA UE-35184 Change 3218955 on 2016/12/02 by Marc.Audy Fix initialization order issues Remove monolithic includes Change signature to pass string by const ref Change 3219149 on 2016/12/02 by Ori.Cohen Fix SetCollisionObjectType not working on skeletal mesh components #JIRA UE-37821 Change 3219162 on 2016/12/02 by Martin.Wilson Fix compile error when blend space on aim offset nodes is exposed as pin #jira UE-39285 Change 3219198 on 2016/12/02 by Marc.Audy UEnum::FindValue/IndexByName will now correctly follow redirects #jira UE-39215 Change 3219340 on 2016/12/02 by Zak.Middleton #ue4 - Optimized and cleaned up some Actor methods related to location and rotation. - Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors. - Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent(). - Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods. Change 3219482 on 2016/12/02 by Ori.Cohen Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent. #JIRA UE-39172 Change 3219676 on 2016/12/02 by Martin.Wilson Make clearer that ref pose is from skeleton Change 3219687 on 2016/12/02 by Aaron.McLeran Supporting multi-channel reverb with automatic downmixing of input to stereo Change 3219688 on 2016/12/02 by Martin.Wilson Fix crash when remapping additive animations after skeleton hierarchy change #jira UE-39040 Change 3219699 on 2016/12/02 by Zak.Middleton #ue4 - Fix template's use of old GetActorRotation() function. Change 3219969 on 2016/12/02 by Ben.Zeigler #jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication Modified from shelve Zak.Middleton made of PR #1885, after some more testing Change 3220010 on 2016/12/02 by Aaron.McLeran Fixing up sound class editor Change 3220013 on 2016/12/02 by Aaron.McLeran Deleting monolithic file Change 3220249 on 2016/12/02 by Aaron.McLeran Changing reverb settings parameter thread sync method - Switching to a simple ring buffer rather than using a crit sect Change 3220251 on 2016/12/02 by Aaron.McLeran Removing hard-coded audio mixer module name for the case when using -audiomixer argument, -added new entry to ini file that allows you to specify the audio mixer module name used for the platform. Change 3221118 on 2016/12/05 by Jurre.deBaare Back out changelist 3220249 to fix CIS Change 3221363 on 2016/12/05 by Martin.Wilson Change slot node category from Blends to Montage Change 3221375 on 2016/12/05 by Jon.Nabozny Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set. #jira UE-39325 Change 3221402 on 2016/12/05 by Jon.Nabozny Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path. #jira UE-33562 Change 3221441 on 2016/12/05 by Thomas.Sarkanen Fixed crash when reimporting a mesh when a different animation was open #jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents Change 3221473 on 2016/12/05 by Marc.Audy Get rid of auto. Use GetComponents directly instead of copying in to temporary arrays Change 3221584 on 2016/12/05 by Jon.Nabozny Fix CIS for Mac builds from CL-3221375 Change 3221631 on 2016/12/05 by Martin.Wilson Possible fix for rare marker sync crash on live servers #jira UE-39235 #test ai match, animation seemed fine, no crashes Change 3221660 on 2016/12/05 by mason.seay Resubmitting to add Viewport Bookmark Change 3221683 on 2016/12/05 by Mieszko.Zielinski Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4 #jira UE-30355 Change 3221750 on 2016/12/05 by Jon.Nabozny Real CIS fix. Change 3221917 on 2016/12/05 by Jon.Nabozny Fix CIS for real this time. Change 3222370 on 2016/12/05 by mason.seay Start of Gameplay Tag testmap Change 3222396 on 2016/12/05 by Aaron.McLeran UEFW-44 Implementing EQ master submix effect for audio mixer - New thread safe param setting temlate class (for setting EQ and Reverb params) - Hook up reverb submix effect to source voices - Implementation of FBiquad for biquad filter coefficients and audioprocessing - Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once - Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type Change 3222425 on 2016/12/05 by Aaron.McLeran Checking in missing files Change 3222429 on 2016/12/05 by Aaron.McLeran Last missing file! Change 3222783 on 2016/12/05 by Jon.Nabozny Update SkelMeshScaling map. Change 3223173 on 2016/12/06 by Martin.Wilson Fix crash in thumbnail rendering when creating a new montage #jira UE-39352 Change 3223179 on 2016/12/06 by Marc.Audy auto/NULL cleanup Change 3223329 on 2016/12/06 by Marc.Audy Fix (hard to explain) memory corruption #jira UE-39366 Change 3223334 on 2016/12/06 by Jon.Nabozny Add HasBeenInitialized check inside AActor::InitializeComponents Change 3223340 on 2016/12/06 by Jon.Nabozny Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid. #jira UE-39238 Change 3223372 on 2016/12/06 by Marc.Audy Probably fix HTML5 CIS failure Change 3223511 on 2016/12/06 by Jon.Nabozny Fix Mac CIS shadow warning Change 3223541 on 2016/12/06 by Lukasz.Furman fixed missing NavCollision data in static meshes #jira UE-39367 Change 3223672 on 2016/12/06 by Ben.Zeigler #jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button Remove unnecessary code from both customizations Change 3223751 on 2016/12/06 by Marc.Audy Properly remove components from their owner when manipulating through editinlinenew properties #jira UE-30548 Change 3223831 on 2016/12/06 by Ben.Zeigler #jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled #jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive Add Tag Source to tooltip in management mode Fix RequestGameplayTagChildrenInDictionary to work properly Change 3223862 on 2016/12/06 by Marc.Audy Hide deprecated attach functions for all games not just Paragon Change 3224003 on 2016/12/06 by Marc.Audy Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way. #jira UE-39207 Change 3224602 on 2016/12/07 by Jurre.deBaare Crash on creating LODs with Medic #fix Added clamp for UVs -1024 to 1024 #jira UE-37726 Change 3224604 on 2016/12/07 by Jurre.deBaare Fix for incorrect normal calculation in certain circumstances #fix Make sure we propagate the matrices to samples after we (re)calculated normals #fix Conditionally swap/inverse the vertex data buffers instead of always #fix Set preview mesh for alembic import animation sequences #misc removed commented out code and added debug code Change 3224609 on 2016/12/07 by Jurre.deBaare Alembic Import Issues (skeletal) w. UVs and smoothing groups #fix Changed the way we populate smoothing group indices for alembic caches #misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences #jira UE-36412 Change 3224783 on 2016/12/07 by James.Golding Support per-instance skeletal mesh vertex color override Change 3224784 on 2016/12/07 by James.Golding Add skelmesh vert color override map. Fix my vert color material to work on skel mesh. Change 3225131 on 2016/12/07 by Jurre.deBaare Crash when baking matrix animation when importing an alembic file as skeletal #fix condition whether or not to apply matrices had not been moved over in previous change #jira UE-39439 Change 3225491 on 2016/12/07 by Lina.Halper - Morphtarget fix on the first frame #jira: UE-37702 Change 3225597 on 2016/12/07 by mason.seay Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting Change 3225758 on 2016/12/07 by Aaron.McLeran UE-39421 Fix for sound class graph bug Change 3225957 on 2016/12/07 by Ben.Zeigler #jira UE-39433 Fix crash with mass debug data Change 3225967 on 2016/12/07 by Lina.Halper Fix not removing link up cache when removed. #jira: UE-33738 Change 3225990 on 2016/12/07 by Ben.Zeigler #jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues Change 3226123 on 2016/12/07 by Aaron.McLeran Fix for sound class asset creation from within the sound class graph Change 3226165 on 2016/12/07 by mason.seay Replaced skelmesh gun with static mesh cube Change 3226336 on 2016/12/07 by Aaron.McLeran Fixing up sound class replacement code. If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them Change 3226701 on 2016/12/08 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613 Change 3226710 on 2016/12/08 by Jurre.deBaare Fix for alembic import crash #misc update num mesh samples and take into account user set start frame in case of skipping preroll frames Change 3226834 on 2016/12/08 by Jurre.deBaare Fix for incorrect matrix samples being applied during Alembic cache importing #fix Change way we loop through samples and determine correct matrix and mesh sample indices Change 3227330 on 2016/12/08 by Jurre.deBaare Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error #UE-39499 #fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad #misc corrected socket name output, removed unnecessary nullptr check Change 3227575 on 2016/12/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387 Change 3227602 on 2016/12/08 by Marc.Audy Copyright 2016 to 2017 updates for new Framework files [CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
else if (Cast<UAimOffsetBlendSpace>(BlendSpaceToCheck) == nullptr &&
Cast<UAimOffsetBlendSpace1D>(BlendSpaceToCheck) == nullptr)
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3106465) #lockdown Nick.Penwarden Change 3110660 on 2016/9/1 by Andrew.Grant Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress. HLOD warning is updated every 20 secs to deal with streaing levels. Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon). #rb Michael.Noland #tests verified we see our unbuilt HLOD warning in v31 :( Change 3106649 on 2016/08/30 by Cody.Haskell #Orion - Input Axis Work #rb DanH #tests PIE Change 3106299 on 2016/08/30 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 31.2 @ CL 3105865 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3106213 on 2016/08/30 by Ben.Marsh BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file. #rb none #tests preflight Change 3105994 on 2016/08/30 by Martin.Wilson Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input) #jira UE-35289 #rb Thomas.Sarkanen #tests Tested UI in editor Change 3105331 on 2016/08/29 by Uriel.Doyon Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget. #rb marcus.wassmer #tests launched editor and played game #jira OR-25814 Change 3105143 on 2016/08/29 by Josh.Markiewicz #UE4 - added assert when histogram input parameters don't match #rb none #tests launched/ran/won game golden path #codereview dmitry.rekman, michael.noland, bart.bressler Change 3104976 on 2016/08/29 by Jon.Lietz pickup refector - fixed a big that would allow mixed replication to call a gameplay cue's added twice. - All pickups now use the pick up manager, consolidated all pick up code into the manager. - added to the XP set so we can define the CXP bounty for targets. #RB Dave.Ratti #tests Bot match, test maps, spawning coins and pickups. Change 3103480 on 2016/08/26 by Josh.Markiewicz #UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession #rb none #tests golden path matchmaking #codereview paul.moore, eric.newman Change 3103410 on 2016/08/26 by Max.Chen Movie Capture: Fix commandline burnin option. #rb none #tests Render movie with commandline -UseBurnIn=yes option. Change 3102134 on 2016/08/25 by Brian.Karis Fix for HDR output exposure. Added 1000nit output option. #rb marcus #tests agora Change 3101276 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_31 - Merging CL 3100347 (head revision of 2 files :o ) #RB:none #Tests:none [CodeReviewed]: matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3101267 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_DUI - Integrating Media changes from 4.13 (head revision) #RB:none #Tests:none /Engine/Plugins/Media /Engine/Source/Runtime/Media /Engine/Source/Runtime/MediaAssets [CodeReviewed] matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100378 on 2016/08/24 by John.Pollard Fix a crash that can occur when scrubbing in replays #codereview David.Ratti #tests Replays #rb DavidR This is the output: [2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage Change 3100375 on 2016/08/24 by Laurent.Delayen Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket). #rb none #codereview lina.halper #tests Tacticia's RMB Targeting Change 3100278 on 2016/08/24 by Laurent.Delayen Fix for fast path struct copy being broken for FVectors. #rb lina.halper #codereview thomas.sarkanen #tests Chains' hook, Tacticia's LaserBeam and OrientationWarping Change 3100161 on 2016/08/24 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix issue with refresh viewer command failing due to backend congestion #rb RyanG #tests Replays Change 3100114 on 2016/08/24 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3098849 #RB:none #Tests:none #CodeReview: kerrington.smith, matt.schembari #R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100015 on 2016/08/24 by Michael.Noland Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node #jira UE-34998 #rb Aaron.McLeran [re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13] #tests Compiled and ran a golden path match with headphones on Change 3100012 on 2016/08/24 by Michael.Noland UE-34951 - Zero-volume vorbis decoded sounds are too expensive -Adding an audio settings parameter to disable zero-volume playback globally -Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume #rb marc.audy [re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran] #tests Compiled and ran a golden path match with headphones on Change 3099889 on 2016/08/24 by Max.Chen Sequencer: Added command line option to enable burnin #rb none #tests Render movie from command line wtih -UseBurnIn=yes Change 3099801 on 2016/08/24 by Lina.Halper Removed unnecessary comment #rb: none #code review: Benn.Gallagher #tests: compile Change 3099787 on 2016/08/24 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #http - fix for cancelled requests that have not been started never triggering a completion delegate - fixes soft lock when handling disconnects during login OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting #rb josh.markiewicz, alex.fennell #tests none #R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3099252 on 2016/08/24 by Lina.Halper Fixed menu text #rb: none #code review: Thomas.Sarkanen #tests: open editor and create child montage and replaced the animation Change 3099251 on 2016/08/24 by Lina.Halper Deterministic cooking of skeleton - abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked #jira: UE-34834 #rb: Martin.Wilson #tests: cooking orion and make sure it works Change 3098504 on 2016/08/23 by Bart.Bressler Add server time between sending packets monitoring histogram #rb dmitry.rekman #tests ran server locally and made sure analytics events were sent Change 3098494 on 2016/08/23 by Michael.Noland Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements - Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer) - Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected #tests Tested by calling while stat dumphitches was active and confirmed that the interval changed #codereview ben.salem, gil.gribb #rb none Change 3098491 on 2016/08/23 by Mieszko.Zielinski Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4 #rb Lukasz.Furman #test golden path Change 3098070 on 2016/08/23 by Lina.Halper Fix crash with UI update reconstructing - will have to come up with a better solution than this. #rb: Martin.Wilson #tests: child anim montage Change 3097914 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel Merging CL #3097879 from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/... to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/... #Analytics #OSS: Adjusted cohort selection algorithm and test cases [CodeReviewed]: Philip.Buuck #TESTS: unit tests #RB: none #R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097745 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Megre 30.2/31 @ CL 3096895 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097722 on 2016/08/23 by Chris.Bunner Update texture expression properties before triggering parent material recompile. #rb John.Billon #tests Editor replace references, Golden path #jira OR-27531 Change 3097694 on 2016/08/23 by Lina.Halper #Child Anim Montage - Duplicate from parent of the information it cares to get - Currently it is selective on copying what data - Modified GetAllAnimationSequencesReferred to get a partial data - Added ParentAsset/AssetMappingTable in AnimationAsset - Sequence Browser opening would also add to history - AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on #code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti #rb:Martin.Wilson #tests: creating child montage, editing, lots of UI functionality, notifies placement Change 3097513 on 2016/08/23 by Thomas.Sarkanen Non-POD structs can now be copied using the fast path We now always use CPP struct ops to perform copies when dealing with struct properties. #jira UE-34571 - Support struct member access on AnimBP fast path #rb Laurent.Delayen #tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games. Change 3096729 on 2016/08/22 by Mieszko.Zielinski Fixes to EQS scoring function preview #UE4 #rb Lukasz.Furman #test golden path Change 3096596 on 2016/08/22 by Jason.Bestimt #ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970) #RB:none #Tests:none #CodeReview: matt.schembari, max.preussner #R@BOMERGE: MAIN Change 3096550 on 2016/08/22 by Jurre.deBaare Fix for HLOD dirty clusters PIE warning message #tests Simulated Origin with built HLOD clusters, and with one dirty cluster #rb none Change 3096532 on 2016/08/22 by Mieszko.Zielinski Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4 As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized #codereview Lukasz.Furman #rb none #test golden path Change 3096455 on 2016/08/22 by Jason.Bestimt #R@BOMERGE-AUTHOR: keli.hlodversson #CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases #RB David.Nikdel #TESTS none #R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3096316 on 2016/08/22 by Sammy.James Resave to fix log warnings. BPC changes to ensure type saves. #rb #tests editor Change 3096040 on 2016/08/22 by bruce.nesbit Revised fix for landscape crash #rb GarethM #tests Game #codereview Bart.Bressler Change 3096015 on 2016/08/22 by bruce.nesbit Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server #rb none #tests game #codereview Bart.Bressler Change 3095578 on 2016/08/19 by Mieszko.Zielinski Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4 This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor #rb none #test golden path #codereview Lukasz.Furman Change 3095397 on 2016/08/19 by Lina.Halper Fix issue with crash when deleting all segment #rb: Laurent.Delayen #tests: delete segment and make sure it doesn't crash #jira: UE-34830 Change 3095060 on 2016/08/19 by Bart.Bressler Don't load ULandscapeComponent objects on dedicated servers to save memory. #tests cooked server data and played a Solo vs. AI game #rb gareth.martin #codereview james.golding Change 3095037 on 2016/08/19 by Lina.Halper Potential fix with montage trigger ensure on marker sync group #jira: OR-27685 #rb: Benn.Gallagher #code review: Martin.Wilson #tests: attack primhelilx with knock up Change 3094962 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort #RB: None #TESTS: test suite in source [CodeReviewed]: Philip.Buuck #R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094950 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merge #UE4 - Made FMD5 const-correct #RB: none #TEST: none #R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094619 on 2016/08/19 by Lina.Halper #DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID. - assumed the name is all set by now #rb: Benn.Gallagher #jira : UE-34886 #tests: cooking infiltrator that showed same issue and run game. Change 3094532 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3094498 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3093260 on 2016/08/18 by Josh.Markiewicz #UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel) - removed unnecessary cast #rb bart.bressler #codereview bart.bressler, rob.cannaday #tests launched game, some basic party testing Change 3093224 on 2016/08/18 by Josh.Markiewicz #UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games #rb paul.moore #codereview anthony.carter #tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining Change 3092597 on 2016/08/17 by Daniel.Lamb Added Ben Crocker to the rebuild lighting emails. #rb Trivial #Test none Change 3092063 on 2016/08/17 by andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb #tests none Change 3091081 on 2016/08/16 by Jurre.deBaare Fixing non-Editor build errors #fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty) #tests Build Editor + Game #rb none Change 3091009 on 2016/08/16 by Mieszko.Zielinski Added a way to configure a map to not spawn AISystem instance at all #UE4 #rb none #test golden path Change 3090932 on 2016/08/16 by Michael.Noland Vixen: Added indication to the analytics and FPS charts #rb marcus.wassmer #tests Compiled for the platform Change 3090844 on 2016/08/16 by Laurent.Delayen Replicated CL 3090734 from Fortnite. --- Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage Here's the issue in the version of the code prior to this checkin: - UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped - When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value - So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick - It also means if we were playing a montage, and then stop, we'll start ticking - Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing #codereview john.abercrombie #rb none #tests golden path Change 3090832 on 2016/08/16 by Michael.Noland Windows: Fixed a whitespace issue #rb none #tests Compiled for windows Change 3090688 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb none #tests built #R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3090547 on 2016/08/16 by Jurre.deBaare Need a warning message similar to lighting unbuilt when HLOD cluster is not built #fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour #jira UE-34335 #rb none #codereview Michael.Noland #tests pie Agora with and without dirty HLOD clusters Change 3090285 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3090267 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3089413 on 2016/08/15 by paul.mader Agora 2.0 assets Change 3089266 on 2016/08/15 by Max.Chen Sequencer: Add Convert to Possessable Copy from Dev-Sequencer #jira UE-32139 #rb none #tests Convert steel to possessable in Gameplay_PS4 map. Change 3089136 on 2016/08/15 by Mieszko.Zielinski Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4 #rb Lukasz.Furman #codereview Dan.Youhon #test golden path Change 3089118 on 2016/08/15 by Mieszko.Zielinski Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4 #rb none #test golden path Change 3088976 on 2016/08/15 by Andrew.Grant Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules. Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting. Removed superflous /Os from VC debugg settings #rb none #tests verified module built with 'Never' on PS4/Win is built without optimizations. #codereview Marcus.Wassmer, Ben.Marsh Change 3088830 on 2016/08/15 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3088807 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3088597 on 2016/08/14 by Jason.Bestimt #ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG) #RB:none #Tests:none #CodeReview: andrew.grant, david.ratti, matt.schembari Change 3087827 on 2016/08/12 by Bart.Bressler Updates to skeletal mesh memory saving on dedicated server #rb lina.halper #tests Cooked server data, played a game for a while in Solo vs. AI Change 3087351 on 2016/08/12 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) #jira OR-27406 #rb RyanG #tests Replays Change 3087118 on 2016/08/12 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3086747 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3086176 on 2016/08/11 by Marcus.Wassmer Fix PS4 ShaderPipelines not matching pixel/vertex shader properly. #rb Rolando.Caloca #tests Broken PS4 content before/after Change 3085992 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Unclog R@BOMERGE #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3085911 on 2016/08/11 by Laurent.Delayen Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex #rb none #tests Orientation Warping Change 3085614 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3085547 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3084507 on 2016/08/10 by Marcus.Wassmer Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen. #rb none #tests paragon ps4/vixen #codereview Olaf.Piesche Change 3084136 on 2016/08/10 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3083799 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083424 on 2016/08/09 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #tests Use sequence recorder to record a skeletal mesh actor #rb none Change 3083134 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #online,store,ps4 - creating one offer entry per entitlement #rb david.nikdel, ian.fox #tests MTX purhcase on PS4 #lockdown: andrew.grant #R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083069 on 2016/08/09 by Marcus.Wassmer Vixen scalability changes #rb Michael.Noland #tests vixen/ps4 #codereview jordan.walker Change 3083063 on 2016/08/09 by Marcus.Wassmer Most games will probably run out of memory if setup to do auto-4k. Make this a setting that's off by default. #rb Michael.Noland #codereview Luke.Thatcher, Lee.Clark #tests vixen on 4k. Change 3082778 on 2016/08/09 by Marcus.Wassmer Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087) #rb none #tests Agora on vixen. Change 3082772 on 2016/08/09 by Marcus.Wassmer Duplicate fix for detail mode reregistration (3065543) #rb none #tests Toggled detail mode, observe proper items spawning Change 3082765 on 2016/08/09 by Marcus.Wassmer Don't crash when trying to use windowed vsync on vixen #rb Michael.Noland #test ran paragon on vixen #codereview Luke.Thatcher,Lee.Clark Change 3082764 on 2016/08/09 by Marcus.Wassmer fix HLOD distance scale not working properly when components are re-registered. #rb michael.noland #codereview jurre.debarre #tests setting multiple times, setting on boot via deviceprofile Change 3082429 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani Merging //Orion/Release-30.1 to Main (//Orion/Main) Change: 3082419 #online,store,PS4 OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen - added config option for toggling store on PS4 [OnlineSubsystemPS4] bStoreEnabled=true - can also override via title specific json values in <titleid>\title.json allow_mtx=true [CodeReviewed]: andrew.grant, phillip.buck, ian.fox #lockdown: andrew.grant #rb none #tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support) #R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3082194 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3082105 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080984 on 2016/08/08 by Lina.Halper Issue with not being able to set static animation data via BP - artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP - also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called. #rb: Martin.Wilson #tests: Sword Beauty map Change 3080665 on 2016/08/08 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3080081 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080565 on 2016/08/08 by Laurent.Delayen Fix for curve values during URO interpolation. Fixes flashing of materials and Twinblast's ult weapon. https://jira.ol.epicgames.net/browse/OR-27107 https://jira.ol.epicgames.net/browse/OR-24358 #rb lina.halper, martin.wilson #tests Twinblast's ult and Coil's primary. Change 3079832 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: marcus.wassmer Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline #rb none [CodeReviewed] Chris.Wood #tests checked crashcontext on PC/PS4 #lockdown Andrew.Grant #R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3079045 on 2016/08/05 by Lina.Halper Adding more log to figure out why ActivePlayers.Count becomes inconsistent. #rb: Martin.Wilson #tests: PIE with bots Change 3078944 on 2016/08/05 by Rolando.Caloca O - Update blacklisted driver #jira OR-27051 #rb Marcus.Wassmer #tests Run with AMD card Change 3078735 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3078670 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3078122 on 2016/08/04 by Dmitry.Rekman Linux: treat abort() / SIGABRT as crash. - Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler. - Rewrote RequestExit() because it used abort() itself. - Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later. As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason. #rb Mark.Satterthwaite #codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant #review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant #tests Ran Linux server, crashed using different methods. Change 3077887 on 2016/08/04 by Dmitry.Rekman Initialize StackCount to 0 (kills valgrind warning). #rb David.Ratti #codereview David.Ratti #tests Ran Linux server. Change 3077257 on 2016/08/04 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3077193 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3077242 on 2016/08/04 by Dmitry.Rekman Linux: stop heartbeat thread before handling the crash. #rb Robert.Manuszewski #codereview Robert.Manuszewski, Andrew.Grant #tests Compiled and ran Linux server, crashed it. Change 3076676 on 2016/08/03 by Dmitry.Rekman Linux: print details about memory access (read or write). - Also print all the 16 digits of the pointer. - Read/write detection only implemented for x86_64. #rb Andrew.Grant #codereview Andrew.Grant #tests Compiled (natively) and ran Linux server. Change 3076675 on 2016/08/03 by Dmitry.Rekman Print a bit more info about the array in assert. #rb Andrew.Grant #codereview Andrew.Grant #test Compiled and ran Linux server. Change 3076010 on 2016/08/03 by Laurent.Delayen Moved OrionAnimNode_LegIK from Paragon to Engine. #codereview lina.halper #rb none #tests Grim.exe + Iggy & Scorch Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt Reimplemented 3070766 for Orion: Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash) #rb none #tests none Change 3075446 on 2016/08/03 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3075422 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3075394 on 2016/08/03 by HaarmPieter.Duiker Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in. #rb marcus.wassmer #tests post process color correction Change 3074314 on 2016/08/02 by Dmitry.Rekman Linux: change optimization from -O2 to -O1 (temporarily?). - The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier. - Also adds a line to UBT output during compilation to draw attention. #rb Michael.Noland #codereview Michael.Noland, Andrew.Grant, Bart.Bressler #tests Compiled and ran Linux server. Change 3073553 on 2016/08/02 by jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3073360 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) #R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3073505 on 2016/08/02 by Daniel.Lamb Added cook modification delegate stats to cooker stats. #rb Wes.Hunt #test cook paragon. Change 3072440 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries. #rb none #tests SHIPPING Change 3072259 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback. #rb Michael.Noland #tests PIE Change 3071908 on 2016/08/01 by John.Pollard Fix null reference crash #rb DavidR #tests Live game + replays Change 3071876 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player #rb none #tests FN + Paragon live game + replays #codereview Andrew.Grant Change 3071875 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Finalize replay version system * No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions) * Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore. * Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions) #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071874 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix gameplay tags to work better with backwards compatibility in replays * We use the net field export group system in the package map to export tag names as a packed index * This will allow us to see the names of tags that no longer exists on the remote side #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071776 on 2016/08/01 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3071738 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3071258 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together. - Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now. #rb none #tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues. Change 3071099 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads. #rb none #tests ran paragon with change and noticed no change in audio quality Change 3070916 on 2016/07/29 by Andrew.Grant Missed file! #rb #tests na Change 3070915 on 2016/07/29 by Andrew.Grant Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging #rb none #tests Engine QA, Orion QA smoke Change 3070576 on 2016/07/29 by Uriel.Doyon Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize. #review-3070386 @marcus.wassmer #jira OR-25941 #rb marcus.wassmer #tests Run Game on PS4, and in editor Change 3070086 on 2016/07/29 by Martin.Wilson Fixed ensure triggering during sequencer playback due to double update. #jira UE-33938 #rb Thomas.Sarkanen #tests opened affected asset and verified problem no longer occured Change 3070016 on 2016/07/29 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30 @ CL 3069935 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3069435 on 2016/07/28 by Ian.Fox #Orion, #Mcp - Check if Price Engine is configured before attempting query #rb Sam.Zamani #tests none #codereview Sam.Zamani Change 3069381 on 2016/07/28 by Michael.Noland Animation: Demoted a check() in anim sync group code to an ensure() to unblock others #rb nick.penwarden #tests Loaded Paragon cine asset that was crashing #codereview lina.halper, martin.wilson Change 3069203 on 2016/07/28 by Dmitry.Rekman Headless client: do not draw windows. - Disables a bunch of code, including reaching into font cache to estimate width. - Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets). #rb Nick.Atamas #review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem #codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem #tests Compiled and ran Orion Linux client. Change 3069181 on 2016/07/28 by Lina.Halper Fix struct redirector for Orion anim node moving to engine #rb: Maciej.Mroz #code review:Laurent.Delayen #tests: editor loading the anim BP that caused the name conversion Change 3069092 on 2016/07/28 by Aaron.McLeran OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves - Not all active sounds have sound classes, was causing a crash #codereview marc.audy #rb zabir.hoque #tests Run game with stat soundcues and not crash Change 3068969 on 2016/07/28 by David.Ratti Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too. #rb none #tests compile Change 3068902 on 2016/07/28 by David.Ratti Code for tracking down UGameplayCueManager::GetInstancedCueActor crash. #rb none #tests compile Change 3068831 on 2016/07/28 by Aaron.McLeran OR-26417 Reverb is too loud in-game in Dev-General - Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set. #rb Jeff.Campeau #tests run a map with no reverb audio volume and reverb is not super wet Change 3068529 on 2016/07/28 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of McpSubsystem->CreateRequest to query receipts (uses subsystem config) #RB: none #TESTS: none #R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3068399 on 2016/07/28 by Andrew.Rodham Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira OR-25769 #tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly. #rb Benn.Gallagher Change 3068138 on 2016/07/28 by Marcus.Wassmer Disable mallocleak testing by default #rb none #test none Change 3068121 on 2016/07/28 by Marcus.Wassmer Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled. Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data. Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also. #rb Robert.Manuszewski #tests stack tracing / symbolication with mallocleak on windows. Change 3068119 on 2016/07/28 by Marcus.Wassmer Fix MallocLeakProxy deadlock #rb Robert.Manuszewski #tests mallocleak start/stop/dump on windows Change 3067752 on 2016/07/27 by Michael.Noland Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands - IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer - The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class. - The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered - Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code Upgrade Notes: - DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly - In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands) - HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name) - Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future) Paragon: - Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event - Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it. #rb dmitry.rekman #codereview bob.tellez, peter.knepley, andrew.grant, john.mauney #review-3067607 @Dmitry.Rekman, @Bob.Tellez #tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI Change 3067654 on 2016/07/27 by Michael.Noland FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #rb steve.robb #jira UE-31959 [duplicating CL# 3039827] #tests Tried moving a folder in the editor Change 3067644 on 2016/07/27 by Aaron.McLeran OR-24537 Looping audio sometimes persists in Agora Adding stopping sounds if audio component is destroyed while playing a looping sound #rb jeff.campeau #tests audio component stops looping sound if audio component is destroyed prematurely Change 3067560 on 2016/07/27 by Aaron.McLeran OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters - Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call - using xaudio2 operation sets to ensure that voice and effect params are executing in sequence - only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands - Don't call EnsureCompletion on pending async tasks on teardown #rb Jeff.Campeau #tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions Change 3067420 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge 29.2/30 @ CL 3067312 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067316 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3065602 #RB:none #Tests:none [CodeReviewed]: matt.schembari #R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067025 on 2016/07/27 by Michael.Noland Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes #rb none #tests Compiled Change 3067020 on 2016/07/27 by Michael.Noland Core: Various improvements to FHistogram and split it out into separate files - Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate) - Added O(1) getters for total sample counts and sum of all measurements - Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex - Added support for specifying explicit histogram bucket thresholds #rb dmitry.rekman #tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage Change 3066681 on 2016/07/27 by Frank.Gigliotti Camera anim field of view fix; * The FOV is now reset on the PlayerCameraManager camera actor when it's initialized. This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value. * Base FOV can now be edited in the CameraAnim properties. This allows you to specify what the FOV keys are relative to. Previously it was always using a base FOV of 90 degrees. #RB None #CodeReview Jeff.Farris #Tests Multiple camera animations in PIE Change 3066508 on 2016/07/27 by Lina.Halper Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name. #code review:Martin.Wilson, Benn.Gallagher #rb: Martin.Wilson #tests: cooked test map, run test map, PIE, saving content, loading standalone game Change 3066246 on 2016/07/27 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Fix for non-unity error #rb none #tests compiled #R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3066167 on 2016/07/27 by Benn.Gallagher Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding. #rb Ori.Cohen #tests Editor, PIE, Applying clothing to characters. Change 3065868 on 2016/07/27 by Michael.Noland Blueprints: Fixing non-editor build (missing WITH_EDITOR) #rb none #tests Compiled PS4 Change 3065749 on 2016/07/26 by Michael.Noland Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead) #codereview mike.beach, marc.audy #tests Loaded and recovered a corrupted Blueprint on Cameron's machine #rb Phillip.Kavan Change 3065706 on 2016/07/26 by Josh.Markiewicz #UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons - fixed non shipping cmd line override to be correct #rb none #codereview andrew.grant, paul.moore #tests none Change 3065359 on 2016/07/26 by Rob.Cannaday Limit external id querying to 100 ids per call. The backend currently enforces this and is returning an error when we exceed this limit. Break up calls in batches of 100 ids. #jira OR-20674 #rb ian.fox #tests login to front end with PC, PS4. forced tests to simulate > 100 requests. Change 3065197 on 2016/07/26 by Bart.Bressler Change how PS4 sessions work: - We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions. - Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable - Added comments, other misc. code cleanup. #rb josh.markiewicz, sam.zamani, rob.cannaday #tests created cross play parties with multiple pc + ps4 players #jira OR-20332 Change 3065158 on 2016/07/26 by Lina.Halper Fix the guid keep generated by adding to the database. - This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible #rb: Martin.Wilson #jira: UE-33772, UE-33454 #tests: cooked AI_Test map, editor rename curves Change 3064735 on 2016/07/26 by Dmitry.Rekman Linux: added WebRTC libs. - Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc). #rb none #tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform. (Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064727 on 2016/07/26 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb none #tests Compiled and ran Linux server and Linux client. (Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064725 on 2016/07/26 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. (Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064572 on 2016/07/26 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3064545 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3064523 on 2016/07/26 by Jon.Lietz Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements. #RB none #tests BP compiles and stays not dirty #codereview dave.ratti@epicgames.com [CL 3111290 by Andrew Grant in Main branch]
2016-09-01 21:20:38 -04:00
{
MessageLog.Error(TEXT("@@ references an invalid blend space (one that is not an aim offset)"), this);
}
else
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3198996 on 2016/11/15 by Marc.Audy BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead. #jira UE-21136 Change 3199019 on 2016/11/15 by Marc.Audy Mark user-facing BeginPlay calls as protected Change 3200128 on 2016/11/16 by Thomas.Sarkanen Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance. #jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe Change 3200133 on 2016/11/16 by Martin.Wilson Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called) #jira UE-18798 Change 3200167 on 2016/11/16 by Martin.Wilson Newly added virtual bones are now selected in the skeleton tree #jira UE-37776 Change 3200255 on 2016/11/16 by James.Golding Stop SkeletalMeshTypes.h being globally included Change 3200289 on 2016/11/16 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix Make sure that in PostEditChangeProp we reset the override material arrays #misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead #jira UE-38108 Change 3200291 on 2016/11/16 by Jurre.deBaare Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds #fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence #jira UE-37274 Change 3200293 on 2016/11/16 by Jurre.deBaare Overlapping UV's cause merge actor texture baking issues #fix Only look for overlapping UVs if vertex data baking is actually expected/enabled #jira UE-37220 Change 3200294 on 2016/11/16 by Jurre.deBaare Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive #fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!) #jira UE-36679 Change 3200295 on 2016/11/16 by Jurre.deBaare Merge Actor Specific LOD level can be set to 8 #fix Change clamping value and added UI clamp metadata #jira UE-37134 Change 3200296 on 2016/11/16 by Jurre.deBaare In Merge Actors if you select use specific Lod level you have access to all the merge material settings #fix Added edit condition to non-grayed out material settings #jira UE-36667 Change 3200303 on 2016/11/16 by Thomas.Sarkanen Fixed diagonal current scrub value in anim curves #jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted Change 3200304 on 2016/11/16 by Thomas.Sarkanen Rezero is now explicit about what it does (current vs. specified frame) Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D). #jira UE-35985 - Rezero doesn't work by frame Change 3200307 on 2016/11/16 by Thomas.Sarkanen Add curve panel to anim BP editor Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.). #jira UE-35742 - Anim Curve Viewer allowed in Anim BP Change 3200313 on 2016/11/16 by Jurre.deBaare Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened #fix in debug skeletal mesh component just mark the cached parameters dirty every tick #jira UE-35786 Change 3200316 on 2016/11/16 by Jurre.deBaare Converted Skeletal To Static Mesh Gets Corrupted When Merged #fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well) #misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used #jira UE-37988 Change 3200321 on 2016/11/16 by Jurre.deBaare Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down #fix change the way the layout is constructed #jira UE-37260 Change 3200323 on 2016/11/16 by Jurre.deBaare Toggling sky in Persona does not effect reflections #fix turn of skylight together with the actual environment sphere #misc found incorrect copy paste in toggling floor/environment visibility with key stroke #jira UE-26796 Change 3200324 on 2016/11/16 by Jurre.deBaare Open Merge Actor menu on right clicking two selected actors #fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport #jira UE-36892 Change 3200331 on 2016/11/16 by Benn.Gallagher Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused. #jira UE-38620 Change 3200334 on 2016/11/16 by Jurre.deBaare Dynamic light settings in Persona viewport cause edges to appear hardened #fix Makeing the directional light stationary to ups the shadowing quality #jira UE-37188 Change 3200356 on 2016/11/16 by Jurre.deBaare Rate scale option for animation nodes in blend spaces #added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback #misc bumped framework object version to update all blendspaces on load #jira UE-16207 Change 3200380 on 2016/11/16 by Jurre.deBaare Fix for Mac CIS issues Change 3200383 on 2016/11/16 by Marc.Audy Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback Change 3200385 on 2016/11/16 by James.Golding Refactor SkeletalMesh to use same color buffer type as StaticMesh Change 3200407 on 2016/11/16 by James.Golding Fix CIS error in FbxAutomationTests.cpp Change 3200417 on 2016/11/16 by Jurre.deBaare Fix for CIS issues #fix Rogue } Change 3200446 on 2016/11/16 by Martin.Wilson Change fix for Set Anim Instance Class from CL 3200133 #jira UE-18798 Change 3200579 on 2016/11/16 by Martin.Wilson Fix for serialization crash in Odin #jir UE-38683 Change 3200659 on 2016/11/16 by Martin.Wilson Fix build errors Change 3200801 on 2016/11/16 by Lina.Halper Fix error message Change 3200873 on 2016/11/16 by Lina.Halper Test case for Update Rate Optimization - LOD_URO_Map.umap - test map - LODPawn - pawn that contains mesh with URO setting - You can tweak the value in LODPawn Change 3201017 on 2016/11/16 by Lina.Halper - Allow slave component to be removed when setting master pose to nullptr - licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html Change 3201765 on 2016/11/17 by Jurre.deBaare Improved tooltip for FBlendParameter.GridNum Change 3201817 on 2016/11/17 by Thomas.Sarkanen Added display/edit of bone transforms in details panel Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick(). Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene. Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection). #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3201819 on 2016/11/17 by Thomas.Sarkanen Fix CIS error Change 3201901 on 2016/11/17 by Lina.Halper With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids(). - removed GetCurveNumber from skeleton - changed curve count to use BoneContainer's curve list. #code review: Laurent.Delayen Change 3201999 on 2016/11/17 by Thomas.Sarkanen Add local/world transform editing to bone editing Added details customization & support code for world-space editing of bone transforms #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3202111 on 2016/11/17 by mason.seay Potential test assets for HLOD Change 3202240 on 2016/11/17 by Thomas.Sarkanen Fixed extra whitespace not being removed in front of console commands. GitHub #2843 #jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands. Change 3202259 on 2016/11/17 by Jurre.deBaare Readded missing shadows in advanced preview scene Change 3203180 on 2016/11/17 by mason.seay Moved and updated URO Map Change 3203678 on 2016/11/18 by Thomas.Sarkanen Bug fix for menu extenders in PhAT. GitHub #2550 #jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT. Change 3203679 on 2016/11/18 by Thomas.Sarkanen Fixed LOD hysteresis not being properly converted from the old metric This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed. #jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently Change 3203747 on 2016/11/18 by Jurre.deBaare Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex #fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc. #jira UE-38734 Change 3203748 on 2016/11/18 by Jurre.deBaare Crash Generating Proxy Meshes after replacing static meshes in the level #fix just calculate bounds for the used UVs (old behaviour was wrong) #jira UE-38764 Change 3203751 on 2016/11/18 by james.cobbett Changes to TM-PoseSnapshot and new test assets Change 3203799 on 2016/11/18 by Thomas.Sarkanen Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method. Also fixed up the naming of some variables that still referred to screen areas & LOD distances. #jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result Change 3203856 on 2016/11/18 by james.cobbett TM-PoseSnapshot - Rebuild lighting and updated anims Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3203940 on 2016/11/18 by Ori.Cohen Fix missing newline for ps4 Change 3203960 on 2016/11/18 by Ori.Cohen Readd fix for linux macro expansion warning Change 3203975 on 2016/11/18 by Ori.Cohen Fix for linux toolchain not knowing about no-unused-local-typedef Change 3203989 on 2016/11/18 by Ori.Cohen Make sure physx automation doesn't try to build html5 APEX. Change 3204031 on 2016/11/18 by james.cobbett Minor update to test level Change 3204035 on 2016/11/18 by Marc.Audy Additional Attenuation refactor cleanup Change 3204044 on 2016/11/18 by Ori.Cohen Fix typo of NV_SIMD_SSE2 Change 3204049 on 2016/11/18 by Ori.Cohen Fix missing newline for PS4 compiler Change 3204463 on 2016/11/18 by mason.seay Finalized URO test map Change 3204621 on 2016/11/18 by mason.seay Small improvements Change 3204751 on 2016/11/18 by Ori.Cohen Make PhAT highlight selected bodies and constraints in the tree view Change 3205868 on 2016/11/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744 Change 3205887 on 2016/11/21 by Jurre.deBaare Fix for similar crash in blendspace editor like UE-38734 Change 3206121 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) #jira UE-38803 #jira UE-38692 Change 3206187 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) Additional bits #jira UE-38519 #jira UE-38803 #jira UE-38692 Change 3206318 on 2016/11/21 by Marc.Audy Fix Linux compiler whinging Change 3206379 on 2016/11/21 by Marc.Audy Fix crash when streaming in a sublevel with a child actor in it (4.14.1) #jira UE-38906 Change 3206591 on 2016/11/21 by Marc.Audy Refactor restrictions to allow hidden and clarify disabled Change 3206776 on 2016/11/21 by Marc.Audy ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect. ForceFeedback Attenuation settings can be defined via the content browser or directly on the component. #jira UEFW-244 Change 3206901 on 2016/11/21 by Marc.Audy Fix compile error in automation tests Change 3207235 on 2016/11/22 by danny.bouimad Updated Map Change 3207264 on 2016/11/22 by Thomas.Sarkanen Disable bone editing in anim blueprint editor #jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable Change 3207303 on 2016/11/22 by Lina.Halper Clear material curve by setting it directly because the flag might not exist #jira: UE-36902 Change 3207331 on 2016/11/22 by Jon.Nabozny Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully. Change 3207357 on 2016/11/22 by Danny.Bouimad Updating testcontent for pose drivers Change 3207425 on 2016/11/22 by Lina.Halper Fix frame count issue with montage #jira: UE-30048 Change 3207478 on 2016/11/22 by Lina.Halper Fix so that curve warning doesn't happen when your name is same. #jira: UE-34246 Change 3207526 on 2016/11/22 by Marc.Audy Fix crash when property restriction introduces a hidden entry Change 3207731 on 2016/11/22 by danny.bouimad MoreUpdates Change 3207764 on 2016/11/22 by Lina.Halper #fix order of morphtarget to first process animation and then BP for slave component Change 3207842 on 2016/11/22 by Ben.Zeigler Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work. Change 3208202 on 2016/11/22 by Ben.Zeigler #jira UE-38811 Fix regression with gimbal locking in player camera manager. The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise. Change 3208510 on 2016/11/23 by Wes.Hunt Disable UBT Telemetry on internal builds #jira AN-1059 #tests build a few different ways, add more diagnostics to clarify if the provider is being used. Change 3208734 on 2016/11/23 by Martin.Wilson Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class #jira UE-38899 Change 3208782 on 2016/11/23 by Thomas.Sarkanen Fixed material and vert count issues with skeletal to static mesh conversion Material remapping was not bein gbuilt, so material indices were overwitten inappropriately. Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase. #jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh Change 3208798 on 2016/11/23 by James.Golding UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds Change 3208801 on 2016/11/23 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something #jira UE-38108 Change 3208807 on 2016/11/23 by Thomas.Sarkanen CIS fix Change 3208824 on 2016/11/23 by danny.bouimad More content updates for Testing Change 3208827 on 2016/11/23 by Danny.Bouimad Removing Old Pose driver Testassets I created awhile ago. Change 3209026 on 2016/11/23 by Martin.Wilson CIS Fix for FRichCurve Change 3209083 on 2016/11/23 by Marc.Audy Don't crash if after an undo the previously selected object no longer exists (4.14.1) #jira UE-38991 Change 3209085 on 2016/11/23 by Marc.Audy Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1) #jira UE-38992 Change 3209124 on 2016/11/23 by Ben.Zeigler #jira UE-38867 Fix some game mode log messages From PR #2955 Change 3209231 on 2016/11/23 by Marc.Audy Auto removal Change 3209232 on 2016/11/23 by Marc.Audy GetComponents now optionally can include components in Child Actors Change 3209233 on 2016/11/23 by Marc.Audy ParseIntoArray resets instead of empty Change 3209235 on 2016/11/23 by Marc.Audy Allow child actor components to be selected in viewports Fix selection highlight not working on nested child actors #jira UE-16688 Change 3209247 on 2016/11/23 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194 Change 3209299 on 2016/11/23 by Marc.Audy Use MoveTemp to reduce some memory churn in graph schema actions Change 3209347 on 2016/11/23 by Marc.Audy Don't dispatch a tick function that had been scheduled but has been disabled before being executed. #jira UE-37459 Change 3209507 on 2016/11/23 by Ben.Zeigler #jira UE-38185 Keep player controllers in their same order during a seamless travel From PR #2908 Change 3209882 on 2016/11/24 by Thomas.Sarkanen Copy-to-array now works with the fast path Refactored the copy record generation/validation code to be clearer with better seperation of concerns. Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen). Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped. Added tests for fast path validity to EditorTests project. Assets to follow. #jira UE-34569 - Fast Path gets turned off if you link to multiple input pins Change 3209884 on 2016/11/24 by Thomas.Sarkanen File I missed Change 3209885 on 2016/11/24 by Thomas.Sarkanen Support assets for fast path tests Change 3209939 on 2016/11/24 by Benn.Gallagher Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list #jira UE-35557 Change 3209941 on 2016/11/24 by Jurre.deBaare Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly. #fix make sure that when we delete a sample point we reset the preview base pose #misc changed how the preview base pose is determined/updated #jira UE-38733 Change 3209942 on 2016/11/24 by Thomas.Sarkanen Fixed transactions being made when setting bone space in details panel Also added reset to defaults to allow easy removal of bone modifications. #jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction Change 3209945 on 2016/11/24 by james.cobbett Test assets for Pose Snapshot Test Case Change 3210239 on 2016/11/25 by Mieszko.Zielinski Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4 #jira UE-29415 Change 3210279 on 2016/11/25 by Benn.Gallagher Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation #jira UE-38040 Change 3210288 on 2016/11/25 by danny.bouimad Cleaned up Pose Driver Anim BP's Change 3210334 on 2016/11/25 by Benn.Gallagher Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr #jira UE-22145 Change 3210349 on 2016/11/25 by James.Golding UE-35783 Fix scrolling in PoseAsset editor panels Change 3210356 on 2016/11/25 by James.Golding UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables) Change 3210357 on 2016/11/25 by Jurre.deBaare Numeric textbox value label incorrect for aimoffset/blendspaces in grid #fix change lambda capture type (was referencing local variable) Change 3210358 on 2016/11/25 by Jurre.deBaare Crash Generating Proxy Mesh with Transition Screen Size set to 1 #fix 1.0 was not included within the possible range #jira UE-38810 Change 3210364 on 2016/11/25 by James.Golding Improve BuildVertexBuffers to use stride and avoid copying colors Change 3210371 on 2016/11/25 by Jurre.deBaare You can no longer enable tooltip display when using anim offset #fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down #jira UE-38808 It's not clear that the user has to hold shift to preview in blend spaces #fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value #jira UE-38711 #misc refactored out some duplicate code :) Change 3210387 on 2016/11/25 by james.cobbett Updating test asset Change 3210550 on 2016/11/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927 Brings IWYU in and required substantial fixups Change 3210551 on 2016/11/26 by Marc.Audy Delete empty cpp files Change 3211002 on 2016/11/28 by Lukasz.Furman added navigation update on editting volume's brush #ue4 Change 3211011 on 2016/11/28 by Marc.Audy Roll back CL# 3210334 as it is causing deadlocks during GC Change 3211039 on 2016/11/28 by Jurre.deBaare Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors. #fix prevent using the wedge map when propagating spline mesh vertex colours #jira UE-36011 Change 3211053 on 2016/11/28 by Ori.Cohen Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide #JIRA UE-38989 Change 3211101 on 2016/11/28 by mason.seay Adjusting trigger collision so it can't be triggered by projectiles Change 3211171 on 2016/11/28 by Jurre.deBaare Previewing outside of Blendspace Graph points causes unexpected weighting #jira UE-32775 Second Animation Sample added to AimOffset or Blendspace swaps with the first sample #jira UE-36755 #fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles - One: fill grid weights to single sample - Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line - Colinear: find two closest samples and apply behaviour above #misc rename variables to make the code more clear and correct Change 3211491 on 2016/11/28 by Marc.Audy Provide proper tooltip for GetParentActor/Component Expose GetAttachParentActor/SocketName to blueprints De-virtualize Actor GetAttach... functions #jira UE-39056 Change 3211570 on 2016/11/28 by Lina.Halper Title doesn't update when asset is being dropped #jira: UE-39019 Change 3211766 on 2016/11/28 by Ori.Cohen Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically. #JIRA UE-36089 Change 3211938 on 2016/11/28 by Mason.Seay CSV's for testing gameplay tags Change 3212090 on 2016/11/28 by Ori.Cohen Expose angular SLERP drive to blueprints #JIRA UE-36690 Change 3212102 on 2016/11/28 by Marc.Audy Fix shadow variable issue #jira UE-39099 Change 3212182 on 2016/11/28 by Ori.Cohen PR #2902: Fix last collision preset display (Contributed by max99x) #JIRA UE-38100 Change 3212196 on 2016/11/28 by dan.reynolds AEOverview Update: Minor tweaks and fixes Added Attenuation Curve Tests Renamed SC to SCLA for Sound Class prefix WIP SCON (Sound Concurrency) Change 3212347 on 2016/11/28 by Ben.Zeigler #jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor Fix chained tag redirectors to work properly Const fixes and removed a bad error message spam, and fix rename message Change 3212385 on 2016/11/28 by Marc.Audy Avoid duplicate GetWorld() calls Change 3212386 on 2016/11/28 by Marc.Audy auto shoo Change 3213018 on 2016/11/29 by Marc.Audy Fix shadow variable for real Change 3213037 on 2016/11/29 by Ori.Cohen Fix deprecation warnings Change 3213039 on 2016/11/29 by Marc.Audy Generalize logic for when a component prevents an Actor from auto destroying Add forcefeedback component to the components that will hold up the auto destroy of an actor Change 3213088 on 2016/11/29 by Marc.Audy Move significance manager out of experimental Change 3213187 on 2016/11/29 by Marc.Audy Add InsertDefaulted to mirror options available when Adding Change 3213254 on 2016/11/29 by Marc.Audy add auto-complete for showdebug forcefeedback Change 3213260 on 2016/11/29 by Marc.Audy Allow systems to inject auto-complete console entries Change 3213276 on 2016/11/29 by Marc.Audy add auto-complete entry for showdebug significancemanager Change 3213331 on 2016/11/29 by James.Golding Split SkeletalMesh skin weights into their own stream Remove unused FGPUSkinVertexColor struct Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights Update friendly name for FColorVertexBuffer now it's used by skel mesh as well Change 3213349 on 2016/11/29 by Ben.Zeigler Fix tag rename feedback message Change 3213355 on 2016/11/29 by Ben.Zeigler #jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome) Change 3213406 on 2016/11/29 by Ori.Cohen Make sure body transforms are not set while the physx simulation is running. #JIRA UE-37270 Change 3213508 on 2016/11/29 by Jurre.deBaare When performing a merge actor on an actor merging multiple materials certain maps aren't generated #fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map #jira UE-38526 Change 3213557 on 2016/11/29 by Ben.Zeigler #jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away Change 3213634 on 2016/11/29 by Ori.Cohen Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor. Change 3213639 on 2016/11/29 by Ori.Cohen Fix from nvidia for vehicle suspension exploding when given a bad normal. #JIRA UE-38716 Change 3213812 on 2016/11/29 by James.Golding UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead Change 3213824 on 2016/11/29 by Ori.Cohen Fix CIS Change 3213873 on 2016/11/29 by Ori.Cohen Fix welded bodies not properly computing mass properties. #JIRA UE-35184 Change 3213950 on 2016/11/29 by Mieszko.Zielinski Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion #jira UE-37221 Change 3213951 on 2016/11/29 by Mieszko.Zielinski Fixed perception system having issue with registering perception listener spawned in sublevels #UE4 #jira UE-37850 Change 3214005 on 2016/11/29 by Ori.Cohen Fix mass kg override not propagating to blueprint instances. Change 3214046 on 2016/11/29 by Marc.Audy Duplicate all instanced subobjects, not just those that are editinlinenew Make AABrush.Brush instanced rather than export #jira UE-39066 Change 3214064 on 2016/11/29 by Marc.Audy Use GetComponents directly where safe instead of copying in to an array Change 3214116 on 2016/11/29 by James.Golding Fix tooltip when dragging anim assets onto players Change 3214136 on 2016/11/29 by Ori.Cohen Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data #JIRA UE-35864 Change 3214162 on 2016/11/29 by Mieszko.Zielinski Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4 #jira UE-12077 Change 3214177 on 2016/11/29 by Marc.Audy Use correct SocketName (broken in CL#2695130) #jira UE-39153 Change 3214427 on 2016/11/29 by dan.reynolds AEOverview Update Fixed Attenuation tests when overlapping attenuation ranges between streamed levels Added Sound Concurrency Far then Prevent New testmap Removed some Sound Concurrency assets Change 3214469 on 2016/11/29 by dan.reynolds AEOverview Update Added Sound Concurrency Test for Stop Farthest then Oldest Change 3214842 on 2016/11/30 by Jurre.deBaare LookAt AimOffset in the Anim Graph causes character to explode #jira UE-38533 #fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime Change 3214866 on 2016/11/30 by james.cobbett Updating Pose Snapshot test assets Change 3214964 on 2016/11/30 by thomas.sarkanen Added test data for facial animtion curves Change 3215015 on 2016/11/30 by Jurre.deBaare When a Aim Offset axis value is edited drastically the preview mesh will be deformed #fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range #misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit) #jira UE-38880 Change 3215029 on 2016/11/30 by Marc.Audy Fix CIS Change 3215033 on 2016/11/30 by Marc.Audy Add a delegate for when new classes are added via hotreload Change existing hotload class reinstancing delegates to be multicast Change 3215048 on 2016/11/30 by Jon.Nabozny Use getKinematicTarget whenever a body is kinematic. This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics. #jira UE-37877 Change 3215052 on 2016/11/30 by Marc.Audy Generalize the volume actor factory logic Create volume factories when hotreload adds a new volume class #jira UE-39064 Change 3215055 on 2016/11/30 by Marc.Audy Probable fix for IOS CIS failure Change 3215091 on 2016/11/30 by Lina.Halper Easy alternative fix for blending two curves per bone. For now we just combine. To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15. #jira: UE-39182 Change 3215179 on 2016/11/30 by Jurre.deBaare Preview viewport should only use rendering features supported in project #fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity #jira UE-37252 Change 3215189 on 2016/11/30 by Jurre.deBaare CIS fix Change 3215326 on 2016/11/30 by Ben.Zeigler #jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode. Regression caused by CL #3104976 Change 3215523 on 2016/11/30 by James.Golding Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash Change 3215539 on 2016/11/30 by Marc.Audy Fix failure to cleanup objects in a hidden always loaded sub-level #jira UE-39139 Change 3215568 on 2016/11/30 by Aaron.McLeran UE-39197 Delay node of 0.0 causes crash Change 3215719 on 2016/11/30 by Aaron.McLeran UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528 Change 3215773 on 2016/11/30 by Aaron.McLeran PR #2819 : Fixed typo in SoundWave.h Change 3215828 on 2016/11/30 by James.Golding PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus) Change 3215831 on 2016/11/30 by James.Golding UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode Change 3215904 on 2016/11/30 by Marc.Audy Fix significance calculations Change 3215955 on 2016/11/30 by James.Golding UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data. Change 3215959 on 2016/11/30 by James.Golding Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass Change 3216057 on 2016/11/30 by Marc.Audy Don't reset expose on spawn properties when in a PIE world #jira UE-36771 Change 3216114 on 2016/11/30 by James.Golding Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files Change 3216144 on 2016/11/30 by Jon.Nabozny Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated. InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with. This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset. #jira UE-38434 Change 3216148 on 2016/11/30 by Jon.Nabozny Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling. Change 3216160 on 2016/11/30 by Aaron.McLeran Fixing a memory leak in concurrency management Change 3216164 on 2016/11/30 by James.Golding Move SkeletalMeshActor code into its own cpp file Fix CIS for SkeletalMeshComponent.cpp Change 3216371 on 2016/11/30 by dan.reynolds AEOverview Update Minor tweaks Completed Sound Concurrency Rule Test Maps Added additional test files Change 3216509 on 2016/11/30 by Marc.Audy Fix missing include Change 3216510 on 2016/11/30 by Marc.Audy Code cleanup Change 3216723 on 2016/12/01 by Jurre.deBaare When clearing a blend sample animation the animation will try and blend to the ref pose #fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation #fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error) #misc weird whitespace changes #jira UE-39078 Change 3216745 on 2016/12/01 by Jurre.deBaare - Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised. - UDN user was hitting a check within the triangle flipping behaviour #fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle #fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check #misc refactored triangle flipping code to make it smaller (more readible) Change 3216903 on 2016/12/01 by mason.seay Imported mesh for quick test Change 3216904 on 2016/12/01 by Jurre.deBaare CIS Fix #fix replaced condition by both non-editor as editor valid one Change 3216998 on 2016/12/01 by Lukasz.Furman fixed AI slowing down on ramps due to 3D input vector being constrained by movement component #jira UE-39233 #2998 Change 3217012 on 2016/12/01 by Lina.Halper Checking in James' fix on drag/drop to replace assets #code review: James.Golding #jira: UE-39150 Change 3217031 on 2016/12/01 by james.cobbett Updating Pose Snapshot Assets. Again. Change 3217033 on 2016/12/01 by Martin.Wilson Update bounds on all skel meshes when physics asset is changed #jira UE-38572 Change 3217181 on 2016/12/01 by Martin.Wilson Fix imported animations containing a black thumbnail #jira UE-36559 Change 3217183 on 2016/12/01 by Martin.Wilson Add some extra debugging code for future animation compression / ddc issues Change 3217184 on 2016/12/01 by james.cobbett Fixing a test asset by checking a check box. Sigh. Change 3217216 on 2016/12/01 by Martin.Wilson Undo part of CL 3217183. Will need to add this back differently. Change 3217274 on 2016/12/01 by Marc.Audy When serializing in an enum tagged property follow redirects #jira UE-39215 Change 3217419 on 2016/12/01 by james.cobbett Changes to test assets for more Pose Snapshot tests Change 3217449 on 2016/12/01 by Aaron.McLeran Adding new audio setting to disable EQ and reverb. Hooked up to XAudio2 (for now). Change 3217513 