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UnrealEngineUWP/Engine/Source/Editor/ReferenceViewer/Private/SReferenceViewer.cpp

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "SReferenceViewer.h"
#include "Widgets/SOverlay.h"
#include "Engine/GameViewportClient.h"
#include "Misc/MessageDialog.h"
#include "Misc/ScopedSlowTask.h"
#include "Modules/ModuleManager.h"
#include "Widgets/SBoxPanel.h"
#include "Widgets/Layout/SBorder.h"
#include "Widgets/Images/SImage.h"
#include "Widgets/Text/STextBlock.h"
#include "Widgets/Layout/SBox.h"
#include "Widgets/Input/SEditableTextBox.h"
#include "Widgets/Input/SButton.h"
#include "Widgets/Input/SCheckBox.h"
#include "Widgets/Input/SSpinBox.h"
#include "EditorStyleSet.h"
#include "Engine/Selection.h"
#include "EdGraph_ReferenceViewer.h"
#include "EdGraphNode_Reference.h"
#include "ReferenceViewerSchema.h"
#include "AssetRegistryModule.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 "ICollectionManager.h"
Copying up to CL#2909284 //UE4/Fortnite-Staging to //UE4/Main This is CL#2904759 from //Fortnite/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2904398 on 2016/03/10 by Bob.Tellez #UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons. #rb Josh.Markiewicz #codreview Josh.Markiewicz #JIRA FORT-20703 Change 2904339 on 2016/03/10 by Daniel.Broder Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes). One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs). Change made after discussion with Bob. #CodeReview Bob.Tellez #UE4 Change 2903020 on 2016/03/10 by John.Abercrombie Added blueprint function to set named params for use when running an EQS query from BP - Phil is going to test this out for me. #rb me (Mieszko wrote this) #codereview Phil.Cole, Mieszko.Zielinski Change 2902440 on 2016/03/09 by Ben.Zeigler #Jira FORT-20149 Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized. #codereview john.pollard #RB bob.tellez Change 2900138 on 2016/03/08 by Bob.Tellez #UE4 Updated the following Parameter value functions to respect the bOverride flag GetStaticSwitchParameterValue GetStaticComponentMaskParameterValue GetTerrainLayerWeightParameterValue #rb Nick.Penwarden Change 2899839 on 2016/03/08 by Lukasz.Furman fixed navmesh projection on actors with overlap response to world channels #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2899743 on 2016/03/08 by Lukasz.Furman fixed handling multiple blocking hits in navwalking's geometry conforming blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response #fortnite FORT-21546 #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2898194 on 2016/03/07 by Chris.Gagnon Added the ability to filter DataTable Assets by their row using the metadata. meta = (RowType=MyRowName) #RB Saad.Nader #codereview Saad.Nader, Jamie.Dale Change 2895102 on 2016/03/04 by Ben.Zeigler #JIRA FORT-20290 Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main #codereview josh.markiewicz Change 2891302 on 2016/03/02 by Bob.Tellez #UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason. #rb Ben.Zeigler #codereview Lukasz.Furman Change 2887908 on 2016/03/01 by Chris.Gagnon Added Event Track to UMG Sequencer. Added PlayTo functionality for targeting the end point of a played animation. #RB Frank.Fella #codereview Frank.Fella, Nick.Darnell Change 2887686 on 2016/03/01 by Joel.Crabbe Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value. #codereview Ben.Zeigler Change 2886847 on 2016/02/29 by Bob.Tellez #UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms. #codereview Richard.TalbotWatkin Change 2886414 on 2016/02/29 by Lukasz.Furman fixed start point of composite path's update #fortnite FORT-21380 #rb Mieszko.Zielinski Change 2886250 on 2016/02/29 by Bob.Tellez #UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup. #codereview Robert.Manuszewski Change 2885942 on 2016/02/29 by Bob.Tellez #UE4 Disabling per-instance mesh painting on instanced static mesh components. #rb Jack.Porter [CL 2909292 by Bob Tellez in Main branch]
2016-03-14 21:21:09 -04:00
#include "CollectionManagerModule.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 "Editor.h"
#include "Toolkits/AssetEditorManager.h"
#include "ReferenceViewerActions.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 "EditorWidgetsModule.h"
#include "Toolkits/GlobalEditorCommonCommands.h"
#include "ISizeMapModule.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 "ObjectTools.h"
#define LOCTEXT_NAMESPACE "ReferenceViewer"
SReferenceViewer::~SReferenceViewer()
{
if (!GExitPurge)
{
if ( ensure(GraphObj) )
{
GraphObj->RemoveFromRoot();
}
}
}
void SReferenceViewer::Construct( const FArguments& InArgs )
{
// Create an action list and register commands
RegisterActions();
// Set up the history manager
HistoryManager.SetOnApplyHistoryData(FOnApplyHistoryData::CreateSP(this, &SReferenceViewer::OnApplyHistoryData));
HistoryManager.SetOnUpdateHistoryData(FOnUpdateHistoryData::CreateSP(this, &SReferenceViewer::OnUpdateHistoryData));
// Create the graph
GraphObj = NewObject<UEdGraph_ReferenceViewer>();
GraphObj->Schema = UReferenceViewerSchema::StaticClass();
GraphObj->AddToRoot();
SGraphEditor::FGraphEditorEvents GraphEvents;
GraphEvents.OnNodeDoubleClicked = FSingleNodeEvent::CreateSP(this, &SReferenceViewer::OnNodeDoubleClicked);
GraphEvents.OnCreateActionMenu = SGraphEditor::FOnCreateActionMenu::CreateSP(this, &SReferenceViewer::OnCreateGraphActionMenu);
// Create the graph editor
GraphEditorPtr = SNew(SGraphEditor)
.AdditionalCommands(ReferenceViewerActions)
.GraphToEdit(GraphObj)
.GraphEvents(GraphEvents)
.OnNavigateHistoryBack(FSimpleDelegate::CreateSP(this, &SReferenceViewer::GraphNavigateHistoryBack))
.OnNavigateHistoryForward(FSimpleDelegate::CreateSP(this, &SReferenceViewer::GraphNavigateHistoryForward));
FEditorWidgetsModule& EditorWidgetsModule = FModuleManager::LoadModuleChecked<FEditorWidgetsModule>("EditorWidgets");
TSharedRef<SWidget> AssetDiscoveryIndicator = EditorWidgetsModule.CreateAssetDiscoveryIndicator(EAssetDiscoveryIndicatorScaleMode::Scale_None, FMargin(16, 8), false);
static const FName DefaultForegroundName("DefaultForeground");
ChildSlot
[
SNew(SVerticalBox)
// Path and history
+SVerticalBox::Slot()
.AutoHeight()
.Padding( 0, 0, 0, 4 )
[
SNew(SHorizontalBox)
// History Back Button
+SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Center)
.Padding(1,0)
[
SNew(SButton)
.ButtonStyle( FEditorStyle::Get(), "HoverHintOnly" )
.ForegroundColor( FEditorStyle::GetSlateColor(DefaultForegroundName) )
.ToolTipText( this, &SReferenceViewer::GetHistoryBackTooltip )
.ContentPadding( 0 )
.OnClicked(this, &SReferenceViewer::BackClicked)
.IsEnabled(this, &SReferenceViewer::IsBackEnabled)
[
SNew(SImage) .Image(FEditorStyle::GetBrush("ContentBrowser.HistoryBack"))
]
]
// History Forward Button
+SHorizontalBox::Slot()
.AutoWidth()
.Padding(1,0,3,0)
.VAlign(VAlign_Center)
[
SNew(SButton)
.ButtonStyle( FEditorStyle::Get(), "HoverHintOnly" )
.ForegroundColor( FEditorStyle::GetSlateColor(DefaultForegroundName) )
.ToolTipText( this, &SReferenceViewer::GetHistoryForwardTooltip )
.ContentPadding( 0 )
.OnClicked(this, &SReferenceViewer::ForwardClicked)
.IsEnabled(this, &SReferenceViewer::IsForwardEnabled)
[
SNew(SImage) .Image(FEditorStyle::GetBrush("ContentBrowser.HistoryForward"))
]
]
// Path
+SHorizontalBox::Slot()
.VAlign(VAlign_Fill)
.FillWidth(1.f)
[
SNew(SBorder)
.BorderImage( FEditorStyle::GetBrush("ToolPanel.GroupBorder") )
[
SNew(SEditableTextBox)
.Text(this, &SReferenceViewer::GetAddressBarText)
.OnTextCommitted(this, &SReferenceViewer::OnAddressBarTextCommitted)
.OnTextChanged(this, &SReferenceViewer::OnAddressBarTextChanged)
.SelectAllTextWhenFocused(true)
.SelectAllTextOnCommit(true)
.Style(FEditorStyle::Get(), "ReferenceViewer.PathText")
]
]
]
// Graph
+SVerticalBox::Slot()
.FillHeight(1.f)
[
SNew(SOverlay)
+SOverlay::Slot()
[
GraphEditorPtr.ToSharedRef()
]
+SOverlay::Slot()
.HAlign(HAlign_Left)
.VAlign(VAlign_Top)
.Padding(8)
[
SNew(SBorder)
.BorderImage( FEditorStyle::GetBrush("ToolPanel.GroupBorder") )
[
SNew(SVerticalBox)
+SVerticalBox::Slot()
.AutoHeight()
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.VAlign(VAlign_Center)
.Padding(2.f)
[
SNew(STextBlock)
.Text(LOCTEXT("SearchDepthLabelText", "Search Depth Limit"))
]
+SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Center)
.Padding(2.f)
[
SNew(SCheckBox)
.OnCheckStateChanged( this, &SReferenceViewer::OnSearchDepthEnabledChanged )
.IsChecked( this, &SReferenceViewer::IsSearchDepthEnabledChecked )
]
+SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Center)
.Padding(2.f)
[
SNew(SBox)
.WidthOverride(100)
[
SNew(SSpinBox<int32>)
.Value(this, &SReferenceViewer::GetSearchDepthCount)
.OnValueChanged(this, &SReferenceViewer::OnSearchDepthCommitted)
.MinValue(1)
.MaxValue(12)
]
]
]
+SVerticalBox::Slot()
.AutoHeight()
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.VAlign(VAlign_Center)
.Padding(2.f)
[
SNew(STextBlock)
.Text(LOCTEXT("SearchBreadthLabelText", "Search Breadth Limit"))
]
+SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Center)
.Padding(2.f)
[
SNew(SCheckBox)
.OnCheckStateChanged( this, &SReferenceViewer::OnSearchBreadthEnabledChanged )
.IsChecked( this, &SReferenceViewer::IsSearchBreadthEnabledChecked )
]
+SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Center)
.Padding(2.f)
[
SNew(SBox)
.WidthOverride(100)
[
SNew(SSpinBox<int32>)
.Value(this, &SReferenceViewer::GetSearchBreadthCount)
.OnValueChanged(this, &SReferenceViewer::OnSearchBreadthCommitted)
.MinValue(1)
.MaxValue(50)
]
]
]