on 2016/12/01 by Marc.Audy Improve bWantsBeginPlay deprecation message Change 3217620 on 2016/12/01 by mason.seay Updated test assets for HLOD Change 3217872 on 2016/12/01 by Aaron.McLeran UEFW-113 Adding master reverb to audio mixer - Added new submix editor to create new submixes - Created new default master submixes for reverb and EQ and master submixes - Fixed a number of minor issues found in auido mixer while working on feature Change 3218053 on 2016/12/01 by Ori.Cohen Added mass debug rendering #JIRA UE-36608 Change 3218143 on 2016/12/01 by Aaron.McLeran Fixing up reverb to support multi-channel (5.1 and 7.1) configurations. - Added default reverb send amount Change 3218440 on 2016/12/01 by Zak.Middleton #ue4 - Made some static FNames const. Change 3218715 on 2016/12/02 by james.cobbett Fixed bug in test asset. Change 3218836 on 2016/12/02 by james.cobbett Fixing up test asset Change 3218884 on 2016/12/02 by james.cobbett Moar test asset changes Change 3218943 on 2016/12/02 by Ori.Cohen Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space #JIRA UE-35184 Change 3218955 on 2016/12/02 by Marc.Audy Fix initialization order issues Remove monolithic includes Change signature to pass string by const ref Change 3219149 on 2016/12/02 by Ori.Cohen Fix SetCollisionObjectType not working on skeletal mesh components #JIRA UE-37821 Change 3219162 on 2016/12/02 by Martin.Wilson Fix compile error when blend space on aim offset nodes is exposed as pin #jira UE-39285 Change 3219198 on 2016/12/02 by Marc.Audy UEnum::FindValue/IndexByName will now correctly follow redirects #jira UE-39215 Change 3219340 on 2016/12/02 by Zak.Middleton #ue4 - Optimized and cleaned up some Actor methods related to location and rotation. - Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors. - Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent(). - Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods. Change 3219482 on 2016/12/02 by Ori.Cohen Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent. #JIRA UE-39172 Change 3219676 on 2016/12/02 by Martin.Wilson Make clearer that ref pose is from skeleton Change 3219687 on 2016/12/02 by Aaron.McLeran Supporting multi-channel reverb with automatic downmixing of input to stereo Change 3219688 on 2016/12/02 by Martin.Wilson Fix crash when remapping additive animations after skeleton hierarchy change #jira UE-39040 Change 3219699 on 2016/12/02 by Zak.Middleton #ue4 - Fix template's use of old GetActorRotation() function. Change 3219969 on 2016/12/02 by Ben.Zeigler #jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication Modified from shelve Zak.Middleton made of PR #1885, after some more testing Change 3220010 on 2016/12/02 by Aaron.McLeran Fixing up sound class editor Change 3220013 on 2016/12/02 by Aaron.McLeran Deleting monolithic file Change 3220249 on 2016/12/02 by Aaron.McLeran Changing reverb settings parameter thread sync method - Switching to a simple ring buffer rather than using a crit sect Change 3220251 on 2016/12/02 by Aaron.McLeran Removing hard-coded audio mixer module name for the case when using -audiomixer argument, -added new entry to ini file that allows you to specify the audio mixer module name used for the platform. Change 3221118 on 2016/12/05 by Jurre.deBaare Back out changelist 3220249 to fix CIS Change 3221363 on 2016/12/05 by Martin.Wilson Change slot node category from Blends to Montage Change 3221375 on 2016/12/05 by Jon.Nabozny Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set. #jira UE-39325 Change 3221402 on 2016/12/05 by Jon.Nabozny Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path. #jira UE-33562 Change 3221441 on 2016/12/05 by Thomas.Sarkanen Fixed crash when reimporting a mesh when a different animation was open #jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents Change 3221473 on 2016/12/05 by Marc.Audy Get rid of auto. Use GetComponents directly instead of copying in to temporary arrays Change 3221584 on 2016/12/05 by Jon.Nabozny Fix CIS for Mac builds from CL-3221375 Change 3221631 on 2016/12/05 by Martin.Wilson Possible fix for rare marker sync crash on live servers #jira UE-39235 #test ai match, animation seemed fine, no crashes Change 3221660 on 2016/12/05 by mason.seay Resubmitting to add Viewport Bookmark Change 3221683 on 2016/12/05 by Mieszko.Zielinski Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4 #jira UE-30355 Change 3221750 on 2016/12/05 by Jon.Nabozny Real CIS fix. Change 3221917 on 2016/12/05 by Jon.Nabozny Fix CIS for real this time. Change 3222370 on 2016/12/05 by mason.seay Start of Gameplay Tag testmap Change 3222396 on 2016/12/05 by Aaron.McLeran UEFW-44 Implementing EQ master submix effect for audio mixer - New thread safe param setting temlate class (for setting EQ and Reverb params) - Hook up reverb submix effect to source voices - Implementation of FBiquad for biquad filter coefficients and audioprocessing - Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once - Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type Change 3222425 on 2016/12/05 by Aaron.McLeran Checking in missing files Change 3222429 on 2016/12/05 by Aaron.McLeran Last missing file! Change 3222783 on 2016/12/05 by Jon.Nabozny Update SkelMeshScaling map. Change 3223173 on 2016/12/06 by Martin.Wilson Fix crash in thumbnail rendering when creating a new montage #jira UE-39352 Change 3223179 on 2016/12/06 by Marc.Audy auto/NULL cleanup Change 3223329 on 2016/12/06 by Marc.Audy Fix (hard to explain) memory corruption #jira UE-39366 Change 3223334 on 2016/12/06 by Jon.Nabozny Add HasBeenInitialized check inside AActor::InitializeComponents Change 3223340 on 2016/12/06 by Jon.Nabozny Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid. #jira UE-39238 Change 3223372 on 2016/12/06 by Marc.Audy Probably fix HTML5 CIS failure Change 3223511 on 2016/12/06 by Jon.Nabozny Fix Mac CIS shadow warning Change 3223541 on 2016/12/06 by Lukasz.Furman fixed missing NavCollision data in static meshes #jira UE-39367 Change 3223672 on 2016/12/06 by Ben.Zeigler #jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button Remove unnecessary code from both customizations Change 3223751 on 2016/12/06 by Marc.Audy Properly remove components from their owner when manipulating through editinlinenew properties #jira UE-30548 Change 3223831 on 2016/12/06 by Ben.Zeigler #jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled #jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive Add Tag Source to tooltip in management mode Fix RequestGameplayTagChildrenInDictionary to work properly Change 3223862 on 2016/12/06 by Marc.Audy Hide deprecated attach functions for all games not just Paragon Change 3224003 on 2016/12/06 by Marc.Audy Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way. #jira UE-39207 Change 3224602 on 2016/12/07 by Jurre.deBaare Crash on creating LODs with Medic #fix Added clamp for UVs -1024 to 1024 #jira UE-37726 Change 3224604 on 2016/12/07 by Jurre.deBaare Fix for incorrect normal calculation in certain circumstances #fix Make sure we propagate the matrices to samples after we (re)calculated normals #fix Conditionally swap/inverse the vertex data buffers instead of always #fix Set preview mesh for alembic import animation sequences #misc removed commented out code and added debug code Change 3224609 on 2016/12/07 by Jurre.deBaare Alembic Import Issues (skeletal) w. UVs and smoothing groups #fix Changed the way we populate smoothing group indices for alembic caches #misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences #jira UE-36412 Change 3224783 on 2016/12/07 by James.Golding Support per-instance skeletal mesh vertex color override Change 3224784 on 2016/12/07 by James.Golding Add skelmesh vert color override map. Fix my vert color material to work on skel mesh. Change 3225131 on 2016/12/07 by Jurre.deBaare Crash when baking matrix animation when importing an alembic file as skeletal #fix condition whether or not to apply matrices had not been moved over in previous change #jira UE-39439 Change 3225491 on 2016/12/07 by Lina.Halper - Morphtarget fix on the first frame #jira: UE-37702 Change 3225597 on 2016/12/07 by mason.seay Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting Change 3225758 on 2016/12/07 by Aaron.McLeran UE-39421 Fix for sound class graph bug Change 3225957 on 2016/12/07 by Ben.Zeigler #jira UE-39433 Fix crash with mass debug data Change 3225967 on 2016/12/07 by Lina.Halper Fix not removing link up cache when removed. #jira: UE-33738 Change 3225990 on 2016/12/07 by Ben.Zeigler #jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues Change 3226123 on 2016/12/07 by Aaron.McLeran Fix for sound class asset creation from within the sound class graph Change 3226165 on 2016/12/07 by mason.seay Replaced skelmesh gun with static mesh cube Change 3226336 on 2016/12/07 by Aaron.McLeran Fixing up sound class replacement code. If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them Change 3226701 on 2016/12/08 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613 Change 3226710 on 2016/12/08 by Jurre.deBaare Fix for alembic import crash #misc update num mesh samples and take into account user set start frame in case of skipping preroll frames Change 3226834 on 2016/12/08 by Jurre.deBaare Fix for incorrect matrix samples being applied during Alembic cache importing #fix Change way we loop through samples and determine correct matrix and mesh sample indices Change 3227330 on 2016/12/08 by Jurre.deBaare Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error #UE-39499 #fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad #misc corrected socket name output, removed unnecessary nullptr check Change 3227575 on 2016/12/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387 Change 3227602 on 2016/12/08 by Marc.Audy Copyright 2016 to 2017 updates for new Framework files [CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
const USkeleton* BlendSpaceSkeleton = BlendSpaceToCheck->GetSkeleton();
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3106465) #lockdown Nick.Penwarden Change 3110660 on 2016/9/1 by Andrew.Grant Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress. HLOD warning is updated every 20 secs to deal with streaing levels. Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon). #rb Michael.Noland #tests verified we see our unbuilt HLOD warning in v31 :( Change 3106649 on 2016/08/30 by Cody.Haskell #Orion - Input Axis Work #rb DanH #tests PIE Change 3106299 on 2016/08/30 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 31.2 @ CL 3105865 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3106213 on 2016/08/30 by Ben.Marsh BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file. #rb none #tests preflight Change 3105994 on 2016/08/30 by Martin.Wilson Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input) #jira UE-35289 #rb Thomas.Sarkanen #tests Tested UI in editor Change 3105331 on 2016/08/29 by Uriel.Doyon Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget. #rb marcus.wassmer #tests launched editor and played game #jira OR-25814 Change 3105143 on 2016/08/29 by Josh.Markiewicz #UE4 - added assert when histogram input parameters don't match #rb none #tests launched/ran/won game golden path #codereview dmitry.rekman, michael.noland, bart.bressler Change 3104976 on 2016/08/29 by Jon.Lietz pickup refector - fixed a big that would allow mixed replication to call a gameplay cue's added twice. - All pickups now use the pick up manager, consolidated all pick up code into the manager. - added to the XP set so we can define the CXP bounty for targets. #RB Dave.Ratti #tests Bot match, test maps, spawning coins and pickups. Change 3103480 on 2016/08/26 by Josh.Markiewicz #UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession #rb none #tests golden path matchmaking #codereview paul.moore, eric.newman Change 3103410 on 2016/08/26 by Max.Chen Movie Capture: Fix commandline burnin option. #rb none #tests Render movie with commandline -UseBurnIn=yes option. Change 3102134 on 2016/08/25 by Brian.Karis Fix for HDR output exposure. Added 1000nit output option. #rb marcus #tests agora Change 3101276 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_31 - Merging CL 3100347 (head revision of 2 files :o ) #RB:none #Tests:none [CodeReviewed]: matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3101267 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_DUI - Integrating Media changes from 4.13 (head revision) #RB:none #Tests:none /Engine/Plugins/Media /Engine/Source/Runtime/Media /Engine/Source/Runtime/MediaAssets [CodeReviewed] matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100378 on 2016/08/24 by John.Pollard Fix a crash that can occur when scrubbing in replays #codereview David.Ratti #tests Replays #rb DavidR This is the output: [2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage Change 3100375 on 2016/08/24 by Laurent.Delayen Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket). #rb none #codereview lina.halper #tests Tacticia's RMB Targeting Change 3100278 on 2016/08/24 by Laurent.Delayen Fix for fast path struct copy being broken for FVectors. #rb lina.halper #codereview thomas.sarkanen #tests Chains' hook, Tacticia's LaserBeam and OrientationWarping Change 3100161 on 2016/08/24 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix issue with refresh viewer command failing due to backend congestion #rb RyanG #tests Replays Change 3100114 on 2016/08/24 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3098849 #RB:none #Tests:none #CodeReview: kerrington.smith, matt.schembari #R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100015 on 2016/08/24 by Michael.Noland Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node #jira UE-34998 #rb Aaron.McLeran [re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13] #tests Compiled and ran a golden path match with headphones on Change 3100012 on 2016/08/24 by Michael.Noland UE-34951 - Zero-volume vorbis decoded sounds are too expensive -Adding an audio settings parameter to disable zero-volume playback globally -Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume #rb marc.audy [re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran] #tests Compiled and ran a golden path match with headphones on Change 3099889 on 2016/08/24 by Max.Chen Sequencer: Added command line option to enable burnin #rb none #tests Render movie from command line wtih -UseBurnIn=yes Change 3099801 on 2016/08/24 by Lina.Halper Removed unnecessary comment #rb: none #code review: Benn.Gallagher #tests: compile Change 3099787 on 2016/08/24 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #http - fix for cancelled requests that have not been started never triggering a completion delegate - fixes soft lock when handling disconnects during login OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting #rb josh.markiewicz, alex.fennell #tests none #R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3099252 on 2016/08/24 by Lina.Halper Fixed menu text #rb: none #code review: Thomas.Sarkanen #tests: open editor and create child montage and replaced the animation Change 3099251 on 2016/08/24 by Lina.Halper Deterministic cooking of skeleton - abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked #jira: UE-34834 #rb: Martin.Wilson #tests: cooking orion and make sure it works Change 3098504 on 2016/08/23 by Bart.Bressler Add server time between sending packets monitoring histogram #rb dmitry.rekman #tests ran server locally and made sure analytics events were sent Change 3098494 on 2016/08/23 by Michael.Noland Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements - Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer) - Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected #tests Tested by calling while stat dumphitches was active and confirmed that the interval changed #codereview ben.salem, gil.gribb #rb none Change 3098491 on 2016/08/23 by Mieszko.Zielinski Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4 #rb Lukasz.Furman #test golden path Change 3098070 on 2016/08/23 by Lina.Halper Fix crash with UI update reconstructing - will have to come up with a better solution than this. #rb: Martin.Wilson #tests: child anim montage Change 3097914 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel Merging CL #3097879 from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/... to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/... #Analytics #OSS: Adjusted cohort selection algorithm and test cases [CodeReviewed]: Philip.Buuck #TESTS: unit tests #RB: none #R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097745 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Megre 30.2/31 @ CL 3096895 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097722 on 2016/08/23 by Chris.Bunner Update texture expression properties before triggering parent material recompile. #rb John.Billon #tests Editor replace references, Golden path #jira OR-27531 Change 3097694 on 2016/08/23 by Lina.Halper #Child Anim Montage - Duplicate from parent of the information it cares to get - Currently it is selective on copying what data - Modified GetAllAnimationSequencesReferred to get a partial data - Added ParentAsset/AssetMappingTable in AnimationAsset - Sequence Browser opening would also add to history - AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on #code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti #rb:Martin.Wilson #tests: creating child montage, editing, lots of UI functionality, notifies placement Change 3097513 on 2016/08/23 by Thomas.Sarkanen Non-POD structs can now be copied using the fast path We now always use CPP struct ops to perform copies when dealing with struct properties. #jira UE-34571 - Support struct member access on AnimBP fast path #rb Laurent.Delayen #tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games. Change 3096729 on 2016/08/22 by Mieszko.Zielinski Fixes to EQS scoring function preview #UE4 #rb Lukasz.Furman #test golden path Change 3096596 on 2016/08/22 by Jason.Bestimt #ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970) #RB:none #Tests:none #CodeReview: matt.schembari, max.preussner #R@BOMERGE: MAIN Change 3096550 on 2016/08/22 by Jurre.deBaare Fix for HLOD dirty clusters PIE warning message #tests Simulated Origin with built HLOD clusters, and with one dirty cluster #rb none Change 3096532 on 2016/08/22 by Mieszko.Zielinski Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4 As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized #codereview Lukasz.Furman #rb none #test golden path Change 3096455 on 2016/08/22 by Jason.Bestimt #R@BOMERGE-AUTHOR: keli.hlodversson #CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases #RB David.Nikdel #TESTS none #R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3096316 on 2016/08/22 by Sammy.James Resave to fix log warnings. BPC changes to ensure type saves. #rb #tests editor Change 3096040 on 2016/08/22 by bruce.nesbit Revised fix for landscape crash #rb GarethM #tests Game #codereview Bart.Bressler Change 3096015 on 2016/08/22 by bruce.nesbit Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server #rb none #tests game #codereview Bart.Bressler Change 3095578 on 2016/08/19 by Mieszko.Zielinski Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4 This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor #rb none #test golden path #codereview Lukasz.Furman Change 3095397 on 2016/08/19 by Lina.Halper Fix issue with crash when deleting all segment #rb: Laurent.Delayen #tests: delete segment and make sure it doesn't crash #jira: UE-34830 Change 3095060 on 2016/08/19 by Bart.Bressler Don't load ULandscapeComponent objects on dedicated servers to save memory. #tests cooked server data and played a Solo vs. AI game #rb gareth.martin #codereview james.golding Change 3095037 on 2016/08/19 by Lina.Halper Potential fix with montage trigger ensure on marker sync group #jira: OR-27685 #rb: Benn.Gallagher #code review: Martin.Wilson #tests: attack primhelilx with knock up Change 3094962 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort #RB: None #TESTS: test suite in source [CodeReviewed]: Philip.Buuck #R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094950 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merge #UE4 - Made FMD5 const-correct #RB: none #TEST: none #R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094619 on 2016/08/19 by Lina.Halper #DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID. - assumed the name is all set by now #rb: Benn.Gallagher #jira : UE-34886 #tests: cooking infiltrator that showed same issue and run game. Change 3094532 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3094498 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3093260 on 2016/08/18 by Josh.Markiewicz #UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel) - removed unnecessary cast #rb bart.bressler #codereview bart.bressler, rob.cannaday #tests launched game, some basic party testing Change 3093224 on 2016/08/18 by Josh.Markiewicz #UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games #rb paul.moore #codereview anthony.carter #tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining Change 3092597 on 2016/08/17 by Daniel.Lamb Added Ben Crocker to the rebuild lighting emails. #rb Trivial #Test none Change 3092063 on 2016/08/17 by andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb #tests none Change 3091081 on 2016/08/16 by Jurre.deBaare Fixing non-Editor build errors #fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty) #tests Build Editor + Game #rb none Change 3091009 on 2016/08/16 by Mieszko.Zielinski Added a way to configure a map to not spawn AISystem instance at all #UE4 #rb none #test golden path Change 3090932 on 2016/08/16 by Michael.Noland Vixen: Added indication to the analytics and FPS charts #rb marcus.wassmer #tests Compiled for the platform Change 3090844 on 2016/08/16 by Laurent.Delayen Replicated CL 3090734 from Fortnite. --- Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage Here's the issue in the version of the code prior to this checkin: - UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped - When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value - So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick - It also means if we were playing a montage, and then stop, we'll start ticking - Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing #codereview john.abercrombie #rb none #tests golden path Change 3090832 on 2016/08/16 by Michael.Noland Windows: Fixed a whitespace issue #rb none #tests Compiled for windows Change 3090688 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb none #tests built #R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3090547 on 2016/08/16 by Jurre.deBaare Need a warning message similar to lighting unbuilt when HLOD cluster is not built #fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour #jira UE-34335 #rb none #codereview Michael.Noland #tests pie Agora with and without dirty HLOD clusters Change 3090285 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3090267 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3089413 on 2016/08/15 by paul.mader Agora 2.0 assets Change 3089266 on 2016/08/15 by Max.Chen Sequencer: Add Convert to Possessable Copy from Dev-Sequencer #jira UE-32139 #rb none #tests Convert steel to possessable in Gameplay_PS4 map. Change 3089136 on 2016/08/15 by Mieszko.Zielinski Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4 #rb Lukasz.Furman #codereview Dan.Youhon #test golden path Change 3089118 on 2016/08/15 by Mieszko.Zielinski Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4 #rb none #test golden path Change 3088976 on 2016/08/15 by Andrew.Grant Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules. Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting. Removed superflous /Os from VC debugg settings #rb none #tests verified module built with 'Never' on PS4/Win is built without optimizations. #codereview Marcus.Wassmer, Ben.Marsh Change 3088830 on 2016/08/15 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3088807 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3088597 on 2016/08/14 by Jason.Bestimt #ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG) #RB:none #Tests:none #CodeReview: andrew.grant, david.ratti, matt.schembari Change 3087827 on 2016/08/12 by Bart.Bressler Updates to skeletal mesh memory saving on dedicated server #rb lina.halper #tests Cooked server data, played a game for a while in Solo vs. AI Change 3087351 on 2016/08/12 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) #jira OR-27406 #rb RyanG #tests Replays Change 3087118 on 2016/08/12 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3086747 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3086176 on 2016/08/11 by Marcus.Wassmer Fix PS4 ShaderPipelines not matching pixel/vertex shader properly. #rb Rolando.Caloca #tests Broken PS4 content before/after Change 3085992 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Unclog R@BOMERGE #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3085911 on 2016/08/11 by Laurent.Delayen Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex #rb none #tests Orientation Warping Change 3085614 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3085547 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3084507 on 2016/08/10 by Marcus.Wassmer Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen. #rb none #tests paragon ps4/vixen #codereview Olaf.Piesche Change 3084136 on 2016/08/10 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3083799 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083424 on 2016/08/09 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #tests Use sequence recorder to record a skeletal mesh actor #rb none Change 3083134 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #online,store,ps4 - creating one offer entry per entitlement #rb david.nikdel, ian.fox #tests MTX purhcase on PS4 #lockdown: andrew.grant #R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083069 on 2016/08/09 by Marcus.Wassmer Vixen scalability changes #rb Michael.Noland #tests vixen/ps4 #codereview jordan.walker Change 3083063 on 2016/08/09 by Marcus.Wassmer Most games will probably run out of memory if setup to do auto-4k. Make this a setting that's off by default. #rb Michael.Noland #codereview Luke.Thatcher, Lee.Clark #tests vixen on 4k. Change 3082778 on 2016/08/09 by Marcus.Wassmer Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087) #rb none #tests Agora on vixen. Change 3082772 on 2016/08/09 by Marcus.Wassmer Duplicate fix for detail mode reregistration (3065543) #rb none #tests Toggled detail mode, observe proper items spawning Change 3082765 on 2016/08/09 by Marcus.Wassmer Don't crash when trying to use windowed vsync on vixen #rb Michael.Noland #test ran paragon on vixen #codereview Luke.Thatcher,Lee.Clark Change 3082764 on 2016/08/09 by Marcus.Wassmer fix HLOD distance scale not working properly when components are re-registered. #rb michael.noland #codereview jurre.debarre #tests setting multiple times, setting on boot via deviceprofile Change 3082429 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani Merging //Orion/Release-30.1 to Main (//Orion/Main) Change: 3082419 #online,store,PS4 OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen - added config option for toggling store on PS4 [OnlineSubsystemPS4] bStoreEnabled=true - can also override via title specific json values in <titleid>\title.json allow_mtx=true [CodeReviewed]: andrew.grant, phillip.buck, ian.fox #lockdown: andrew.grant #rb none #tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support) #R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3082194 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3082105 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080984 on 2016/08/08 by Lina.Halper Issue with not being able to set static animation data via BP - artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP - also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called. #rb: Martin.Wilson #tests: Sword Beauty map Change 3080665 on 2016/08/08 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3080081 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080565 on 2016/08/08 by Laurent.Delayen Fix for curve values during URO interpolation. Fixes flashing of materials and Twinblast's ult weapon. https://jira.ol.epicgames.net/browse/OR-27107 https://jira.ol.epicgames.net/browse/OR-24358 #rb lina.halper, martin.wilson #tests Twinblast's ult and Coil's primary. Change 3079832 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: marcus.wassmer Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline #rb none [CodeReviewed] Chris.Wood #tests checked crashcontext on PC/PS4 #lockdown Andrew.Grant #R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3079045 on 2016/08/05 by Lina.Halper Adding more log to figure out why ActivePlayers.Count becomes inconsistent. #rb: Martin.Wilson #tests: PIE with bots Change 3078944 on 2016/08/05 by Rolando.Caloca O - Update blacklisted driver #jira OR-27051 #rb Marcus.Wassmer #tests Run with AMD card Change 3078735 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3078670 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3078122 on 2016/08/04 by Dmitry.Rekman Linux: treat abort() / SIGABRT as crash. - Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler. - Rewrote RequestExit() because it used abort() itself. - Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later. As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason. #rb Mark.Satterthwaite #codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant #review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant #tests Ran Linux server, crashed using different methods. Change 3077887 on 2016/08/04 by Dmitry.Rekman Initialize StackCount to 0 (kills valgrind warning). #rb David.Ratti #codereview David.Ratti #tests Ran Linux server. Change 3077257 on 2016/08/04 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3077193 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3077242 on 2016/08/04 by Dmitry.Rekman Linux: stop heartbeat thread before handling the crash. #rb Robert.Manuszewski #codereview Robert.Manuszewski, Andrew.Grant #tests Compiled and ran Linux server, crashed it. Change 3076676 on 2016/08/03 by Dmitry.Rekman Linux: print details about memory access (read or write). - Also print all the 16 digits of the pointer. - Read/write detection only implemented for x86_64. #rb Andrew.Grant #codereview Andrew.Grant #tests Compiled (natively) and ran Linux server. Change 3076675 on 2016/08/03 by Dmitry.Rekman Print a bit more info about the array in assert. #rb Andrew.Grant #codereview Andrew.Grant #test Compiled and ran Linux server. Change 3076010 on 2016/08/03 by Laurent.Delayen Moved OrionAnimNode_LegIK from Paragon to Engine. #codereview lina.halper #rb none #tests Grim.exe + Iggy & Scorch Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt Reimplemented 3070766 for Orion: Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash) #rb none #tests none Change 3075446 on 2016/08/03 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3075422 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3075394 on 2016/08/03 by HaarmPieter.Duiker Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in. #rb marcus.wassmer #tests post process color correction Change 3074314 on 2016/08/02 by Dmitry.Rekman Linux: change optimization from -O2 to -O1 (temporarily?). - The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier. - Also adds a line to UBT output during compilation to draw attention. #rb Michael.Noland #codereview Michael.Noland, Andrew.Grant, Bart.Bressler #tests Compiled and ran Linux server. Change 3073553 on 2016/08/02 by jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3073360 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) #R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3073505 on 2016/08/02 by Daniel.Lamb Added cook modification delegate stats to cooker stats. #rb Wes.Hunt #test cook paragon. Change 3072440 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries. #rb none #tests SHIPPING Change 3072259 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback. #rb Michael.Noland #tests PIE Change 3071908 on 2016/08/01 by John.Pollard Fix null reference crash #rb DavidR #tests Live game + replays Change 3071876 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player #rb none #tests FN + Paragon live game + replays #codereview Andrew.Grant Change 3071875 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Finalize replay version system * No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions) * Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore. * Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions) #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071874 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix gameplay tags to work better with backwards compatibility in replays * We use the net field export group system in the package map to export tag names as a packed index * This will allow us to see the names of tags that no longer exists on the remote side #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071776 on 2016/08/01 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3071738 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3071258 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together. - Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now. #rb none #tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues. Change 3071099 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads. #rb none #tests ran paragon with change and noticed no change in audio quality Change 3070916 on 2016/07/29 by Andrew.Grant Missed file! #rb #tests na Change 3070915 on 2016/07/29 by Andrew.Grant Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging #rb none #tests Engine QA, Orion QA smoke Change 3070576 on 2016/07/29 by Uriel.Doyon Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize. #review-3070386 @marcus.wassmer #jira OR-25941 #rb marcus.wassmer #tests Run Game on PS4, and in editor Change 3070086 on 2016/07/29 by Martin.Wilson Fixed ensure triggering during sequencer playback due to double update. #jira UE-33938 #rb Thomas.Sarkanen #tests opened affected asset and verified problem no longer occured Change 3070016 on 2016/07/29 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30 @ CL 3069935 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3069435 on 2016/07/28 by Ian.Fox #Orion, #Mcp - Check if Price Engine is configured before attempting query #rb Sam.Zamani #tests none #codereview Sam.Zamani Change 3069381 on 2016/07/28 by Michael.Noland Animation: Demoted a check() in anim sync group code to an ensure() to unblock others #rb nick.penwarden #tests Loaded Paragon cine asset that was crashing #codereview lina.halper, martin.wilson Change 3069203 on 2016/07/28 by Dmitry.Rekman Headless client: do not draw windows. - Disables a bunch of code, including reaching into font cache to estimate width. - Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets). #rb Nick.Atamas #review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem #codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem #tests Compiled and ran Orion Linux client. Change 3069181 on 2016/07/28 by Lina.Halper Fix struct redirector for Orion anim node moving to engine #rb: Maciej.Mroz #code review:Laurent.Delayen #tests: editor loading the anim BP that caused the name conversion Change 3069092 on 2016/07/28 by Aaron.McLeran OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves - Not all active sounds have sound classes, was causing a crash #codereview marc.audy #rb zabir.hoque #tests Run game with stat soundcues and not crash Change 3068969 on 2016/07/28 by David.Ratti Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too. #rb none #tests compile Change 3068902 on 2016/07/28 by David.Ratti Code for tracking down UGameplayCueManager::GetInstancedCueActor crash. #rb none #tests compile Change 3068831 on 2016/07/28 by Aaron.McLeran OR-26417 Reverb is too loud in-game in Dev-General - Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set. #rb Jeff.Campeau #tests run a map with no reverb audio volume and reverb is not super wet Change 3068529 on 2016/07/28 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of McpSubsystem->CreateRequest to query receipts (uses subsystem config) #RB: none #TESTS: none #R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3068399 on 2016/07/28 by Andrew.Rodham Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira OR-25769 #tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly. #rb Benn.Gallagher Change 3068138 on 2016/07/28 by Marcus.Wassmer Disable mallocleak testing by default #rb none #test none Change 3068121 on 2016/07/28 by Marcus.Wassmer Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled. Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data. Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also. #rb Robert.Manuszewski #tests stack tracing / symbolication with mallocleak on windows. Change 3068119 on 2016/07/28 by Marcus.Wassmer Fix MallocLeakProxy deadlock #rb Robert.Manuszewski #tests mallocleak start/stop/dump on windows Change 3067752 on 2016/07/27 by Michael.Noland Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands - IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer - The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class. - The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered - Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code Upgrade Notes: - DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly - In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands) - HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name) - Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future) Paragon: - Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event - Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it. #rb dmitry.rekman #codereview bob.tellez, peter.knepley, andrew.grant, john.mauney #review-3067607 @Dmitry.Rekman, @Bob.Tellez #tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI Change 3067654 on 2016/07/27 by Michael.Noland FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #rb steve.robb #jira UE-31959 [duplicating CL# 3039827] #tests Tried moving a folder in the editor Change 3067644 on 2016/07/27 by Aaron.McLeran OR-24537 Looping audio sometimes persists in Agora Adding stopping sounds if audio component is destroyed while playing a looping sound #rb jeff.campeau #tests audio component stops looping sound if audio component is destroyed prematurely Change 3067560 on 2016/07/27 by Aaron.McLeran OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters - Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call - using xaudio2 operation sets to ensure that voice and effect params are executing in sequence - only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands - Don't call EnsureCompletion on pending async tasks on teardown #rb Jeff.Campeau #tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions Change 3067420 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge 29.2/30 @ CL 3067312 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067316 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3065602 #RB:none #Tests:none [CodeReviewed]: matt.schembari #R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067025 on 2016/07/27 by Michael.Noland Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes #rb none #tests Compiled Change 3067020 on 2016/07/27 by Michael.Noland Core: Various improvements to FHistogram and split it out into separate files - Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate) - Added O(1) getters for total sample counts and sum of all measurements - Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex - Added support for specifying explicit histogram bucket thresholds #rb dmitry.rekman #tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage Change 3066681 on 2016/07/27 by Frank.Gigliotti Camera anim field of view fix; * The FOV is now reset on the PlayerCameraManager camera actor when it's initialized. This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value. * Base FOV can now be edited in the CameraAnim properties. This allows you to specify what the FOV keys are relative to. Previously it was always using a base FOV of 90 degrees. #RB None #CodeReview Jeff.Farris #Tests Multiple camera animations in PIE Change 3066508 on 2016/07/27 by Lina.Halper Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name. #code review:Martin.Wilson, Benn.Gallagher #rb: Martin.Wilson #tests: cooked test map, run test map, PIE, saving content, loading standalone game Change 3066246 on 2016/07/27 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Fix for non-unity error #rb none #tests compiled #R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3066167 on 2016/07/27 by Benn.Gallagher Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding. #rb Ori.Cohen #tests Editor, PIE, Applying clothing to characters. Change 3065868 on 2016/07/27 by Michael.Noland Blueprints: Fixing non-editor build (missing WITH_EDITOR) #rb none #tests Compiled PS4 Change 3065749 on 2016/07/26 by Michael.Noland Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead) #codereview mike.beach, marc.audy #tests Loaded and recovered a corrupted Blueprint on Cameron's machine #rb Phillip.Kavan Change 3065706 on 2016/07/26 by Josh.Markiewicz #UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons - fixed non shipping cmd line override to be correct #rb none #codereview andrew.grant, paul.moore #tests none Change 3065359 on 2016/07/26 by Rob.Cannaday Limit external id querying to 100 ids per call. The backend currently enforces this and is returning an error when we exceed this limit. Break up calls in batches of 100 ids. #jira OR-20674 #rb ian.fox #tests login to front end with PC, PS4. forced tests to simulate > 100 requests. Change 3065197 on 2016/07/26 by Bart.Bressler Change how PS4 sessions work: - We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions. - Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable - Added comments, other misc. code cleanup. #rb josh.markiewicz, sam.zamani, rob.cannaday #tests created cross play parties with multiple pc + ps4 players #jira OR-20332 Change 3065158 on 2016/07/26 by Lina.Halper Fix the guid keep generated by adding to the database. - This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible #rb: Martin.Wilson #jira: UE-33772, UE-33454 #tests: cooked AI_Test map, editor rename curves Change 3064735 on 2016/07/26 by Dmitry.Rekman Linux: added WebRTC libs. - Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc). #rb none #tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform. (Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064727 on 2016/07/26 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb none #tests Compiled and ran Linux server and Linux client. (Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064725 on 2016/07/26 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. (Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064572 on 2016/07/26 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3064545 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3064523 on 2016/07/26 by Jon.Lietz Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements. #RB none #tests BP compiles and stays not dirty #codereview dave.ratti@epicgames.com [CL 3111290 by Andrew Grant in Main branch]
2016-09-01 21:20:38 -04:00
if (BlendSpaceSkeleton && // if blend space doesn't have skeleton, it might be due to blend space not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
!BlendSpaceSkeleton->IsCompatible(ForSkeleton))
{
MessageLog.Error(TEXT("@@ references blendspace that uses different skeleton @@"), this, BlendSpaceSkeleton);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3198996 on 2016/11/15 by Marc.Audy BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead. #jira UE-21136 Change 3199019 on 2016/11/15 by Marc.Audy Mark user-facing BeginPlay calls as protected Change 3200128 on 2016/11/16 by Thomas.Sarkanen Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance. #jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe Change 3200133 on 2016/11/16 by Martin.Wilson Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called) #jira UE-18798 Change 3200167 on 2016/11/16 by Martin.Wilson Newly added virtual bones are now selected in the skeleton tree #jira UE-37776 Change 3200255 on 2016/11/16 by James.Golding Stop SkeletalMeshTypes.h being globally included Change 3200289 on 2016/11/16 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix Make sure that in PostEditChangeProp we reset the override material arrays #misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead #jira UE-38108 Change 3200291 on 2016/11/16 by Jurre.deBaare Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds #fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence #jira UE-37274 Change 3200293 on 2016/11/16 by Jurre.deBaare Overlapping UV's cause merge actor texture baking issues #fix Only look for overlapping UVs if vertex data baking is actually expected/enabled #jira UE-37220 Change 3200294 on 2016/11/16 by Jurre.deBaare Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive #fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!) #jira UE-36679 Change 3200295 on 2016/11/16 by Jurre.deBaare Merge Actor Specific LOD level can be set to 8 #fix Change clamping value and added UI clamp metadata #jira UE-37134 Change 3200296 on 2016/11/16 by Jurre.deBaare In Merge Actors if you select use specific Lod level you have access to all the merge material settings #fix Added edit condition to non-grayed out material settings #jira UE-36667 Change 3200303 on 2016/11/16 by Thomas.Sarkanen Fixed diagonal current scrub value in anim curves #jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted Change 3200304 on 2016/11/16 by Thomas.Sarkanen Rezero is now explicit about what it does (current vs. specified frame) Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D). #jira UE-35985 - Rezero doesn't work by frame Change 3200307 on 2016/11/16 by Thomas.Sarkanen Add curve panel to anim BP editor Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.). #jira UE-35742 - Anim Curve Viewer allowed in Anim BP Change 3200313 on 2016/11/16 by Jurre.deBaare Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened #fix in debug skeletal mesh component just mark the cached parameters dirty every tick #jira UE-35786 Change 3200316 on 2016/11/16 by Jurre.deBaare Converted Skeletal To Static Mesh Gets Corrupted When Merged #fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well) #misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used #jira UE-37988 Change 3200321 on 2016/11/16 by Jurre.deBaare Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down #fix change the way the layout is constructed #jira UE-37260 Change 3200323 on 2016/11/16 by Jurre.deBaare Toggling sky in Persona does not effect reflections #fix turn of skylight together with the actual environment sphere #misc found incorrect copy paste in toggling floor/environment visibility with key stroke #jira UE-26796 Change 3200324 on 2016/11/16 by Jurre.deBaare Open Merge Actor menu on right clicking two selected actors #fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport #jira UE-36892 Change 3200331 on 2016/11/16 by Benn.Gallagher Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused. #jira UE-38620 Change 3200334 on 2016/11/16 by Jurre.deBaare Dynamic light settings in Persona viewport cause edges to appear hardened #fix Makeing the directional light stationary to ups the shadowing quality #jira UE-37188 Change 3200356 on 2016/11/16 by Jurre.deBaare Rate scale option for animation nodes in blend spaces #added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback #misc bumped framework object version to update all blendspaces on load #jira UE-16207 Change 3200380 on 2016/11/16 by Jurre.deBaare Fix for Mac CIS issues Change 3200383 on 2016/11/16 by Marc.Audy Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback Change 3200385 on 2016/11/16 by James.Golding Refactor SkeletalMesh to use same color buffer type as StaticMesh Change 3200407 on 2016/11/16 by James.Golding Fix CIS error in FbxAutomationTests.cpp Change 3200417 on 2016/11/16 by Jurre.deBaare Fix for CIS issues #fix Rogue } Change 3200446 on 2016/11/16 by Martin.Wilson Change fix for Set Anim Instance Class from CL 3200133 #jira UE-18798 Change 3200579 on 2016/11/16 by Martin.Wilson Fix for serialization crash in Odin #jir UE-38683 Change 3200659 on 2016/11/16 by Martin.Wilson Fix build errors Change 3200801 on 2016/11/16 by Lina.Halper Fix error message Change 3200873 on 2016/11/16 by Lina.Halper Test case for Update Rate Optimization - LOD_URO_Map.umap - test map - LODPawn - pawn that contains mesh with URO setting - You can tweak the value in LODPawn Change 3201017 on 2016/11/16 by Lina.Halper - Allow slave component to be removed when setting master pose to nullptr - licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html Change 3201765 on 2016/11/17 by Jurre.deBaare Improved tooltip for FBlendParameter.GridNum Change 3201817 on 2016/11/17 by Thomas.Sarkanen Added display/edit of bone transforms in details panel Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick(). Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene. Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection). #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3201819 on 2016/11/17 by Thomas.Sarkanen Fix CIS error Change 3201901 on 2016/11/17 by Lina.Halper With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids(). - removed GetCurveNumber from skeleton - changed curve count to use BoneContainer's curve list. #code review: Laurent.Delayen Change 3201999 on 2016/11/17 by Thomas.Sarkanen Add local/world transform editing to bone editing Added details customization & support code for world-space editing of bone transforms #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3202111 on 2016/11/17 by mason.seay Potential test assets for HLOD Change 3202240 on 2016/11/17 by Thomas.Sarkanen Fixed extra whitespace not being removed in front of console commands. GitHub #2843 #jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands. Change 3202259 on 2016/11/17 by Jurre.deBaare Readded missing shadows in advanced preview scene Change 3203180 on 2016/11/17 by mason.seay Moved and updated URO Map Change 3203678 on 2016/11/18 by Thomas.Sarkanen Bug fix for menu extenders in PhAT. GitHub #2550 #jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT. Change 3203679 on 2016/11/18 by Thomas.Sarkanen Fixed LOD hysteresis not being properly converted from the old metric This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed. #jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently Change 3203747 on 2016/11/18 by Jurre.deBaare Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex #fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc. #jira UE-38734 Change 3203748 on 2016/11/18 by Jurre.deBaare Crash Generating Proxy Meshes after replacing static meshes in the level #fix just calculate bounds for the used UVs (old behaviour was wrong) #jira UE-38764 Change 3203751 on 2016/11/18 by james.cobbett Changes to TM-PoseSnapshot and new test assets Change 3203799 on 2016/11/18 by Thomas.Sarkanen Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method. Also fixed up the naming of some variables that still referred to screen areas & LOD distances. #jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result Change 3203856 on 2016/11/18 by james.cobbett TM-PoseSnapshot - Rebuild lighting and updated anims Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3203940 on 2016/11/18 by Ori.Cohen Fix missing newline for ps4 Change 3203960 on 2016/11/18 by Ori.Cohen Readd fix for linux macro expansion warning Change 3203975 on 2016/11/18 by Ori.Cohen Fix for linux toolchain not knowing about no-unused-local-typedef Change 3203989 on 2016/11/18 by Ori.Cohen Make sure physx automation doesn't try to build html5 APEX. Change 3204031 on 2016/11/18 by james.cobbett Minor update to test level Change 3204035 on 2016/11/18 by Marc.Audy Additional Attenuation refactor cleanup Change 3204044 on 2016/11/18 by Ori.Cohen Fix typo of NV_SIMD_SSE2 Change 3204049 on 2016/11/18 by Ori.Cohen Fix missing newline for PS4 compiler Change 3204463 on 2016/11/18 by mason.seay Finalized URO test map Change 3204621 on 2016/11/18 by mason.seay Small improvements Change 3204751 on 2016/11/18 by Ori.Cohen Make PhAT highlight selected bodies and constraints in the tree view Change 3205868 on 2016/11/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744 Change 3205887 on 2016/11/21 by Jurre.deBaare Fix for similar crash in blendspace editor like UE-38734 Change 3206121 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) #jira UE-38803 #jira UE-38692 Change 3206187 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) Additional bits #jira UE-38519 #jira UE-38803 #jira UE-38692 Change 3206318 on 2016/11/21 by Marc.Audy Fix Linux compiler whinging Change 3206379 on 2016/11/21 by Marc.Audy Fix crash when streaming in a sublevel with a child actor in it (4.14.1) #jira UE-38906 Change 3206591 on 2016/11/21 by Marc.Audy Refactor restrictions to allow hidden and clarify disabled Change 3206776 on 2016/11/21 by Marc.Audy ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect. ForceFeedback Attenuation settings can be defined via the content browser or directly on the component. #jira UEFW-244 Change 3206901 on 2016/11/21 by Marc.Audy Fix compile error in automation tests Change 3207235 on 2016/11/22 by danny.bouimad Updated Map Change 3207264 on 2016/11/22 by Thomas.Sarkanen Disable bone editing in anim blueprint editor #jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable Change 3207303 on 2016/11/22 by Lina.Halper Clear material curve by setting it directly because the flag might not exist #jira: UE-36902 Change 3207331 on 2016/11/22 by Jon.Nabozny Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully. Change 3207357 on 2016/11/22 by Danny.Bouimad Updating testcontent for pose drivers Change 3207425 on 2016/11/22 by Lina.Halper Fix frame count issue with montage #jira: UE-30048 Change 3207478 on 2016/11/22 by Lina.Halper Fix so that curve warning doesn't happen when your name is same. #jira: UE-34246 Change 3207526 on 2016/11/22 by Marc.Audy Fix crash when property restriction introduces a hidden entry Change 3207731 on 2016/11/22 by danny.bouimad MoreUpdates Change 3207764 on 2016/11/22 by Lina.Halper #fix order of morphtarget to first process animation and then BP for slave component Change 3207842 on 2016/11/22 by Ben.Zeigler Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work. Change 3208202 on 2016/11/22 by Ben.Zeigler #jira UE-38811 Fix regression with gimbal locking in player camera manager. The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise. Change 3208510 on 2016/11/23 by Wes.Hunt Disable UBT Telemetry on internal builds #jira AN-1059 #tests build a few different ways, add more diagnostics to clarify if the provider is being used. Change 3208734 on 2016/11/23 by Martin.Wilson Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class #jira UE-38899 Change 3208782 on 2016/11/23 by Thomas.Sarkanen Fixed material and vert count issues with skeletal to static mesh conversion Material remapping was not bein gbuilt, so material indices were overwitten inappropriately. Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase. #jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh Change 3208798 on 2016/11/23 by James.Golding UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds Change 3208801 on 2016/11/23 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something #jira UE-38108 Change 3208807 on 2016/11/23 by Thomas.Sarkanen CIS fix Change 3208824 on 2016/11/23 by danny.bouimad More content updates for Testing Change 3208827 on 2016/11/23 by Danny.Bouimad Removing Old Pose driver Testassets I created awhile ago. Change 3209026 on 2016/11/23 by Martin.Wilson CIS Fix for FRichCurve Change 3209083 on 2016/11/23 by Marc.Audy Don't crash if after an undo the previously selected object no longer exists (4.14.1) #jira UE-38991 Change 3209085 on 2016/11/23 by Marc.Audy Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1) #jira UE-38992 Change 3209124 on 2016/11/23 by Ben.Zeigler #jira UE-38867 Fix some game mode log messages From PR #2955 Change 3209231 on 2016/11/23 by Marc.Audy Auto removal Change 3209232 on 2016/11/23 by Marc.Audy GetComponents now optionally can include components in Child Actors Change 3209233 on 2016/11/23 by Marc.Audy ParseIntoArray resets instead of empty Change 3209235 on 2016/11/23 by Marc.Audy Allow child actor components to be selected in viewports Fix selection highlight not working on nested child actors #jira UE-16688 Change 3209247 on 2016/11/23 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194 Change 3209299 on 2016/11/23 by Marc.Audy Use MoveTemp to reduce some memory churn in graph schema actions Change 3209347 on 2016/11/23 by Marc.Audy Don't dispatch a tick function that had been scheduled but has been disabled before being executed. #jira UE-37459 Change 3209507 on 2016/11/23 by Ben.Zeigler #jira UE-38185 Keep player controllers in their same order during a seamless travel From PR #2908 Change 3209882 on 2016/11/24 by Thomas.Sarkanen Copy-to-array now works with the fast path Refactored the copy record generation/validation code to be clearer with better seperation of concerns. Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen). Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped. Added tests for fast path validity to EditorTests project. Assets to follow. #jira UE-34569 - Fast Path gets turned off if you link to multiple input pins Change 3209884 on 2016/11/24 by Thomas.Sarkanen File I missed Change 3209885 on 2016/11/24 by Thomas.Sarkanen Support assets for fast path tests Change 3209939 on 2016/11/24 by Benn.Gallagher Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list #jira UE-35557 Change 3209941 on 2016/11/24 by Jurre.deBaare Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly. #fix make sure that when we delete a sample point we reset the preview base pose #misc changed how the preview base pose is determined/updated #jira UE-38733 Change 3209942 on 2016/11/24 by Thomas.Sarkanen Fixed transactions being made when setting bone space in details panel Also added reset to defaults to allow easy removal of bone modifications. #jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction Change 3209945 on 2016/11/24 by james.cobbett Test assets for Pose Snapshot Test Case Change 3210239 on 2016/11/25 by Mieszko.Zielinski Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4 #jira UE-29415 Change 3210279 on 2016/11/25 by Benn.Gallagher Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation #jira UE-38040 Change 3210288 on 2016/11/25 by danny.bouimad Cleaned up Pose Driver Anim BP's Change 3210334 on 2016/11/25 by Benn.Gallagher Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr #jira UE-22145 Change 3210349 on 2016/11/25 by James.Golding UE-35783 Fix scrolling in PoseAsset editor panels Change 3210356 on 2016/11/25 by James.Golding UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables) Change 3210357 on 2016/11/25 by Jurre.deBaare Numeric textbox value label incorrect for aimoffset/blendspaces in grid #fix change lambda capture type (was referencing local variable) Change 3210358 on 2016/11/25 by Jurre.deBaare Crash Generating Proxy Mesh with Transition Screen Size set to 1 #fix 1.0 was not included within the possible range #jira UE-38810 Change 3210364 on 2016/11/25 by James.Golding Improve BuildVertexBuffers to use stride and avoid copying colors Change 3210371 on 2016/11/25 by Jurre.deBaare You can no longer enable tooltip display when using anim offset #fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down #jira UE-38808 It's not clear that the user has to hold shift to preview in blend spaces #fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value #jira UE-38711 #misc refactored out some duplicate code :) Change 3210387 on 2016/11/25 by james.cobbett Updating test asset Change 3210550 on 2016/11/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927 Brings IWYU in and required substantial fixups Change 3210551 on 2016/11/26 by Marc.Audy Delete empty cpp files Change 3211002 on 2016/11/28 by Lukasz.Furman added navigation update on editting volume's brush #ue4 Change 3211011 on 2016/11/28 by Marc.Audy Roll back CL# 3210334 as it is causing deadlocks during GC Change 3211039 on 2016/11/28 by Jurre.deBaare Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors. #fix prevent using the wedge map when propagating spline mesh vertex colours #jira UE-36011 Change 3211053 on 2016/11/28 by Ori.Cohen Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide #JIRA UE-38989 Change 3211101 on 2016/11/28 by mason.seay Adjusting trigger collision so it can't be triggered by projectiles Change 3211171 on 2016/11/28 by Jurre.deBaare Previewing outside of Blendspace Graph points causes unexpected weighting #jira UE-32775 Second Animation Sample added to AimOffset or Blendspace swaps with the first sample #jira UE-36755 #fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles - One: fill grid weights to single sample - Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line - Colinear: find two closest samples and apply behaviour above #misc rename variables to make the code more clear and correct Change 3211491 on 2016/11/28 by Marc.Audy Provide proper tooltip for GetParentActor/Component Expose GetAttachParentActor/SocketName to blueprints De-virtualize Actor GetAttach... functions #jira UE-39056 Change 3211570 on 2016/11/28 by Lina.Halper Title doesn't update when asset is being dropped #jira: UE-39019 Change 3211766 on 2016/11/28 by Ori.Cohen Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically. #JIRA UE-36089 Change 3211938 on 2016/11/28 by Mason.Seay CSV's for testing gameplay tags Change 3212090 on 2016/11/28 by Ori.Cohen Expose angular SLERP drive to blueprints #JIRA UE-36690 Change 3212102 on 2016/11/28 by Marc.Audy Fix shadow variable issue #jira UE-39099 Change 3212182 on 2016/11/28 by Ori.Cohen PR #2902: Fix last collision preset display (Contributed by max99x) #JIRA UE-38100 Change 3212196 on 2016/11/28 by dan.reynolds AEOverview Update: Minor tweaks and fixes Added Attenuation Curve Tests Renamed SC to SCLA for Sound Class prefix WIP SCON (Sound Concurrency) Change 3212347 on 2016/11/28 by Ben.Zeigler #jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor Fix chained tag redirectors to work properly Const fixes and removed a bad error message spam, and fix rename message Change 3212385 on 2016/11/28 by Marc.Audy Avoid duplicate GetWorld() calls Change 3212386 on 2016/11/28 by Marc.Audy auto shoo Change 3213018 on 2016/11/29 by Marc.Audy Fix shadow variable for real Change 3213037 on 2016/11/29 by Ori.Cohen Fix deprecation warnings Change 3213039 on 2016/11/29 by Marc.Audy Generalize logic for when a component prevents an Actor from auto destroying Add forcefeedback component to the components that will hold up the auto destroy of an actor Change 3213088 on 2016/11/29 by Marc.Audy Move significance manager out of experimental Change 3213187 on 2016/11/29 by Marc.Audy Add InsertDefaulted to mirror options available when Adding Change 3213254 on 2016/11/29 by Marc.Audy add auto-complete for showdebug forcefeedback Change 3213260 on 2016/11/29 by Marc.Audy Allow systems to inject auto-complete console entries Change 3213276 on 2016/11/29 by Marc.Audy add auto-complete entry for showdebug significancemanager Change 3213331 on 2016/11/29 by James.Golding Split SkeletalMesh skin weights into their own stream Remove unused FGPUSkinVertexColor struct Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights Update friendly name for FColorVertexBuffer now it's used by skel mesh as well Change 3213349 on 2016/11/29 by Ben.Zeigler Fix tag rename feedback message Change 3213355 on 2016/11/29 by Ben.Zeigler #jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome) Change 3213406 on 2016/11/29 by Ori.Cohen Make sure body transforms are not set while the physx simulation is running. #JIRA UE-37270 Change 3213508 on 2016/11/29 by Jurre.deBaare When performing a merge actor on an actor merging multiple materials certain maps aren't generated #fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map #jira UE-38526 Change 3213557 on 2016/11/29 by Ben.Zeigler #jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away Change 3213634 on 2016/11/29 by Ori.Cohen Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor. Change 3213639 on 2016/11/29 by Ori.Cohen Fix from nvidia for vehicle suspension exploding when given a bad normal. #JIRA UE-38716 Change 3213812 on 2016/11/29 by James.Golding UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead Change 3213824 on 2016/11/29 by Ori.Cohen Fix CIS Change 3213873 on 2016/11/29 by Ori.Cohen Fix welded bodies not properly computing mass properties. #JIRA UE-35184 Change 3213950 on 2016/11/29 by Mieszko.Zielinski Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion #jira UE-37221 Change 3213951 on 2016/11/29 by Mieszko.Zielinski Fixed perception system having issue with registering perception listener spawned in sublevels #UE4 #jira UE-37850 Change 3214005 on 2016/11/29 by Ori.Cohen Fix mass kg override not propagating to blueprint instances. Change 3214046 on 2016/11/29 by Marc.Audy Duplicate all instanced subobjects, not just those that are editinlinenew Make AABrush.Brush instanced rather than export #jira UE-39066 Change 3214064 on 2016/11/29 by Marc.Audy Use GetComponents directly where safe instead of copying in to an array Change 3214116 on 2016/11/29 by James.Golding Fix tooltip when dragging anim assets onto players Change 3214136 on 2016/11/29 by Ori.Cohen Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data #JIRA UE-35864 Change 3214162 on 2016/11/29 by Mieszko.Zielinski Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4 #jira UE-12077 Change 3214177 on 2016/11/29 by Marc.Audy Use correct SocketName (broken in CL#2695130) #jira UE-39153 Change 3214427 on 2016/11/29 by dan.reynolds AEOverview Update Fixed Attenuation tests when overlapping attenuation ranges between streamed levels Added Sound Concurrency Far then Prevent New testmap Removed some Sound Concurrency assets Change 3214469 on 2016/11/29 by dan.reynolds AEOverview Update Added Sound Concurrency Test for Stop Farthest then Oldest Change 3214842 on 2016/11/30 by Jurre.deBaare LookAt AimOffset in the Anim Graph causes character to explode #jira UE-38533 #fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime Change 3214866 on 2016/11/30 by james.cobbett Updating Pose Snapshot test assets Change 3214964 on 2016/11/30 by thomas.sarkanen Added test data for facial animtion curves Change 3215015 on 2016/11/30 by Jurre.deBaare When a Aim Offset axis value is edited drastically the preview mesh will be deformed #fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range #misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit) #jira UE-38880 Change 3215029 on 2016/11/30 by Marc.Audy Fix CIS Change 3215033 on 2016/11/30 by Marc.Audy Add a delegate for when new classes are added via hotreload Change existing hotload class reinstancing delegates to be multicast Change 3215048 on 2016/11/30 by Jon.Nabozny Use getKinematicTarget whenever a body is kinematic. This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics. #jira UE-37877 Change 3215052 on 2016/11/30 by Marc.Audy Generalize the volume actor factory logic Create volume factories when hotreload adds a new volume class #jira UE-39064 Change 3215055 on 2016/11/30 by Marc.Audy Probable fix for IOS CIS failure Change 3215091 on 2016/11/30 by Lina.Halper Easy alternative fix for blending two curves per bone. For now we just combine. To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15. #jira: UE-39182 Change 3215179 on 2016/11/30 by Jurre.deBaare Preview viewport should only use rendering features supported in project #fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity #jira UE-37252 Change 3215189 on 2016/11/30 by Jurre.deBaare CIS fix Change 3215326 on 2016/11/30 by Ben.Zeigler #jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode. Regression caused by CL #3104976 Change 3215523 on 2016/11/30 by James.Golding Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash Change 3215539 on 2016/11/30 by Marc.Audy Fix failure to cleanup objects in a hidden always loaded sub-level #jira UE-39139 Change 3215568 on 2016/11/30 by Aaron.McLeran UE-39197 Delay node of 0.0 causes crash Change 3215719 on 2016/11/30 by Aaron.McLeran UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528 Change 3215773 on 2016/11/30 by Aaron.McLeran PR #2819 : Fixed typo in SoundWave.h Change 3215828 on 2016/11/30 by James.Golding PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus) Change 3215831 on 2016/11/30 by James.Golding UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode Change 3215904 on 2016/11/30 by Marc.Audy Fix significance calculations Change 3215955 on 2016/11/30 by James.Golding UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data. Change 3215959 on 2016/11/30 by James.Golding Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass Change 3216057 on 2016/11/30 by Marc.Audy Don't reset expose on spawn properties when in a PIE world #jira UE-36771 Change 3216114 on 2016/11/30 by James.Golding Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files Change 3216144 on 2016/11/30 by Jon.Nabozny Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated. InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with. This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset. #jira UE-38434 Change 3216148 on 2016/11/30 by Jon.Nabozny Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling. Change 3216160 on 2016/11/30 by Aaron.McLeran Fixing a memory leak in concurrency management Change 3216164 on 2016/11/30 by James.Golding Move SkeletalMeshActor code into its own cpp file Fix CIS for SkeletalMeshComponent.cpp Change 3216371 on 2016/11/30 by dan.reynolds AEOverview Update Minor tweaks Completed Sound Concurrency Rule Test Maps Added additional test files Change 3216509 on 2016/11/30 by Marc.Audy Fix missing include Change 3216510 on 2016/11/30 by Marc.Audy Code cleanup Change 3216723 on 2016/12/01 by Jurre.deBaare When clearing a blend sample animation the animation will try and blend to the ref pose #fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation #fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error) #misc weird whitespace changes #jira UE-39078 Change 3216745 on 2016/12/01 by Jurre.deBaare - Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised. - UDN user was hitting a check within the triangle flipping behaviour #fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle #fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check #misc refactored triangle flipping code to make it smaller (more readible) Change 3216903 on 2016/12/01 by mason.seay Imported mesh for quick test Change 3216904 on 2016/12/01 by Jurre.deBaare CIS Fix #fix replaced condition by both non-editor as editor valid one Change 3216998 on 2016/12/01 by Lukasz.Furman fixed AI slowing down on ramps due to 3D input