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3051464 on 2016/07/15 by Nick.Darnell Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map. Some UI improvements, easier access to the automation system. Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines. Change 3051465 on 2016/07/15 by Nick.Darnell Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions. Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt Fixed material editor viewport messages being blocked by viewport toolbar Change 3052025 on 2016/07/15 by Nick.Darnell Moving the placement mode hooks out of functional testing module, moving them into the editor automation module. Change 3053508 on 2016/07/18 by Stephan.Jiang Copy,Cut,Paste tracks, not for mastertracks yet. #UE-31808 Change 3054723 on 2016/07/18 by Stephan.Jiang Small fixes for typo & comments Change 3055996 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received Change 3056106 on 2016/07/19 by Trung.Le Back out changelist 3055996. Build break. Change 3056108 on 2016/07/19 by Stephan.Jiang Updating "SoundConcurrency" asseticon Change 3056389 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received #jira UE-33339 Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt More perf selection improvements: - Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path Change 3056758 on 2016/07/19 by Stephan.Jiang Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer. Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt Another fix for selecting lots of objects taking forever. This one is due to repeated Modify calls if there are groups in the selection. Each group actor selected iterates through each object selected during USelection::Modify! Change 3057635 on 2016/07/20 by Stephan.Jiang Updating visual logger icon UI Change 3057645 on 2016/07/20 by Richard.TalbotWatkin Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3057868 on 2016/07/20 by Richard.TalbotWatkin Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3057895 on 2016/07/20 by Richard.TalbotWatkin Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3057966 on 2016/07/20 by Richard.TalbotWatkin Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport Change 3058009 on 2016/07/20 by Richard.TalbotWatkin Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868. Change 3058047 on 2016/07/20 by Stephan.Jiang Fixing error on previous CL: 3056758 (extra qualification) Change 3058266 on 2016/07/20 by Nick.Darnell Automation - Work continues on automation integrating some ideas form a licensee. Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things. The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor. Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran) Change 3059214 on 2016/07/21 by Richard.TalbotWatkin Further fixes to visualizers following Component Visualizer API change. Change 3059260 on 2016/07/21 by Richard.TalbotWatkin Template specialization not allowed in class scope, but Visual Studio allows it anyway. Fixed for clang. Change 3059543 on 2016/07/21 by Stephan.Jiang Changeing level details icon Change 3059732 on 2016/07/21 by Stephan.Jiang Directional Light icon update Change 3060095 on 2016/07/21 by Stephan.Jiang Directional Light editor icon asset changed Change 3060129 on 2016/07/21 by Nick.Darnell Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes. This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance. Change 3061735 on 2016/07/22 by Stephan.Jiang Improve UMG replace with in HierarchyView function #UE-33582 Change 3062059 on 2016/07/22 by Stephan.Jiang Strip off "b" in propertyname in replace with function for tracks. Change 3062146 on 2016/07/22 by Stephan.Jiang checkin with CL: 3061735 Change 3062182 on 2016/07/22 by Stephan.Jiang Change both animation bindings' widget name when renameing the widget so the slot content is still valid Change 3062257 on 2016/07/22 by Stephan.Jiang comments Change 3062381 on 2016/07/22 by Nick.Darnell Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build. Change 3062924 on 2016/07/25 by Chris.Wood Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories. This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570 Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant) Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt PR #2619: added a search box to ModuleUI (Contributed by straymist) Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages. https://jira.ol.epicgames.net/browse/UE-33651 #jira UE-33651 Change 3063091 on 2016/07/25 by Alex.Delesky #jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber. Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Fix large FName creation time when selecting thousands of objects Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Modified how USelection stores classes. Classes are now in a TSet and can be accessed efficiently using IsClassSelected. The old unused way of checking if a selection has a class by iterating through them is deprecated - USelection no longer directly checks if an item is already selected with a costly n^2 search. The check is done by using the already existing UObject selected annotation - Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels. This is now left up to the caller to avoid - Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached. If a read address list is not passed in we'll not attempt to the work to populate it - Removed expensive checking for brush actors when any actor is selected Change 3063749 on 2016/07/25 by Stephan.Jiang Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename() #jira UE-33711 Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3064612 on 2016/07/26 by Alex.Delesky #jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset. Change 3064647 on 2016/07/26 by Alexis.Matte #jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file. Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt Fixed typo Change 3064795 on 2016/07/26 by Jamie.Dale Fixed typo in FLocalizationModule::GetLocalizationTargetByName #jira UE-32961 Change 3066461 on 2016/07/27 by Jamie.Dale Enabled stable localization keys Change 3066463 on 2016/07/27 by Jamie.Dale Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes Change 3066467 on 2016/07/27 by Jamie.Dale Updated internationalization archives to store translations per-identity This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text. Major changes: - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper. - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static. - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig. - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now). - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead. Workflow changes: - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed). - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data. - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated. - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file). Format changes: - The archive version was bumped to 2. - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version. #jira UETOOL-897 #jira UETOOL-898 #jira UE-29481 Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt Attempt to fix linux compilation Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt Fixed data tables with structs crashing due to recent editor selection optimizations Change 3066886 on 2016/07/27 by Jamie.Dale Added required data to accurately detect TZ (needed for DST) #jira UE-28511 Change 3067122 on 2016/07/27 by Jamie.Dale Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone). Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display. Change 3067227 on 2016/07/27 by Jamie.Dale Added a test to verify that the ICU timezone is set correctly to produce local time (including DST) Change 3067313 on 2016/07/27 by Richard.TalbotWatkin Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values. #jira UE-33669 - Crash in Dev-Editor Change 3067736 on 2016/07/27 by Stephan.Jiang Border changes for experimental classes warning Change 3067769 on 2016/07/27 by Stephan.Jiang HERE BE DRAGONS for experimental class warning #UE-33780 Change 3068192 on 2016/07/28 by Alexis.Matte #jira UE-33586 make sure we remove any false warning when running fbx automation test. Change 3068264 on 2016/07/28 by Jamie.Dale Removed some code that was no longer needed and could cause a crash #jira UE-33342 Change 3068293 on 2016/07/28 by Alex.Delesky #jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them. Change 3068481 on 2016/07/28 by Stephan.Jiang Adding Options to show/hide soft & hard references & dependencies in References Viewer #jira UE-33746 Change 3068585 on 2016/07/28 by Richard.TalbotWatkin Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt Fixed some issues with the selected classes not updating when objects are deselected Change 3069335 on 2016/07/28 by Jamie.Dale Fixed unintended error when trying to load a manifest/archive that didn't exist Fixed a warning when trying to load a PO file that didn't exist Change 3069408 on 2016/07/28 by Alex.Delesky #jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well. Change 3069878 on 2016/07/29 by Jamie.Dale Fixed include casing #jira UE-33910 Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary) Change 3071813 on 2016/08/01 by Jamie.Dale Fixed include casing #jira UE-33936 Change 3072043 on 2016/08/01 by Jamie.Dale Fixed FText formatting of pre-Gregorian dates We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates. #jira UE-14504 Change 3072066 on 2016/08/01 by Jamie.Dale PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist) Change 3072149 on 2016/08/01 by Jamie.Dale We no longer use the editor culture when running with -game Change 3072169 on 2016/08/01 by Richard.TalbotWatkin A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3072221 on 2016/08/01 by Jamie.Dale Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor #jira UE-33001 Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt Added ability to vsync the editor. Disabled by default. Set r.VSyncEditor to 1 to enable it. Reimplemented this change from the siggraph demo stream Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt Removed unused code as suggested by a pull request Change 3073750 on 2016/08/02 by Richard.TalbotWatkin Fixed formatting (broken in CL 3057895) in anticipation of merge from Main. Change 3073789 on 2016/08/02 by Jamie.Dale Added a way to mark text in text properties as culture invariant This allows you to flag properties containing text that doesn't need to be gathered. #jira UE-33713 Change 3073825 on 2016/08/02 by Stephan.Jiang Material Editor: Highligh all Nodes connect to an input. #jira UE-32502 Change 3073947 on 2016/08/02 by Stephan.Jiang UMG Project settings to show/hide different classes and categories in Palette view. --under Project Settings ->Editor->UMG Editor Change 3074012 on 2016/08/02 by Stephan.Jiang Minor changes and comments for CL: 3073947 Change 3074029 on 2016/08/02 by Jamie.Dale Deleting folders in the Content Browser now removes the folder from disk #jira UE-24303 Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt Added missing stats to track pooled vertex and index buffer cpu memory A new slate allocator was added to track memory usage for this case. Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt Renamed a few slate stats for consistency Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt Moved geometry cache asset type to the animation category. It is not a basic asset type Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt Fix a few padding and sizing issues Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt Settings UI improvements * Added the ability to search through all settings at once * Settings files which are not checked out are no longer grayed out. The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly ------- * This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class. This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel. * Each top level object in a details panel will get their own customization instance. This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class. *Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel. Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt Removed FBX scene as a top level option in asset filter menu in the content browser. Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt Mac warning fix Change 3075603 on 2016/08/03 by Nick.Darnell Adding two new plugins to engine, one for editor and one for runtime based testing. Currently the only consumer of these plugins is going to be the EngineTest project. Change 3075605 on 2016/08/03 by Nick.Darnell Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser. Change 3076084 on 2016/08/03 by Jamie.Dale Added basic support for localizing plugins You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually. You need to define the localization targets your plugin uses in its .uplugin file, eg) "LocalizationTargets": [ { "Name": "Paper2D", "LoadingPolicy": "Always" } ] "Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config. "LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor). UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory). UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project. #jira UE-4217 Change 3076123 on 2016/08/03 by Stephan.Jiang Extend "Select all input nodes" function to general blueprint editor Change 3077103 on 2016/08/04 by Jamie.Dale Added support for underlined text rendering (including with drop-shadows) FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness. FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline). This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight. Change 3077842 on 2016/08/04 by Jamie.Dale Fixed fallout from API changes Change 3077999 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078000 on 2016/08/04 by Trung.Le Categories VREditor-specific UMG widget assets as "VR Editor" #jira UE-34134 Change 3078056 on 2016/08/04 by Nick.Darnell Build - Fixing a mac compiler warning, reodering constructor initializers. Change 3078813 on 2016/08/05 by Nick.Darnell Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests. Change 3078818 on 2016/08/05 by Nick.Darnell Additional rename and cleanup associated with test moving. Change 3078819 on 2016/08/05 by Nick.Darnell Removing the Oculus performance automation test, not running, and was unclaimed. Change 3078842 on 2016/08/05 by Nick.Darnell Continued reorganizing tests. Change 3078897 on 2016/08/05 by Nick.Darnell Additional changes to get some moved tests compiling Change 3079157 on 2016/08/05 by Nick.Darnell Making it possible to browse provider names thorugh the source control module interface. Change 3079176 on 2016/08/05 by Stephan.Jiang Add shortcut Ctrl+Shift+Space to rotate through different viewport options #jira UE-34140 Change 3079208 on 2016/08/05 by Stephan.Jiang Fix new animation name check in UMG Change 3079278 on 2016/08/05 by Nick.Darnell Fixing the build Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3081155 on 2016/08/08 by Nick.Darnell Fixing some issues with the editor tests / runtime tests under certain build configs. Change 3081243 on 2016/08/08 by Stephan.Jiang Add gesture in LevelViewport to switch between Top/Bottom...etc. Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt Work around animations not playing in paragon due to bsp rebuilds (UE-34391) Change 3082254 on 2016/08/09 by Stephan.Jiang DragTool_ViewportChange init changes [CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00
+SVerticalBox::Slot()
.AutoHeight()
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.VAlign(VAlign_Center)
.Padding(2.f)
[
SNew(STextBlock)
.Text(LOCTEXT("ShowHideSoftReferences", "Show Soft References"))
]
+SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Center)
.Padding(2.f)
[
SNew(SCheckBox)
.OnCheckStateChanged( this, &SReferenceViewer::OnShowSoftReferencesChanged )
.IsChecked( this, &SReferenceViewer::IsShowSoftReferencesChecked )
]
]
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3051464 on 2016/07/15 by Nick.Darnell Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map. Some UI improvements, easier access to the automation system. Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines. Change 3051465 on 2016/07/15 by Nick.Darnell Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions. Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt Fixed material editor viewport messages being blocked by viewport toolbar Change 3052025 on 2016/07/15 by Nick.Darnell Moving the placement mode hooks out of functional testing module, moving them into the editor automation module. Change 3053508 on 2016/07/18 by Stephan.Jiang Copy,Cut,Paste tracks, not for mastertracks yet. #UE-31808 Change 3054723 on 2016/07/18 by Stephan.Jiang Small fixes for typo & comments Change 3055996 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received Change 3056106 on 2016/07/19 by Trung.Le Back out changelist 3055996. Build break. Change 3056108 on 2016/07/19 by Stephan.Jiang Updating "SoundConcurrency" asseticon Change 3056389 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received #jira UE-33339 Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt More perf selection improvements: - Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path Change 3056758 on 2016/07/19 by Stephan.Jiang Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer. Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt Another fix for selecting lots of objects taking forever. This one is due to repeated Modify calls if there are groups in the selection. Each group actor selected iterates through each object selected during USelection::Modify! Change 3057635 on 2016/07/20 by Stephan.Jiang Updating visual logger icon UI Change 3057645 on 2016/07/20 by Richard.TalbotWatkin Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3057868 on 2016/07/20 by Richard.TalbotWatkin Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3057895 on 2016/07/20 by Richard.TalbotWatkin Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3057966 on 2016/07/20 by Richard.TalbotWatkin Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport Change 3058009 on 2016/07/20 by Richard.TalbotWatkin Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868. Change 3058047 on 2016/07/20 by Stephan.Jiang Fixing error on previous CL: 3056758 (extra qualification) Change 3058266 on 2016/07/20 by Nick.Darnell Automation - Work continues on automation integrating some ideas form a licensee. Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things. The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor. Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran) Change 3059214 on 2016/07/21 by Richard.TalbotWatkin Further fixes to visualizers following Component Visualizer API change. Change 3059260 on 2016/07/21 by Richard.TalbotWatkin Template specialization not allowed in class scope, but Visual Studio allows it anyway. Fixed for clang. Change 3059543 on 2016/07/21 by Stephan.Jiang Changeing level details icon Change 3059732 on 2016/07/21 by Stephan.Jiang Directional Light icon update Change 3060095 on 2016/07/21 by Stephan.Jiang Directional Light editor icon asset changed Change 3060129 on 2016/07/21 by Nick.Darnell Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes. This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance. Change 3061735 on 2016/07/22 by Stephan.Jiang Improve UMG replace with in HierarchyView function #UE-33582 Change 3062059 on 2016/07/22 by Stephan.Jiang Strip off "b" in propertyname in replace with function for tracks. Change 3062146 on 2016/07/22 by Stephan.Jiang checkin with CL: 3061735 Change 3062182 on 2016/07/22 by Stephan.Jiang Change both animation bindings' widget name when renameing the widget so the slot content is still valid Change 3062257 on 2016/07/22 by Stephan.Jiang comments Change 3062381 on 2016/07/22 by Nick.Darnell Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build. Change 3062924 on 2016/07/25 by Chris.Wood Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories. This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570 Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant) Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt PR #2619: added a search box to ModuleUI (Contributed by straymist) Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages. https://jira.ol.epicgames.net/browse/UE-33651 #jira UE-33651 Change 3063091 on 2016/07/25 by Alex.Delesky #jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber. Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Fix large FName creation time when selecting thousands of objects Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Modified how USelection stores classes. Classes are now in a TSet and can be accessed efficiently using IsClassSelected. The old unused way of checking if a selection has a class by iterating through them is deprecated - USelection no longer directly checks if an item is already selected with a costly n^2 search. The check is done by using the already existing UObject selected annotation - Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels. This is now left up to the caller to avoid - Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached. If a read address list is not passed in we'll not attempt to the work to populate it - Removed expensive checking for brush actors when any actor is selected Change 3063749 on 2016/07/25 by Stephan.Jiang Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename() #jira UE-33711 Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3064612 on 2016/07/26 by Alex.Delesky #jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset. Change 3064647 on 2016/07/26 by Alexis.Matte #jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file. Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt Fixed typo Change 3064795 on 2016/07/26 by Jamie.Dale Fixed typo in FLocalizationModule::GetLocalizationTargetByName #jira UE-32961 Change 3066461 on 2016/07/27 by Jamie.Dale Enabled stable localization keys Change 3066463 on 2016/07/27 by Jamie.Dale Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes Change 3066467 on 2016/07/27 by Jamie.Dale Updated internationalization archives to store translations per-identity This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text. Major changes: - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper. - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static. - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig. - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now). - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead. Workflow changes: - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed). - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data. - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated. - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file). Format changes: - The archive version was bumped to 2. - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version. #jira UETOOL-897 #jira UETOOL-898 #jira UE-29481 Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt Attempt to fix linux compilation Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt Fixed data tables with structs crashing due to recent editor selection optimizations Change 3066886 on 2016/07/27 by Jamie.Dale Added required data to accurately detect TZ (needed for DST) #jira UE-28511 Change 3067122 on 2016/07/27 by Jamie.Dale Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone). Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display. Change 3067227 on 2016/07/27 by Jamie.Dale Added a test to verify that the ICU timezone is set correctly to produce local time (including DST) Change 3067313 on 2016/07/27 by Richard.TalbotWatkin Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values. #jira UE-33669 - Crash in Dev-Editor Change 3067736 on 2016/07/27 by Stephan.Jiang Border changes for experimental classes warning Change 3067769 on 2016/07/27 by Stephan.Jiang HERE BE DRAGONS for experimental class warning #UE-33780 Change 3068192 on 2016/07/28 by Alexis.Matte #jira UE-33586 make sure we remove any false warning when running fbx automation test. Change 3068264 on 2016/07/28 by Jamie.Dale Removed some code that was no longer needed and could cause a crash #jira UE-33342 Change 3068293 on 2016/07/28 by Alex.Delesky #jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them. Change 3068481 on 2016/07/28 by Stephan.Jiang Adding Options to show/hide soft & hard references & dependencies in References Viewer #jira UE-33746 Change 3068585 on 2016/07/28 by Richard.TalbotWatkin Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt Fixed some issues with the selected classes not updating when objects are deselected Change 3069335 on 2016/07/28 by Jamie.Dale Fixed unintended error when trying to load a manifest/archive that didn't exist Fixed a warning when trying to load a PO file that didn't exist Change 3069408 on 2016/07/28 by Alex.Delesky #jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well. Change 3069878 on 2016/07/29 by Jamie.Dale Fixed include casing #jira UE-33910 Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary) Change 3071813 on 2016/08/01 by Jamie.Dale Fixed include casing #jira UE-33936 Change 3072043 on 2016/08/01 by Jamie.Dale Fixed FText formatting of pre-Gregorian dates We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates. #jira UE-14504 Change 3072066 on 2016/08/01 by Jamie.Dale PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist) Change 3072149 on 2016/08/01 by Jamie.Dale We no longer use the editor culture when running with -game Change 3072169 on 2016/08/01 by Richard.TalbotWatkin A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3072221 on 2016/08/01 by Jamie.Dale Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor #jira UE-33001 Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt Added ability to vsync the editor. Disabled by default. Set r.VSyncEditor to 1 to enable it. Reimplemented this change from the siggraph demo stream Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt Removed unused code as suggested by a pull request Change 3073750 on 2016/08/02 by Richard.TalbotWatkin Fixed formatting (broken in CL 3057895) in anticipation of merge from Main. Change 3073789 on 2016/08/02 by Jamie.Dale Added a way to mark text in text properties as culture invariant This allows you to flag properties containing text that doesn't need to be gathered. #jira UE-33713 Change 3073825 on 2016/08/02 by Stephan.Jiang Material Editor: Highligh all Nodes connect to an input. #jira UE-32502 Change 3073947 on 2016/08/02 by Stephan.Jiang UMG Project settings to show/hide different classes and categories in Palette view. --under Project Settings ->Editor->UMG Editor Change 3074012 on 2016/08/02 by Stephan.Jiang Minor changes and comments for CL: 3073947 Change 3074029 on 2016/08/02 by Jamie.Dale Deleting folders in the Content Browser now removes the folder from disk #jira UE-24303 Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt Added missing stats to track pooled vertex and index buffer cpu memory A new slate allocator was added to track memory usage for this case. Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt Renamed a few slate stats for consistency Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt Moved geometry cache asset type to the animation category. It is not a basic asset type Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt Fix a few padding and sizing issues Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt Settings UI improvements * Added the ability to search through all settings at once * Settings files which are not checked out are no longer grayed out. The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly ------- * This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class. This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel. * Each top level object in a details panel will get their own customization instance. This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class. *Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel. Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt Removed FBX scene as a top level option in asset filter menu in the content browser. Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt Mac warning fix Change 3075603 on 2016/08/03 by Nick.Darnell Adding two new plugins to engine, one for editor and one for runtime based testing. Currently the only consumer of these plugins is going to be the EngineTest project. Change 3075605 on 2016/08/03 by Nick.Darnell Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser. Change 3076084 on 2016/08/03 by Jamie.Dale Added basic support for localizing plugins You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually. You need to define the localization targets your plugin uses in its .uplugin file, eg) "LocalizationTargets": [ { "Name": "Paper2D", "LoadingPolicy": "Always" } ] "Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config. "LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor). UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory). UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project. #jira UE-4217 Change 3076123 on 2016/08/03 by Stephan.Jiang Extend "Select all input nodes" function to general blueprint editor Change 3077103 on 2016/08/04 by Jamie.Dale Added support for underlined text rendering (including with drop-shadows) FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness. FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline). This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight. Change 3077842 on 2016/08/04 by Jamie.Dale Fixed fallout from API changes Change 3077999 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078000 on 2016/08/04 by Trung.Le Categories VREditor-specific UMG widget assets as "VR Editor" #jira UE-34134 Change 3078056 on 2016/08/04 by Nick.Darnell Build - Fixing a mac compiler warning, reodering constructor initializers. Change 3078813 on 2016/08/05 by Nick.Darnell Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests. Change 3078818 on 2016/08/05 by Nick.Darnell Additional rename and cleanup associated with test moving. Change 3078819 on 2016/08/05 by Nick.Darnell Removing the Oculus performance automation test, not running, and was unclaimed. Change 3078842 on 2016/08/05 by Nick.Darnell Continued reorganizing tests. Change 3078897 on 2016/08/05 by Nick.Darnell Additional changes to get some moved tests compiling Change 3079157 on 2016/08/05 by Nick.Darnell Making it possible to browse provider names thorugh the source control module interface. Change 3079176 on 2016/08/05 by Stephan.Jiang Add shortcut Ctrl+Shift+Space to rotate through different viewport options #jira UE-34140 Change 3079208 on 2016/08/05 by Stephan.Jiang Fix new animation name check in UMG Change 3079278 on 2016/08/05 by Nick.Darnell Fixing the build Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3081155 on 2016/08/08 by Nick.Darnell Fixing some issues with the editor tests / runtime tests under certain build configs. Change 3081243 on 2016/08/08 by Stephan.Jiang Add gesture in LevelViewport to switch between Top/Bottom...etc. Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt Work around animations not playing in paragon due to bsp rebuilds (UE-34391) Change 3082254 on 2016/08/09 by Stephan.Jiang DragTool_ViewportChange init changes [CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00
+ SVerticalBox::Slot()
.AutoHeight()
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.VAlign(VAlign_Center)
.Padding(2.f)
[
SNew(STextBlock)
.Text(LOCTEXT("ShowHideHardReferences", "Show Hard References"))
]
+SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Center)
.Padding(2.f)
[
SNew(SCheckBox)
.OnCheckStateChanged(this, &SReferenceViewer::OnShowHardReferencesChanged)
.IsChecked(this, &SReferenceViewer::IsShowHardReferencesChecked)
]
]
+ SVerticalBox::Slot()
.AutoHeight()
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.VAlign(VAlign_Center)
.Padding(2.f)
[
SNew(STextBlock)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
.Text(LOCTEXT("ShowHideSearchableNames", "Show Searchable Names"))
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3051464 on 2016/07/15 by Nick.Darnell Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map. Some UI improvements, easier access to the automation system. Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines. Change 3051465 on 2016/07/15 by Nick.Darnell Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions. Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt Fixed material editor viewport messages being blocked by viewport toolbar Change 3052025 on 2016/07/15 by Nick.Darnell Moving the placement mode hooks out of functional testing module, moving them into the editor automation module. Change 3053508 on 2016/07/18 by Stephan.Jiang Copy,Cut,Paste tracks, not for mastertracks yet. #UE-31808 Change 3054723 on 2016/07/18 by Stephan.Jiang Small fixes for typo & comments Change 3055996 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received Change 3056106 on 2016/07/19 by Trung.Le Back out changelist 3055996. Build break. Change 3056108 on 2016/07/19 by Stephan.Jiang Updating "SoundConcurrency" asseticon Change 3056389 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received #jira UE-33339 Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt More perf selection improvements: - Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path Change 3056758 on 2016/07/19 by Stephan.Jiang Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer. Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt Another fix for selecting lots of objects taking forever. This one is due to repeated Modify calls if there are groups in the selection. Each group actor selected iterates through each object selected during USelection::Modify! Change 3057635 on 2016/07/20 by Stephan.Jiang Updating visual logger icon UI Change 3057645 on 2016/07/20 by Richard.TalbotWatkin Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3057868 on 2016/07/20 by Richard.TalbotWatkin Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3057895 on 2016/07/20 by Richard.TalbotWatkin Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3057966 on 2016/07/20 by Richard.TalbotWatkin Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport Change 3058009 on 2016/07/20 by Richard.TalbotWatkin Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868. Change 3058047 on 2016/07/20 by Stephan.Jiang Fixing error on previous CL: 3056758 (extra qualification) Change 3058266 on 2016/07/20 by Nick.Darnell Automation - Work continues on automation integrating some ideas form a licensee. Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things. The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor. Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran) Change 3059214 on 2016/07/21 by Richard.TalbotWatkin Further fixes to visualizers following Component Visualizer API change. Change 3059260 on 2016/07/21 by Richard.TalbotWatkin Template specialization not allowed in class scope, but Visual Studio allows it anyway. Fixed for clang. Change 3059543 on 2016/07/21 by Stephan.Jiang Changeing level details icon Change 3059732 on 2016/07/21 by Stephan.Jiang Directional Light icon update Change 3060095 on 2016/07/21 by Stephan.Jiang Directional Light editor icon asset changed Change 3060129 on 2016/07/21 by Nick.Darnell Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes. This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance. Change 3061735 on 2016/07/22 by Stephan.Jiang Improve UMG replace with in HierarchyView function #UE-33582 Change 3062059 on 2016/07/22 by Stephan.Jiang Strip off "b" in propertyname in replace with function for tracks. Change 3062146 on 2016/07/22 by Stephan.Jiang checkin with CL: 3061735 Change 3062182 on 2016/07/22 by Stephan.Jiang Change both animation bindings' widget name when renameing the widget so the slot content is still valid Change 3062257 on 2016/07/22 by Stephan.Jiang comments Change 3062381 on 2016/07/22 by Nick.Darnell Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build. Change 3062924 on 2016/07/25 by Chris.Wood Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories. This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570 Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant) Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt PR #2619: added a search box to ModuleUI (Contributed by straymist) Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages. https://jira.ol.epicgames.net/browse/UE-33651 #jira UE-33651 Change 3063091 on 2016/07/25 by Alex.Delesky #jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber. Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Fix large FName creation time when selecting thousands of objects Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Modified how USelection stores classes. Classes are now in a TSet and can be accessed efficiently using IsClassSelected. The old unused way of checking if a selection has a class by iterating through them is deprecated - USelection no longer directly checks if an item is already selected with a costly n^2 search. The check is done by using the already existing UObject selected annotation - Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels. This is now left up to the caller to avoid - Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached. If a read address list is not passed in we'll not attempt to the work to populate it - Removed expensive checking for brush actors when any actor is selected Change 3063749 on 2016/07/25 by Stephan.Jiang Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename() #jira UE-33711 Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3064612 on 2016/07/26 by Alex.Delesky #jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset. Change 3064647 on 2016/07/26 by Alexis.Matte #jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file. Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt Fixed typo Change 3064795 on 2016/07/26 by Jamie.Dale Fixed typo in FLocalizationModule::GetLocalizationTargetByName #jira UE-32961 Change 3066461 on 2016/07/27 by Jamie.Dale Enabled stable localization keys Change 3066463 on 2016/07/27 by Jamie.Dale Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes Change 3066467 on 2016/07/27 by Jamie.Dale Updated internationalization archives to store translations per-identity This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text. Major changes: - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper. - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static. - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig. - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now). - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead. Workflow changes: - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed). - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data. - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated. - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file). Format changes: - The archive version was bumped to 2. - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version. #jira UETOOL-897 #jira UETOOL-898 #jira UE-29481 Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt Attempt to fix linux compilation Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt Fixed data tables with structs crashing due to recent editor selection optimizations Change 3066886 on 2016/07/27 by Jamie.Dale Added required data to accurately detect TZ (needed for DST) #jira UE-28511 Change 3067122 on 2016/07/27 by Jamie.Dale Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone). Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display. Change 3067227 on 2016/07/27 by Jamie.Dale Added a test to verify that the ICU timezone is set correctly to produce local time (including DST) Change 3067313 on 2016/07/27 by Richard.TalbotWatkin Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values. #jira UE-33669 - Crash in Dev-Editor Change 3067736 on 2016/07/27 by Stephan.Jiang Border changes for experimental classes warning Change 3067769 on 2016/07/27 by Stephan.Jiang HERE BE DRAGONS for experimental class warning #UE-33780 Change 3068192 on 2016/07/28 by Alexis.Matte #jira UE-33586 make sure we remove any false warning when running fbx automation test. Change 3068264 on 2016/07/28 by Jamie.Dale Removed some code that was no longer needed and could cause a crash #jira UE-33342 Change 3068293 on 2016/07/28 by Alex.Delesky #jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them. Change 3068481 on 2016/07/28 by Stephan.Jiang Adding Options to show/hide soft & hard references & dependencies in References Viewer #jira UE-33746 Change 3068585 on 2016/07/28 by Richard.TalbotWatkin Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt Fixed some issues with the selected classes not updating when objects are deselected Change 3069335 on 2016/07/28 by Jamie.Dale Fixed unintended error when trying to load a manifest/archive that didn't exist Fixed a warning when trying to load a PO file that didn't exist Change 3069408 on 2016/07/28 by Alex.Delesky #jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well. Change 3069878 on 2016/07/29 by Jamie.Dale Fixed include casing #jira UE-33910 Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary) Change 3071813 on 2016/08/01 by Jamie.Dale Fixed include casing #jira UE-33936 Change 3072043 on 2016/08/01 by Jamie.Dale Fixed FText formatting of pre-Gregorian dates We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates. #jira UE-14504 Change 3072066 on 2016/08/01 by Jamie.Dale PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist) Change 3072149 on 2016/08/01 by Jamie.Dale We no longer use the editor culture when running with -game Change 3072169 on 2016/08/01 by Richard.TalbotWatkin A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3072221 on 2016/08/01 by Jamie.Dale Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor #jira UE-33001 Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt Added ability to vsync the editor. Disabled by default. Set r.VSyncEditor to 1 to enable it. Reimplemented this change from the siggraph demo stream Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt Removed unused code as suggested by a pull request Change 3073750 on 2016/08/02 by Richard.TalbotWatkin Fixed formatting (broken in CL 3057895) in anticipation of merge from Main. Change 3073789 on 2016/08/02 by Jamie.Dale Added a way to mark text in text properties as culture invariant This allows you to flag properties containing text that doesn't need to be gathered. #jira UE-33713 Change 3073825 on 2016/08/02 by Stephan.Jiang Material Editor: Highligh all Nodes connect to an input. #jira UE-32502 Change 3073947 on 2016/08/02 by Stephan.Jiang UMG Project settings to show/hide different classes and categories in Palette view. --under Project Settings ->Editor->UMG Editor Change 3074012 on 2016/08/02 by Stephan.Jiang Minor changes and comments for CL: 3073947 Change 3074029 on 2016/08/02 by Jamie.Dale Deleting folders in the Content Browser now removes the folder from disk #jira UE-24303 Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt Added missing stats to track pooled vertex and index buffer cpu memory A new slate allocator was added to track memory usage for this case. Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt Renamed a few slate stats for consistency Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt Moved geometry cache asset type to the animation category. It is not a basic asset type Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt Fix a few padding and sizing issues Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt Settings UI improvements * Added the ability to search through all settings at once * Settings files which are not checked out are no longer grayed out. The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly ------- * This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class. This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel. * Each top level object in a details panel will get their own customization instance. This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class. *Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel. Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt Removed FBX scene as a top level option in asset filter menu in the content browser. Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt Mac warning fix Change 3075603 on 2016/08/03 by Nick.Darnell Adding two new plugins to engine, one for editor and one for runtime based testing. Currently the only consumer of these plugins is going to be the EngineTest project. Change 3075605 on 2016/08/03 by Nick.Darnell Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser. Change 3076084 on 2016/08/03 by Jamie.Dale Added basic support for localizing plugins You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually. You need to define the localization targets your plugin uses in its .uplugin file, eg) "LocalizationTargets": [ { "Name": "Paper2D", "LoadingPolicy": "Always" } ] "Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config. "LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor). UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory). UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project. #jira UE-4217 Change 3076123 on 2016/08/03 by Stephan.Jiang Extend "Select all input nodes" function to general blueprint editor Change 3077103 on 2016/08/04 by Jamie.Dale Added support for underlined text rendering (including with drop-shadows) FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness. FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline). This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight. Change 3077842 on 2016/08/04 by Jamie.Dale Fixed fallout from API changes Change 3077999 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078000 on 2016/08/04 by Trung.Le Categories VREditor-specific UMG widget assets as "VR Editor" #jira UE-34134 Change 3078056 on 2016/08/04 by Nick.Darnell Build - Fixing a mac compiler warning, reodering constructor initializers. Change 3078813 on 2016/08/05 by Nick.Darnell Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests. Change 3078818 on 2016/08/05 by Nick.Darnell Additional rename and cleanup associated with test moving. Change 3078819 on 2016/08/05 by Nick.Darnell Removing the Oculus performance automation test, not running, and was unclaimed. Change 3078842 on 2016/08/05 by Nick.Darnell Continued reorganizing tests. Change 3078897 on 2016/08/05 by Nick.Darnell Additional changes to get some moved tests compiling Change 3079157 on 2016/08/05 by Nick.Darnell Making it possible to browse provider names thorugh the source control module interface. Change 3079176 on 2016/08/05 by Stephan.Jiang Add shortcut Ctrl+Shift+Space to rotate through different viewport options #jira UE-34140 Change 3079208 on 2016/08/05 by Stephan.Jiang Fix new animation name check in UMG Change 3079278 on 2016/08/05 by Nick.Darnell Fixing the build Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3081155 on 2016/08/08 by Nick.Darnell Fixing some issues with the editor tests / runtime tests under certain build configs. Change 3081243 on 2016/08/08 by Stephan.Jiang Add gesture in LevelViewport to switch between Top/Bottom...etc. Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt Work around animations not playing in paragon due to bsp rebuilds (UE-34391) Change 3082254 on 2016/08/09 by Stephan.Jiang DragTool_ViewportChange init changes [CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00
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.AutoWidth()
.VAlign(VAlign_Center)
.Padding(2.f)
[
SNew(SCheckBox)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
.OnCheckStateChanged(this, &SReferenceViewer::OnShowSearchableNamesChanged)
.IsChecked(this, &SReferenceViewer::IsShowSearchableNamesChecked)
]
]
+ SVerticalBox::Slot()
.AutoHeight()
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.VAlign(VAlign_Center)
.Padding(2.f)
[
SNew(STextBlock)
.Text(LOCTEXT("ShowHideNativePackages", "Show Native Packages"))
]
+SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Center)
.Padding(2.f)
[
SNew(SCheckBox)
.OnCheckStateChanged(this, &SReferenceViewer::OnShowNativePackagesChanged)
.IsChecked(this, &SReferenceViewer::IsShowNativePackagesChecked)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3051464 on 2016/07/15 by Nick.Darnell Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map. Some UI improvements, easier access to the automation system. Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines. Change 3051465 on 2016/07/15 by Nick.Darnell Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions. Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt Fixed material editor viewport messages being blocked by viewport toolbar Change 3052025 on 2016/07/15 by Nick.Darnell Moving the placement mode hooks out of functional testing module, moving them into the editor automation module. Change 3053508 on 2016/07/18 by Stephan.Jiang Copy,Cut,Paste tracks, not for mastertracks yet. #UE-31808 Change 3054723 on 2016/07/18 by Stephan.Jiang Small fixes for typo & comments Change 3055996 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received Change 3056106 on 2016/07/19 by Trung.Le Back out changelist 3055996. Build break. Change 3056108 on 2016/07/19 by Stephan.Jiang Updating "SoundConcurrency" asseticon Change 3056389 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received #jira UE-33339 Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt More perf selection improvements: - Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path Change 3056758 on 2016/07/19 by Stephan.Jiang Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer. Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt Another fix for selecting lots of objects taking forever. This one is due to repeated Modify calls if there are groups in the selection. Each group actor selected iterates through each object selected during USelection::Modify! Change 3057635 on 2016/07/20 by Stephan.Jiang Updating visual logger icon UI Change 3057645 on 2016/07/20 by Richard.TalbotWatkin Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3057868 on 2016/07/20 by Richard.TalbotWatkin Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3057895 on 2016/07/20 by Richard.TalbotWatkin Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3057966 on 2016/07/20 by Richard.TalbotWatkin Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport Change 3058009 on 2016/07/20 by Richard.TalbotWatkin Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868. Change 3058047 on 2016/07/20 by Stephan.Jiang Fixing error on previous CL: 3056758 (extra qualification) Change 3058266 on 2016/07/20 by Nick.Darnell Automation - Work continues on automation integrating some ideas form a licensee. Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things. The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor. Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran) Change 3059214 on 2016/07/21 by Richard.TalbotWatkin Further fixes to visualizers following Component Visualizer API change. Change 3059260 on 2016/07/21 by Richard.TalbotWatkin Template specialization not allowed in class scope, but Visual Studio allows it anyway. Fixed for clang. Change 3059543 on 2016/07/21 by Stephan.Jiang Changeing level details icon Change 3059732 on 2016/07/21 by Stephan.Jiang Directional Light icon update Change 3060095 on 2016/07/21 by Stephan.Jiang Directional Light editor icon asset changed Change 3060129 on 2016/07/21 by Nick.Darnell Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes. This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance. Change 3061735 on 2016/07/22 by Stephan.Jiang Improve UMG replace with in HierarchyView function #UE-33582 Change 3062059 on 2016/07/22 by Stephan.Jiang Strip off "b" in propertyname in replace with function for tracks. Change 3062146 on 2016/07/22 by Stephan.Jiang checkin with CL: 3061735 Change 3062182 on 2016/07/22 by Stephan.Jiang Change both animation bindings' widget name when renameing the widget so the slot content is still valid Change 3062257 on 2016/07/22 by Stephan.Jiang comments Change 3062381 on 2016/07/22 by Nick.Darnell Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build. Change 3062924 on 2016/07/25 by Chris.Wood Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories. This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570 Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant) Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt PR #2619: added a search box to ModuleUI (Contributed by straymist) Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages. https://jira.ol.epicgames.net/browse/UE-33651 #jira UE-33651 Change 3063091 on 2016/07/25 by Alex.Delesky #jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber. Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Fix large FName creation time when selecting thousands of objects Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Modified how USelection stores classes. Classes are now in a TSet and can be accessed efficiently using IsClassSelected. The old unused way of checking if a selection has a class by iterating through them is deprecated - USelection no longer directly checks if an item is already selected with a costly n^2 search. The check is done by using the already existing UObject selected annotation - Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels. This is now left up to the caller to avoid - Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached. If a read address list is not passed in we'll not attempt to the work to populate it - Removed expensive checking for brush actors when any actor is selected Change 3063749 on 2016/07/25 by Stephan.Jiang Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename() #jira UE-33711 Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3064612 on 2016/07/26 by Alex.Delesky #jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset. Change 3064647 on 2016/07/26 by Alexis.Matte #jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file. Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt Fixed typo Change 3064795 on 2016/07/26 by Jamie.Dale Fixed typo in FLocalizationModule::GetLocalizationTargetByName #jira UE-32961 Change 3066461 on 2016/07/27 by Jamie.Dale Enabled stable localization keys Change 3066463 on 2016/07/27 by Jamie.Dale Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes Change 3066467 on 2016/07/27 by Jamie.Dale Updated internationalization archives to store translations per-identity This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text. Major changes: - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper. - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static. - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig. - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now). - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead. Workflow changes: - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed). - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data. - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated. - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file). Format changes: - The archive version was bumped to 2. - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version. #jira UETOOL-897 #jira UETOOL-898 #jira UE-29481 Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt Attempt to fix linux compilation Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt Fixed data tables with structs crashing due to recent editor selection optimizations Change 3066886 on 2016/07/27 by Jamie.Dale Added required data to accurately detect TZ (needed for DST) #jira UE-28511 Change 3067122 on 2016/07/27 by Jamie.Dale Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone). Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display. Change 3067227 on 2016/07/27 by Jamie.Dale Added a test to verify that the ICU timezone is set correctly to produce local time (including DST) Change 3067313 on 2016/07/27 by Richard.TalbotWatkin Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values. #jira UE-33669 - Crash in Dev-Editor Change 3067736 on 2016/07/27 by Stephan.Jiang Border changes for experimental classes warning Change 3067769 on 2016/07/27 by Stephan.Jiang HERE BE DRAGONS for experimental class warning #UE-33780 Change 3068192 on 2016/07/28 by Alexis.Matte #jira UE-33586 make sure we remove any false warning when running fbx automation test. Change 3068264 on 2016/07/28 by Jamie.Dale Removed some code that was no longer needed and could cause a crash #jira UE-33342 Change 3068293 on 2016/07/28 by Alex.Delesky #jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them. Change 3068481 on 2016/07/28 by Stephan.Jiang Adding Options to show/hide soft & hard references & dependencies in References Viewer #jira UE-33746 Change 3068585 on 2016/07/28 by Richard.TalbotWatkin Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt Fixed some issues with the selected classes not updating when objects are deselected Change 3069335 on 2016/07/28 by Jamie.Dale Fixed unintended error when trying to load a manifest/archive that didn't exist Fixed a warning when trying to load a PO file that didn't exist Change 3069408 on 2016/07/28 by Alex.Delesky #jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well. Change 3069878 on 2016/07/29 by Jamie.Dale Fixed include casing #jira UE-33910 Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary) Change 3071813 on 2016/08/01 by Jamie.Dale Fixed include casing #jira UE-33936 Change 3072043 on 2016/08/01 by Jamie.Dale Fixed FText formatting of pre-Gregorian dates We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates. #jira UE-14504 Change 3072066 on 2016/08/01 by Jamie.Dale PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist) Change 