vector being constrained by movement component #jira UE-39233 #2998 Change 3217012 on 2016/12/01 by Lina.Halper Checking in James' fix on drag/drop to replace assets #code review: James.Golding #jira: UE-39150 Change 3217031 on 2016/12/01 by james.cobbett Updating Pose Snapshot Assets. Again. Change 3217033 on 2016/12/01 by Martin.Wilson Update bounds on all skel meshes when physics asset is changed #jira UE-38572 Change 3217181 on 2016/12/01 by Martin.Wilson Fix imported animations containing a black thumbnail #jira UE-36559 Change 3217183 on 2016/12/01 by Martin.Wilson Add some extra debugging code for future animation compression / ddc issues Change 3217184 on 2016/12/01 by james.cobbett Fixing a test asset by checking a check box. Sigh. Change 3217216 on 2016/12/01 by Martin.Wilson Undo part of CL 3217183. Will need to add this back differently. Change 3217274 on 2016/12/01 by Marc.Audy When serializing in an enum tagged property follow redirects #jira UE-39215 Change 3217419 on 2016/12/01 by james.cobbett Changes to test assets for more Pose Snapshot tests Change 3217449 on 2016/12/01 by Aaron.McLeran Adding new audio setting to disable EQ and reverb. Hooked up to XAudio2 (for now). Change 3217513 on 2016/12/01 by Marc.Audy Improve bWantsBeginPlay deprecation message Change 3217620 on 2016/12/01 by mason.seay Updated test assets for HLOD Change 3217872 on 2016/12/01 by Aaron.McLeran UEFW-113 Adding master reverb to audio mixer - Added new submix editor to create new submixes - Created new default master submixes for reverb and EQ and master submixes - Fixed a number of minor issues found in auido mixer while working on feature Change 3218053 on 2016/12/01 by Ori.Cohen Added mass debug rendering #JIRA UE-36608 Change 3218143 on 2016/12/01 by Aaron.McLeran Fixing up reverb to support multi-channel (5.1 and 7.1) configurations. - Added default reverb send amount Change 3218440 on 2016/12/01 by Zak.Middleton #ue4 - Made some static FNames const. Change 3218715 on 2016/12/02 by james.cobbett Fixed bug in test asset. Change 3218836 on 2016/12/02 by james.cobbett Fixing up test asset Change 3218884 on 2016/12/02 by james.cobbett Moar test asset changes Change 3218943 on 2016/12/02 by Ori.Cohen Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space #JIRA UE-35184 Change 3218955 on 2016/12/02 by Marc.Audy Fix initialization order issues Remove monolithic includes Change signature to pass string by const ref Change 3219149 on 2016/12/02 by Ori.Cohen Fix SetCollisionObjectType not working on skeletal mesh components #JIRA UE-37821 Change 3219162 on 2016/12/02 by Martin.Wilson Fix compile error when blend space on aim offset nodes is exposed as pin #jira UE-39285 Change 3219198 on 2016/12/02 by Marc.Audy UEnum::FindValue/IndexByName will now correctly follow redirects #jira UE-39215 Change 3219340 on 2016/12/02 by Zak.Middleton #ue4 - Optimized and cleaned up some Actor methods related to location and rotation. - Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors. - Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent(). - Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods. Change 3219482 on 2016/12/02 by Ori.Cohen Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent. #JIRA UE-39172 Change 3219676 on 2016/12/02 by Martin.Wilson Make clearer that ref pose is from skeleton Change 3219687 on 2016/12/02 by Aaron.McLeran Supporting multi-channel reverb with automatic downmixing of input to stereo Change 3219688 on 2016/12/02 by Martin.Wilson Fix crash when remapping additive animations after skeleton hierarchy change #jira UE-39040 Change 3219699 on 2016/12/02 by Zak.Middleton #ue4 - Fix template's use of old GetActorRotation() function. Change 3219969 on 2016/12/02 by Ben.Zeigler #jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication Modified from shelve Zak.Middleton made of PR #1885, after some more testing Change 3220010 on 2016/12/02 by Aaron.McLeran Fixing up sound class editor Change 3220013 on 2016/12/02 by Aaron.McLeran Deleting monolithic file Change 3220249 on 2016/12/02 by Aaron.McLeran Changing reverb settings parameter thread sync method - Switching to a simple ring buffer rather than using a crit sect Change 3220251 on 2016/12/02 by Aaron.McLeran Removing hard-coded audio mixer module name for the case when using -audiomixer argument, -added new entry to ini file that allows you to specify the audio mixer module name used for the platform. Change 3221118 on 2016/12/05 by Jurre.deBaare Back out changelist 3220249 to fix CIS Change 3221363 on 2016/12/05 by Martin.Wilson Change slot node category from Blends to Montage Change 3221375 on 2016/12/05 by Jon.Nabozny Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set. #jira UE-39325 Change 3221402 on 2016/12/05 by Jon.Nabozny Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path. #jira UE-33562 Change 3221441 on 2016/12/05 by Thomas.Sarkanen Fixed crash when reimporting a mesh when a different animation was open #jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents Change 3221473 on 2016/12/05 by Marc.Audy Get rid of auto. Use GetComponents directly instead of copying in to temporary arrays Change 3221584 on 2016/12/05 by Jon.Nabozny Fix CIS for Mac builds from CL-3221375 Change 3221631 on 2016/12/05 by Martin.Wilson Possible fix for rare marker sync crash on live servers #jira UE-39235 #test ai match, animation seemed fine, no crashes Change 3221660 on 2016/12/05 by mason.seay Resubmitting to add Viewport Bookmark Change 3221683 on 2016/12/05 by Mieszko.Zielinski Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4 #jira UE-30355 Change 3221750 on 2016/12/05 by Jon.Nabozny Real CIS fix. Change 3221917 on 2016/12/05 by Jon.Nabozny Fix CIS for real this time. Change 3222370 on 2016/12/05 by mason.seay Start of Gameplay Tag testmap Change 3222396 on 2016/12/05 by Aaron.McLeran UEFW-44 Implementing EQ master submix effect for audio mixer - New thread safe param setting temlate class (for setting EQ and Reverb params) - Hook up reverb submix effect to source voices - Implementation of FBiquad for biquad filter coefficients and audioprocessing - Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once - Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type Change 3222425 on 2016/12/05 by Aaron.McLeran Checking in missing files Change 3222429 on 2016/12/05 by Aaron.McLeran Last missing file! Change 3222783 on 2016/12/05 by Jon.Nabozny Update SkelMeshScaling map. Change 3223173 on 2016/12/06 by Martin.Wilson Fix crash in thumbnail rendering when creating a new montage #jira UE-39352 Change 3223179 on 2016/12/06 by Marc.Audy auto/NULL cleanup Change 3223329 on 2016/12/06 by Marc.Audy Fix (hard to explain) memory corruption #jira UE-39366 Change 3223334 on 2016/12/06 by Jon.Nabozny Add HasBeenInitialized check inside AActor::InitializeComponents Change 3223340 on 2016/12/06 by Jon.Nabozny Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid. #jira UE-39238 Change 3223372 on 2016/12/06 by Marc.Audy Probably fix HTML5 CIS failure Change 3223511 on 2016/12/06 by Jon.Nabozny Fix Mac CIS shadow warning Change 3223541 on 2016/12/06 by Lukasz.Furman fixed missing NavCollision data in static meshes #jira UE-39367 Change 3223672 on 2016/12/06 by Ben.Zeigler #jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button Remove unnecessary code from both customizations Change 3223751 on 2016/12/06 by Marc.Audy Properly remove components from their owner when manipulating through editinlinenew properties #jira UE-30548 Change 3223831 on 2016/12/06 by Ben.Zeigler #jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled #jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive Add Tag Source to tooltip in management mode Fix RequestGameplayTagChildrenInDictionary to work properly Change 3223862 on 2016/12/06 by Marc.Audy Hide deprecated attach functions for all games not just Paragon Change 3224003 on 2016/12/06 by Marc.Audy Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way. #jira UE-39207 Change 3224602 on 2016/12/07 by Jurre.deBaare Crash on creating LODs with Medic #fix Added clamp for UVs -1024 to 1024 #jira UE-37726 Change 3224604 on 2016/12/07 by Jurre.deBaare Fix for incorrect normal calculation in certain circumstances #fix Make sure we propagate the matrices to samples after we (re)calculated normals #fix Conditionally swap/inverse the vertex data buffers instead of always #fix Set preview mesh for alembic import animation sequences #misc removed commented out code and added debug code Change 3224609 on 2016/12/07 by Jurre.deBaare Alembic Import Issues (skeletal) w. UVs and smoothing groups #fix Changed the way we populate smoothing group indices for alembic caches #misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences #jira UE-36412 Change 3224783 on 2016/12/07 by James.Golding Support per-instance skeletal mesh vertex color override Change 3224784 on 2016/12/07 by James.Golding Add skelmesh vert color override map. Fix my vert color material to work on skel mesh. Change 3225131 on 2016/12/07 by Jurre.deBaare Crash when baking matrix animation when importing an alembic file as skeletal #fix condition whether or not to apply matrices had not been moved over in previous change #jira UE-39439 Change 3225491 on 2016/12/07 by Lina.Halper - Morphtarget fix on the first frame #jira: UE-37702 Change 3225597 on 2016/12/07 by mason.seay Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting Change 3225758 on 2016/12/07 by Aaron.McLeran UE-39421 Fix for sound class graph bug Change 3225957 on 2016/12/07 by Ben.Zeigler #jira UE-39433 Fix crash with mass debug data Change 3225967 on 2016/12/07 by Lina.Halper Fix not removing link up cache when removed. #jira: UE-33738 Change 3225990 on 2016/12/07 by Ben.Zeigler #jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues Change 3226123 on 2016/12/07 by Aaron.McLeran Fix for sound class asset creation from within the sound class graph Change 3226165 on 2016/12/07 by mason.seay Replaced skelmesh gun with static mesh cube Change 3226336 on 2016/12/07 by Aaron.McLeran Fixing up sound class replacement code. If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them Change 3226701 on 2016/12/08 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613 Change 3226710 on 2016/12/08 by Jurre.deBaare Fix for alembic import crash #misc update num mesh samples and take into account user set start frame in case of skipping preroll frames Change 3226834 on 2016/12/08 by Jurre.deBaare Fix for incorrect matrix samples being applied during Alembic cache importing #fix Change way we loop through samples and determine correct matrix and mesh sample indices Change 3227330 on 2016/12/08 by Jurre.deBaare Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error #UE-39499 #fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad #misc corrected socket name output, removed unnecessary nullptr check Change 3227575 on 2016/12/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387 Change 3227602 on 2016/12/08 by Marc.Audy Copyright 2016 to 2017 updates for new Framework files [CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
// Make sure that the source socket name is a valid one for the skeleton
UEdGraphPin* SocketNamePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_AimOffsetLookAt, SourceSocketName));
FName SocketNameToCheck = (SocketNamePin != nullptr) ? FName(*SocketNamePin->DefaultValue) : Node.SourceSocketName;
// Temporary fix where skeleton is not fully loaded during AnimBP compilation and thus the socket name check is invalid UE-39499 (NEED FIX)
if (BlendSpaceSkeleton && !BlendSpaceSkeleton->HasAnyFlags(RF_NeedPostLoad))
{
const bool bValidValue = SocketNamePin == nullptr && BlendSpaceSkeleton->FindSocket(Node.SourceSocketName);
const bool bValidPinValue = SocketNamePin != nullptr && BlendSpaceSkeleton->FindSocket(FName(*SocketNamePin->DefaultValue));
const bool bValidConnectedPin = SocketNamePin != nullptr && SocketNamePin->LinkedTo.Num();
if (!bValidValue && !bValidPinValue && !bValidConnectedPin)
{
FFormatNamedArguments Args;
Args.Add(TEXT("SocketName"), FText::FromName(SocketNameToCheck));
const FText Msg = FText::Format(LOCTEXT("SocketNameNotFound", "@@ - Socket {SocketName} not found in Skeleton"), Args);
MessageLog.Error(*Msg.ToString(), this);
}
}
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3106465) #lockdown Nick.Penwarden Change 3110660 on 2016/9/1 by Andrew.Grant Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress. HLOD warning is updated every 20 secs to deal with streaing levels. Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon). #rb Michael.Noland #tests verified we see our unbuilt HLOD warning in v31 :( Change 3106649 on 2016/08/30 by Cody.Haskell #Orion - Input Axis Work #rb DanH #tests PIE Change 3106299 on 2016/08/30 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 31.2 @ CL 3105865 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3106213 on 2016/08/30 by Ben.Marsh BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file. #rb none #tests preflight Change 3105994 on 2016/08/30 by Martin.Wilson Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input) #jira UE-35289 #rb Thomas.Sarkanen #tests Tested UI in editor Change 3105331 on 2016/08/29 by Uriel.Doyon Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget. #rb marcus.wassmer #tests launched editor and played game #jira OR-25814 Change 3105143 on 2016/08/29 by Josh.Markiewicz #UE4 - added assert when histogram input parameters don't match #rb none #tests launched/ran/won game golden path #codereview dmitry.rekman, michael.noland, bart.bressler Change 3104976 on 2016/08/29 by Jon.Lietz pickup refector - fixed a big that would allow mixed replication to call a gameplay cue's added twice. - All pickups now use the pick up manager, consolidated all pick up code into the manager. - added to the XP set so we can define the CXP bounty for targets. #RB Dave.Ratti #tests Bot match, test maps, spawning coins and pickups. Change 3103480 on 2016/08/26 by Josh.Markiewicz #UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession #rb none #tests golden path matchmaking #codereview paul.moore, eric.newman Change 3103410 on 2016/08/26 by Max.Chen Movie Capture: Fix commandline burnin option. #rb none #tests Render movie with commandline -UseBurnIn=yes option. Change 3102134 on 2016/08/25 by Brian.Karis Fix for HDR output exposure. Added 1000nit output option. #rb marcus #tests agora Change 3101276 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_31 - Merging CL 3100347 (head revision of 2 files :o ) #RB:none #Tests:none [CodeReviewed]: matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3101267 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_DUI - Integrating Media changes from 4.13 (head revision) #RB:none #Tests:none /Engine/Plugins/Media /Engine/Source/Runtime/Media /Engine/Source/Runtime/MediaAssets [CodeReviewed] matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100378 on 2016/08/24 by John.Pollard Fix a crash that can occur when scrubbing in replays #codereview David.Ratti #tests Replays #rb DavidR This is the output: [2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage Change 3100375 on 2016/08/24 by Laurent.Delayen Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket). #rb none #codereview lina.halper #tests Tacticia's RMB Targeting Change 3100278 on 2016/08/24 by Laurent.Delayen Fix for fast path struct copy being broken for FVectors. #rb lina.halper #codereview thomas.sarkanen #tests Chains' hook, Tacticia's LaserBeam and OrientationWarping Change 3100161 on 2016/08/24 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix issue with refresh viewer command failing due to backend congestion #rb RyanG #tests Replays Change 3100114 on 2016/08/24 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3098849 #RB:none #Tests:none #CodeReview: kerrington.smith, matt.schembari #R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100015 on 2016/08/24 by Michael.Noland Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node #jira UE-34998 #rb Aaron.McLeran [re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13] #tests Compiled and ran a golden path match with headphones on Change 3100012 on 2016/08/24 by Michael.Noland UE-34951 - Zero-volume vorbis decoded sounds are too expensive -Adding an audio settings parameter to disable zero-volume playback globally -Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume #rb marc.audy [re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran] #tests Compiled and ran a golden path match with headphones on Change 3099889 on 2016/08/24 by Max.Chen Sequencer: Added command line option to enable burnin #rb none #tests Render movie from command line wtih -UseBurnIn=yes Change 3099801 on 2016/08/24 by Lina.Halper Removed unnecessary comment #rb: none #code review: Benn.Gallagher #tests: compile Change 3099787 on 2016/08/24 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #http - fix for cancelled requests that have not been started never triggering a completion delegate - fixes soft lock when handling disconnects during login OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting #rb josh.markiewicz, alex.fennell #tests none #R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3099252 on 2016/08/24 by Lina.Halper Fixed menu text #rb: none #code review: Thomas.Sarkanen #tests: open editor and create child montage and replaced the animation Change 3099251 on 2016/08/24 by Lina.Halper Deterministic cooking of skeleton - abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked #jira: UE-34834 #rb: Martin.Wilson #tests: cooking orion and make sure it works Change 3098504 on 2016/08/23 by Bart.Bressler Add server time between sending packets monitoring histogram #rb dmitry.rekman #tests ran server locally and made sure analytics events were sent Change 3098494 on 2016/08/23 by Michael.Noland Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements - Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer) - Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected #tests Tested by calling while stat dumphitches was active and confirmed that the interval changed #codereview ben.salem, gil.gribb #rb none Change 3098491 on 2016/08/23 by Mieszko.Zielinski Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4 #rb Lukasz.Furman #test golden path Change 3098070 on 2016/08/23 by Lina.Halper Fix crash with UI update reconstructing - will have to come up with a better solution than this. #rb: Martin.Wilson #tests: child anim montage Change 3097914 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel Merging CL #3097879 from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/... to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/... #Analytics #OSS: Adjusted cohort selection algorithm and test cases [CodeReviewed]: Philip.Buuck #TESTS: unit tests #RB: none #R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097745 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Megre 30.2/31 @ CL 3096895 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097722 on 2016/08/23 by Chris.Bunner Update texture expression properties before triggering parent material recompile. #rb John.Billon #tests Editor replace references, Golden path #jira OR-27531 Change 3097694 on 2016/08/23 by Lina.Halper #Child Anim Montage - Duplicate from parent of the information it cares to get - Currently it is selective on copying what data - Modified GetAllAnimationSequencesReferred to get a partial data - Added ParentAsset/AssetMappingTable in AnimationAsset - Sequence Browser opening would also add to history - AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on #code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti #rb:Martin.Wilson #tests: creating child montage, editing, lots of UI functionality, notifies placement Change 3097513 on 2016/08/23 by Thomas.Sarkanen Non-POD structs can now be copied using the fast path We now always use CPP struct ops to perform copies when dealing with struct properties. #jira UE-34571 - Support struct member access on AnimBP fast path #rb Laurent.Delayen #tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games. Change 3096729 on 2016/08/22 by Mieszko.Zielinski Fixes to EQS scoring function preview #UE4 #rb Lukasz.Furman #test golden path Change 3096596 on 2016/08/22 by Jason.Bestimt #ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970) #RB:none #Tests:none #CodeReview: matt.schembari, max.preussner #R@BOMERGE: MAIN Change 3096550 on 2016/08/22 by Jurre.deBaare Fix for HLOD dirty clusters PIE warning message #tests Simulated Origin with built HLOD clusters, and with one dirty cluster #rb none Change 3096532 on 2016/08/22 by Mieszko.Zielinski Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4 As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized #codereview Lukasz.Furman #rb none #test golden path Change 3096455 on 2016/08/22 by Jason.Bestimt #R@BOMERGE-AUTHOR: keli.hlodversson #CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases #RB David.Nikdel #TESTS none #R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3096316 on 2016/08/22 by Sammy.James Resave to fix log warnings. BPC changes to ensure type saves. #rb #tests editor Change 3096040 on 2016/08/22 by bruce.nesbit Revised fix for landscape crash #rb GarethM #tests Game #codereview Bart.Bressler Change 3096015 on 2016/08/22 by bruce.nesbit Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server #rb none #tests game #codereview Bart.Bressler Change 3095578 on 2016/08/19 by Mieszko.Zielinski Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4 This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor #rb none #test golden path #codereview Lukasz.Furman Change 3095397 on 2016/08/19 by Lina.Halper Fix issue with crash when deleting all segment #rb: Laurent.Delayen #tests: delete segment and make sure it doesn't crash #jira: UE-34830 Change 3095060 on 2016/08/19 by Bart.Bressler Don't load ULandscapeComponent objects on dedicated servers to save memory. #tests cooked server data and played a Solo vs. AI game #rb gareth.martin #codereview james.golding Change 3095037 on 2016/08/19 by Lina.Halper Potential fix with montage trigger ensure on marker sync group #jira: OR-27685 #rb: Benn.Gallagher #code review: Martin.Wilson #tests: attack primhelilx with knock up Change 3094962 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort #RB: None #TESTS: test suite in source [CodeReviewed]: Philip.Buuck #R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094950 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merge #UE4 - Made FMD5 const-correct #RB: none #TEST: none #R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094619 on 2016/08/19 by Lina.Halper #DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID. - assumed the name is all set by now #rb: Benn.Gallagher #jira : UE-34886 #tests: cooking infiltrator that showed same issue and run game. Change 3094532 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3094498 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3093260 on 2016/08/18 by Josh.Markiewicz #UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel) - removed unnecessary cast #rb bart.bressler #codereview bart.bressler, rob.cannaday #tests launched game, some basic party testing Change 3093224 on 2016/08/18 by Josh.Markiewicz #UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games #rb paul.moore #codereview anthony.carter #tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining Change 3092597 on 2016/08/17 by Daniel.Lamb Added Ben Crocker to the rebuild lighting emails. #rb Trivial #Test none Change 3092063 on 2016/08/17 by andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb #tests none Change 3091081 on 2016/08/16 by Jurre.deBaare Fixing non-Editor build errors #fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty) #tests Build Editor + Game #rb none Change 3091009 on 2016/08/16 by Mieszko.Zielinski Added a way to configure a map to not spawn AISystem instance at all #UE4 #rb none #test golden path Change 3090932 on 2016/08/16 by Michael.Noland Vixen: Added indication to the analytics and FPS charts #rb marcus.wassmer #tests Compiled for the platform Change 3090844 on 2016/08/16 by Laurent.Delayen Replicated CL 3090734 from Fortnite. --- Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage Here's the issue in the version of the code prior to this checkin: - UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped - When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value - So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick - It also means if we were playing a montage, and then stop, we'll start ticking - Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing #codereview john.abercrombie #rb none #tests golden path Change 3090832 on 2016/08/16 by Michael.Noland Windows: Fixed a whitespace issue #rb none #tests Compiled for windows Change 3090688 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb none #tests built #R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3090547 on 2016/08/16 by Jurre.deBaare Need a warning message similar to lighting unbuilt when HLOD cluster is not built #fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour #jira UE-34335 #rb none #codereview Michael.Noland #tests pie Agora with and without dirty HLOD clusters Change 3090285 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3090267 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3089413 on 2016/08/15 by paul.mader Agora 2.0 assets Change 3089266 on 2016/08/15 by Max.Chen Sequencer: Add Convert to Possessable Copy from Dev-Sequencer #jira UE-32139 #rb none #tests Convert steel to possessable in Gameplay_PS4 map. Change 3089136 on 2016/08/15 by Mieszko.Zielinski Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4 #rb Lukasz.Furman #codereview Dan.Youhon #test golden path Change 3089118 on 2016/08/15 by Mieszko.Zielinski Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4 #rb none #test golden path Change 3088976 on 2016/08/15 by Andrew.Grant Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules. Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting. Removed superflous /Os from VC debugg settings #rb none #tests verified module built with 'Never' on PS4/Win is built without optimizations. #codereview Marcus.Wassmer, Ben.Marsh Change 3088830 on 2016/08/15 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3088807 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3088597 on 2016/08/14 by Jason.Bestimt #ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG) #RB:none #Tests:none #CodeReview: andrew.grant, david.ratti, matt.schembari Change 3087827 on 2016/08/12 by Bart.Bressler Updates to skeletal mesh memory saving on dedicated server #rb lina.halper #tests Cooked server data, played a game for a while in Solo vs. AI Change 3087351 on 2016/08/12 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) #jira OR-27406 #rb RyanG #tests Replays Change 3087118 on 2016/08/12 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3086747 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3086176 on 2016/08/11 by Marcus.Wassmer Fix PS4 ShaderPipelines not matching pixel/vertex shader properly. #rb Rolando.Caloca #tests Broken PS4 content before/after Change 3085992 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Unclog R@BOMERGE #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3085911 on 2016/08/11 by Laurent.Delayen Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex #rb none #tests Orientation Warping Change 3085614 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3085547 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3084507 on 2016/08/10 by Marcus.Wassmer Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen. #rb none #tests paragon ps4/vixen #codereview Olaf.Piesche Change 3084136 on 2016/08/10 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3083799 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083424 on 2016/08/09 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #tests Use sequence recorder to record a skeletal mesh actor #rb none Change 3083134 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #online,store,ps4 - creating one offer entry per entitlement #rb david.nikdel, ian.fox #tests MTX purhcase on PS4 #lockdown: andrew.grant #R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083069 on 2016/08/09 by Marcus.Wassmer Vixen scalability changes #rb Michael.Noland #tests vixen/ps4 #codereview jordan.walker Change 3083063 on 2016/08/09 by Marcus.Wassmer Most games will probably run out of memory if setup to do auto-4k. Make this a setting that's off by default. #rb Michael.Noland #codereview Luke.Thatcher, Lee.Clark #tests vixen on 4k. Change 3082778 on 2016/08/09 by Marcus.Wassmer Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087) #rb none #tests Agora on vixen. Change 3082772 on 2016/08/09 by Marcus.Wassmer Duplicate fix for detail mode reregistration (3065543) #rb none #tests Toggled detail mode, observe proper items spawning Change 3082765 on 2016/08/09 by Marcus.Wassmer Don't crash when trying to use windowed vsync on vixen #rb Michael.Noland #test ran paragon on vixen #codereview Luke.Thatcher,Lee.Clark Change 3082764 on 2016/08/09 by Marcus.Wassmer fix HLOD distance scale not working properly when components are re-registered. #rb michael.noland #codereview jurre.debarre #tests setting multiple times, setting on boot via deviceprofile Change 3082429 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani Merging //Orion/Release-30.1 to Main (//Orion/Main) Change: 3082419 #online,store,PS4 OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen - added config option for toggling store on PS4 [OnlineSubsystemPS4] bStoreEnabled=true - can also override via title specific json values in <titleid>\title.json allow_mtx=true [CodeReviewed]: andrew.grant, phillip.buck, ian.fox #lockdown: andrew.grant #rb none #tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support) #R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3082194 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3082105 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080984 on 2016/08/08 by Lina.Halper Issue with not being able to set static animation data via BP - artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP - also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called. #rb: Martin.Wilson #tests: Sword Beauty map Change 3080665 on 2016/08/08 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3080081 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080565 on 2016/08/08 by Laurent.Delayen Fix for curve values during URO interpolation. Fixes flashing of materials and Twinblast's ult weapon. https://jira.ol.epicgames.net/browse/OR-27107 https://jira.ol.epicgames.net/browse/OR-24358 #rb lina.halper, martin.wilson #tests Twinblast's ult and Coil's primary. Change 3079832 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: marcus.wassmer Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline #rb none [CodeReviewed] Chris.Wood #tests checked crashcontext on PC/PS4 #lockdown Andrew.Grant #R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3079045 on 2016/08/05 by Lina.Halper Adding more log to figure out why ActivePlayers.Count becomes inconsistent. #rb: Martin.Wilson #tests: PIE with bots Change 3078944 on 2016/08/05 by Rolando.Caloca O - Update blacklisted driver #jira OR-27051 #rb Marcus.Wassmer #tests Run with AMD card Change 3078735 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3078670 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3078122 on 2016/08/04 by Dmitry.Rekman Linux: treat abort() / SIGABRT as crash. - Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler. - Rewrote RequestExit() because it used abort() itself. - Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later. As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason. #rb Mark.Satterthwaite #codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant #review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant #tests Ran Linux server, crashed using different methods. Change 3077887 on 2016/08/04 by Dmitry.Rekman Initialize StackCount to 0 (kills valgrind warning). #rb David.Ratti #codereview David.Ratti #tests Ran Linux server. Change 3077257 on 2016/08/04 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3077193 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3077242 on 2016/08/04 by Dmitry.Rekman Linux: stop heartbeat thread before handling the crash. #rb Robert.Manuszewski #codereview Robert.Manuszewski, Andrew.Grant #tests Compiled and ran Linux server, crashed it. Change 3076676 on 2016/08/03 by Dmitry.Rekman Linux: print details about memory access (read or write). - Also print all the 16 digits of the pointer. - Read/write detection only implemented for x86_64. #rb Andrew.Grant #codereview Andrew.Grant #tests Compiled (natively) and ran Linux server. Change 3076675 on 2016/08/03 by Dmitry.Rekman Print a bit more info about the array in assert. #rb Andrew.Grant #codereview Andrew.Grant #test Compiled and ran Linux server. Change 3076010 on 2016/08/03 by Laurent.Delayen Moved OrionAnimNode_LegIK from Paragon to Engine. #codereview lina.halper #rb none #tests Grim.exe + Iggy & Scorch Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt Reimplemented 3070766 for Orion: Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash) #rb none #tests none Change 3075446 on 2016/08/03 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3075422 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3075394 on 2016/08/03 by HaarmPieter.Duiker Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in. #rb marcus.wassmer #tests post process color correction Change 3074314 on 2016/08/02 by Dmitry.Rekman Linux: change optimization from -O2 to -O1 (temporarily?). - The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier. - Also adds a line to UBT output during compilation to draw attention. #rb Michael.Noland #codereview Michael.Noland, Andrew.Grant, Bart.Bressler #tests Compiled and ran Linux server. Change 3073553 on 2016/08/02 by jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3073360 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) #R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3073505 on 2016/08/02 by Daniel.Lamb Added cook modification delegate stats to cooker stats. #rb Wes.Hunt #test cook paragon. Change 3072440 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries. #rb none #tests SHIPPING Change 3072259 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback. #rb Michael.Noland #tests PIE Change 3071908 on 2016/08/01 by John.Pollard Fix null reference crash #rb DavidR #tests Live game + replays Change 3071876 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player #rb none #tests FN + Paragon live game + replays #codereview Andrew.Grant Change 3071875 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Finalize replay version system * No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions) * Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore. * Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions) #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071874 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix gameplay tags to work better with backwards compatibility in replays * We use the net field export group system in the package map to export tag names as a packed index * This will allow us to see the names of tags that no longer exists on the remote side #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071776 on 2016/08/01 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3071738 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3071258 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together. - Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now. #rb none #tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues. Change 3071099 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads. #rb none #tests ran paragon with change and noticed no change in audio quality Change 3070916 on 2016/07/29 by Andrew.Grant Missed file! #rb #tests na Change 3070915 on 2016/07/29 by Andrew.Grant Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging #rb none #tests Engine QA, Orion QA smoke Change 3070576 on 2016/07/29 by Uriel.Doyon Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize. #review-3070386 @marcus.wassmer #jira OR-25941 #rb marcus.wassmer #tests Run Game on PS4, and in editor Change 3070086 on 2016/07/29 by Martin.Wilson Fixed ensure triggering during sequencer playback due to double update. #jira UE-33938 #rb Thomas.Sarkanen #tests opened affected asset and verified problem no longer occured Change 3070016 on 2016/07/29 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30 @ CL 3069935 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3069435 on 2016/07/28 by Ian.Fox #Orion, #Mcp - Check if Price Engine is configured before attempting query #rb Sam.Zamani #tests none #codereview Sam.Zamani Change 3069381 on 2016/07/28 by Michael.Noland Animation: Demoted a check() in anim sync group code to an ensure() to unblock others #rb nick.penwarden #tests Loaded Paragon cine asset that was crashing #codereview lina.halper, martin.wilson Change 3069203 on 2016/07/28 by Dmitry.Rekman Headless client: do not draw windows. - Disables a bunch of code, including reaching into font cache to estimate width. - Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets). #rb Nick.Atamas #review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem #codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem #tests Compiled and ran Orion Linux client. Change 3069181 on 2016/07/28 by Lina.Halper Fix struct redirector for Orion anim node moving to engine #rb: Maciej.Mroz #code review:Laurent.Delayen #tests: editor loading the anim BP that caused the name conversion Change 3069092 on 2016/07/28 by Aaron.McLeran OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves - Not all active sounds have sound classes, was causing a crash #codereview marc.audy #rb zabir.hoque #tests Run game with stat soundcues and not crash Change 3068969 on 2016/07/28 by David.Ratti Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too. #rb none #tests compile Change 3068902 on 2016/07/28 by David.Ratti Code for tracking down UGameplayCueManager::GetInstancedCueActor crash. #rb none #tests compile Change 3068831 on 2016/07/28 by Aaron.McLeran OR-26417 Reverb is too loud in-game in Dev-General - Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set. #rb Jeff.Campeau #tests run a map with no reverb audio volume and reverb is not super wet Change 3068529 on 2016/07/28 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of McpSubsystem->CreateRequest to query receipts (uses subsystem config) #RB: none #TESTS: none #R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3068399 on 2016/07/28 by Andrew.Rodham Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira OR-25769 #tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly. #rb Benn.Gallagher Change 3068138 on 2016/07/28 by Marcus.Wassmer Disable mallocleak testing by default #rb none #test none Change 3068121 on 2016/07/28 by Marcus.Wassmer Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled. Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data. Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also. #rb Robert.Manuszewski #tests stack tracing / symbolication with mallocleak on windows. Change 3068119 on 2016/07/28 by Marcus.Wassmer Fix MallocLeakProxy deadlock #rb Robert.Manuszewski #tests mallocleak start/stop/dump on windows Change 3067752 on 2016/07/27 by Michael.Noland Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands - IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer - The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class. - The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered - Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code Upgrade Notes: - DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly - In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands) - HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name) - Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future) Paragon: - Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event - Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it. #rb dmitry.rekman #codereview bob.tellez, peter.knepley, andrew.grant, john.mauney #review-3067607 @Dmitry.Rekman, @Bob.Tellez #tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI Change 3067654 on 2016/07/27 by Michael.Noland FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #rb steve.robb #jira UE-31959 [duplicating CL# 3039827] #tests Tried moving a folder in the editor Change 3067644 on 2016/07/27 by Aaron.McLeran OR-24537 Looping audio sometimes persists in Agora Adding stopping sounds if audio component is destroyed while playing a looping sound #rb jeff.campeau #tests audio component stops looping sound if audio component is destroyed prematurely Change 3067560 on 2016/07/27 by Aaron.McLeran OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters - Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call - using xaudio2 operation sets to ensure that voice and effect params are executing in sequence - only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands - Don't call EnsureCompletion on pending async tasks on teardown #rb Jeff.Campeau #tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions Change 3067420 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge 29.2/30 @ CL 3067312 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067316 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3065602 #RB:none #Tests:none [CodeReviewed]: matt.schembari #R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067025 on 2016/07/27 by Michael.Noland Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes #rb none #tests Compiled Change 3067020 on 2016/07/27 by Michael.Noland Core: Various improvements to FHistogram and split it out into separate files - Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate) - Added O(1) getters for total sample counts and sum of all measurements - Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex - Added support for specifying explicit histogram bucket thresholds #rb dmitry.rekman #tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage Change 3066681 on 2016/07/27 by Frank.Gigliotti Camera anim field of view fix; * The FOV is now reset on the PlayerCameraManager camera actor when it's initialized. This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value. * Base FOV can now be edited in the CameraAnim properties. This allows you to specify what the FOV keys are relative to. Previously it was always using a base FOV of 90 degrees. #RB None #CodeReview Jeff.Farris #Tests Multiple camera animations in PIE Change 3066508 on 2016/07/27 by Lina.Halper Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name. #code review:Martin.Wilson, Benn.Gallagher #rb: Martin.Wilson #tests: cooked test map, run test map, PIE, saving content, loading standalone game Change 3066246 on 2016/07/27 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Fix for non-unity error #rb none #tests compiled #R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3066167 on 2016/07/27 by Benn.Gallagher Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding. #rb Ori.Cohen #tests Editor, PIE, Applying clothing to characters. Change 3065868 on 2016/07/27 by Michael.Noland Blueprints: Fixing non-editor build (missing WITH_EDITOR) #rb none #tests Compiled PS4 Change 3065749 on 2016/07/26 by Michael.Noland Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead) #codereview mike.beach, marc.audy #tests Loaded and recovered a corrupted Blueprint on Cameron's machine #rb Phillip.Kavan Change 3065706 on 2016/07/26 by Josh.Markiewicz #UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons - fixed non shipping cmd line override to be correct #rb none #codereview andrew.grant, paul.moore #tests none Change 3065359 on 2016/07/26 by Rob.Cannaday Limit external id querying to 100 ids per call. The backend currently enforces this and is returning an error when we exceed this limit. Break up calls in batches of 100 ids. #jira OR-20674 #rb ian.fox #tests login to front end with PC, PS4. forced tests to simulate > 100 requests. Change 3065197 on 2016/07/26 by Bart.Bressler Change how PS4 sessions work: - We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions. - Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable - Added comments, other misc. code cleanup. #rb josh.markiewicz, sam.zamani, rob.cannaday #tests created cross play parties with multiple pc + ps4 players #jira OR-20332 Change 3065158 on 2016/07/26 by Lina.Halper Fix the guid keep generated by adding to the database. - This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible #rb: Martin.Wilson #jira: UE-33772, UE-33454 #tests: cooked AI_Test map, editor rename curves Change 3064735 on 2016/07/26 by Dmitry.Rekman Linux: added WebRTC libs. - Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc). #rb none #tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform. (Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064727 on 2016/07/26 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb none #tests Compiled and ran Linux server and Linux client. (Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064725 on 2016/07/26 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. (Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064572 on 2016/07/26 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3064545 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3064523 on 2016/07/26 by Jon.Lietz Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements. #RB none #tests BP compiles and stays not dirty #codereview dave.ratti@epicgames.com [CL 3111290 by Andrew Grant in Main branch]
2016-09-01 21:20:38 -04:00
}
if (UAnimationSettings::Get()->bEnablePerformanceLog)
{
if (Node.LODThreshold < 0)
{
MessageLog.Warning(TEXT("@@ contains no LOD Threshold."), this);
}
}
}
void UAnimGraphNode_AimOffsetLookAt::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
{
if (!Context.bIsDebugging)
{
// add an option to convert to single frame
Context.MenuBuilder->BeginSection("AnimGraphNodeBlendSpacePlayer", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space"));
{
Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().OpenRelatedAsset);
Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().ConvertToAimOffsetSimple);
}
Context.MenuBuilder->EndSection();
}
}
void UAnimGraphNode_AimOffsetLookAt::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const
{
if (Node.BlendSpace)
{
HandleAnimReferenceCollection(Node.BlendSpace, AnimationAssets);
}
}
void UAnimGraphNode_AimOffsetLookAt::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap)
{
HandleAnimReferenceReplacement(Node.BlendSpace, AnimAssetReplacementMap);
}
void UAnimGraphNode_AimOffsetLookAt::CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const
{
Super::CustomizePinData(Pin, SourcePropertyName, ArrayIndex);
// Hide input pins that are not relevant for this child class.
UBlendSpaceBase * BlendSpace = GetBlendSpace();
if (BlendSpace != NULL)
{
if ((SourcePropertyName == TEXT("X")) || (SourcePropertyName == FName(*BlendSpace->GetBlendParameter(0).DisplayName)))
{
Pin->bHidden = true;
}
if ((SourcePropertyName == TEXT("Y")) || (SourcePropertyName == FName(*BlendSpace->GetBlendParameter(1).DisplayName)))
{
Pin->bHidden = true;
}
if ((SourcePropertyName == TEXT("Z")) || (SourcePropertyName == FName(*BlendSpace->GetBlendParameter(2).DisplayName)))
{
Pin->bHidden = true;
}
}
}
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
#undef LOCTEXT_NAMESPACE