3072149 on 2016/08/01 by Jamie.Dale We no longer use the editor culture when running with -game Change 3072169 on 2016/08/01 by Richard.TalbotWatkin A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3072221 on 2016/08/01 by Jamie.Dale Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor #jira UE-33001 Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt Added ability to vsync the editor. Disabled by default. Set r.VSyncEditor to 1 to enable it. Reimplemented this change from the siggraph demo stream Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt Removed unused code as suggested by a pull request Change 3073750 on 2016/08/02 by Richard.TalbotWatkin Fixed formatting (broken in CL 3057895) in anticipation of merge from Main. Change 3073789 on 2016/08/02 by Jamie.Dale Added a way to mark text in text properties as culture invariant This allows you to flag properties containing text that doesn't need to be gathered. #jira UE-33713 Change 3073825 on 2016/08/02 by Stephan.Jiang Material Editor: Highligh all Nodes connect to an input. #jira UE-32502 Change 3073947 on 2016/08/02 by Stephan.Jiang UMG Project settings to show/hide different classes and categories in Palette view. --under Project Settings ->Editor->UMG Editor Change 3074012 on 2016/08/02 by Stephan.Jiang Minor changes and comments for CL: 3073947 Change 3074029 on 2016/08/02 by Jamie.Dale Deleting folders in the Content Browser now removes the folder from disk #jira UE-24303 Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt Added missing stats to track pooled vertex and index buffer cpu memory A new slate allocator was added to track memory usage for this case. Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt Renamed a few slate stats for consistency Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt Moved geometry cache asset type to the animation category. It is not a basic asset type Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt Fix a few padding and sizing issues Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt Settings UI improvements * Added the ability to search through all settings at once * Settings files which are not checked out are no longer grayed out. The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly ------- * This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class. This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel. * Each top level object in a details panel will get their own customization instance. This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class. *Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel. Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt Removed FBX scene as a top level option in asset filter menu in the content browser. Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt Mac warning fix Change 3075603 on 2016/08/03 by Nick.Darnell Adding two new plugins to engine, one for editor and one for runtime based testing. Currently the only consumer of these plugins is going to be the EngineTest project. Change 3075605 on 2016/08/03 by Nick.Darnell Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser. Change 3076084 on 2016/08/03 by Jamie.Dale Added basic support for localizing plugins You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually. You need to define the localization targets your plugin uses in its .uplugin file, eg) "LocalizationTargets": [ { "Name": "Paper2D", "LoadingPolicy": "Always" } ] "Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config. "LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor). UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory). UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project. #jira UE-4217 Change 3076123 on 2016/08/03 by Stephan.Jiang Extend "Select all input nodes" function to general blueprint editor Change 3077103 on 2016/08/04 by Jamie.Dale Added support for underlined text rendering (including with drop-shadows) FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness. FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline). This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight. Change 3077842 on 2016/08/04 by Jamie.Dale Fixed fallout from API changes Change 3077999 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078000 on 2016/08/04 by Trung.Le Categories VREditor-specific UMG widget assets as "VR Editor" #jira UE-34134 Change 3078056 on 2016/08/04 by Nick.Darnell Build - Fixing a mac compiler warning, reodering constructor initializers. Change 3078813 on 2016/08/05 by Nick.Darnell Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests. Change 3078818 on 2016/08/05 by Nick.Darnell Additional rename and cleanup associated with test moving. Change 3078819 on 2016/08/05 by Nick.Darnell Removing the Oculus performance automation test, not running, and was unclaimed. Change 3078842 on 2016/08/05 by Nick.Darnell Continued reorganizing tests. Change 3078897 on 2016/08/05 by Nick.Darnell Additional changes to get some moved tests compiling Change 3079157 on 2016/08/05 by Nick.Darnell Making it possible to browse provider names thorugh the source control module interface. Change 3079176 on 2016/08/05 by Stephan.Jiang Add shortcut Ctrl+Shift+Space to rotate through different viewport options #jira UE-34140 Change 3079208 on 2016/08/05 by Stephan.Jiang Fix new animation name check in UMG Change 3079278 on 2016/08/05 by Nick.Darnell Fixing the build Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3081155 on 2016/08/08 by Nick.Darnell Fixing some issues with the editor tests / runtime tests under certain build configs. Change 3081243 on 2016/08/08 by Stephan.Jiang Add gesture in LevelViewport to switch between Top/Bottom...etc. Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt Work around animations not playing in paragon due to bsp rebuilds (UE-34391) Change 3082254 on 2016/08/09 by Stephan.Jiang DragTool_ViewportChange init changes [CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
void SReferenceViewer::SetGraphRootPackageNames(const TArray<FAssetIdentifier>& NewGraphRootIdentifiers)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
GraphObj->SetGraphRoot(NewGraphRootIdentifiers);
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
if ( AssetRegistryModule.Get().IsLoadingAssets() )
{
// We are still discovering assets, listen for the completion delegate before building the graph
if (!AssetRegistryModule.Get().OnFilesLoaded().IsBoundToObject(this))
{
AssetRegistryModule.Get().OnFilesLoaded().AddSP( this, &SReferenceViewer::OnInitialAssetRegistrySearchComplete );
}
}
else
{
// All assets are already discovered, build the graph now.
GraphObj->RebuildGraph();
}
// Set the initial history data
HistoryManager.AddHistoryData();
}
void SReferenceViewer::OnNodeDoubleClicked(UEdGraphNode* Node)
{
TSet<UObject*> Nodes;
Nodes.Add(Node);
ReCenterGraphOnNodes( Nodes );
}
FActionMenuContent SReferenceViewer::OnCreateGraphActionMenu(UEdGraph* InGraph, const FVector2D& InNodePosition, const TArray<UEdGraphPin*>& InDraggedPins, bool bAutoExpand, SGraphEditor::FActionMenuClosed InOnMenuClosed)
{
// no context menu when not over a node
return FActionMenuContent();
}
bool SReferenceViewer::IsBackEnabled() const
{
return HistoryManager.CanGoBack();
}
bool SReferenceViewer::IsForwardEnabled() const
{
return HistoryManager.CanGoForward();
}
FReply SReferenceViewer::BackClicked()
{
HistoryManager.GoBack();
return FReply::Handled();
}
FReply SReferenceViewer::ForwardClicked()
{
HistoryManager.GoForward();
return FReply::Handled();
}
void SReferenceViewer::GraphNavigateHistoryBack()
{
BackClicked();
}
void SReferenceViewer::GraphNavigateHistoryForward()
{
ForwardClicked();
}
FText SReferenceViewer::GetHistoryBackTooltip() const
{
if ( HistoryManager.CanGoBack() )
{
return FText::Format( LOCTEXT("HistoryBackTooltip", "Back to {0}"), HistoryManager.GetBackDesc() );
}
return FText::GetEmpty();
}
FText SReferenceViewer::GetHistoryForwardTooltip() const
{
if ( HistoryManager.CanGoForward() )
{
return FText::Format( LOCTEXT("HistoryForwardTooltip", "Forward to {0}"), HistoryManager.GetForwardDesc() );
}
return FText::GetEmpty();
}
FText SReferenceViewer::GetAddressBarText() const
{
if ( GraphObj )
{
if (TemporaryPathBeingEdited.IsEmpty())
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
const TArray<FAssetIdentifier>& CurrentGraphRootPackageNames = GraphObj->GetCurrentGraphRootIdentifiers();
if (CurrentGraphRootPackageNames.Num() == 1)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
return FText::FromString(CurrentGraphRootPackageNames[0].ToString());
}
else if (CurrentGraphRootPackageNames.Num() > 1)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
return FText::Format(LOCTEXT("AddressBarMultiplePackagesText", "{0} and {1} others"), FText::FromString(CurrentGraphRootPackageNames[0].ToString()), FText::AsNumber(CurrentGraphRootPackageNames.Num()));
}
}
else
{
return TemporaryPathBeingEdited;
}
}
return FText();
}
void SReferenceViewer::OnAddressBarTextCommitted(const FText& NewText, ETextCommit::Type CommitInfo)
{
if (CommitInfo == ETextCommit::OnEnter)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
TArray<FAssetIdentifier> NewPaths;
NewPaths.Add(FAssetIdentifier::FromString(NewText.ToString()));
SetGraphRootPackageNames(NewPaths);
}
TemporaryPathBeingEdited = FText();
}
void SReferenceViewer::OnAddressBarTextChanged(const FText& NewText)
{
TemporaryPathBeingEdited = NewText;
}
void SReferenceViewer::OnApplyHistoryData(const FReferenceViewerHistoryData& History)
{
if ( GraphObj )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
GraphObj->SetGraphRoot(History.Identifiers);
UEdGraphNode_Reference* NewRootNode = GraphObj->RebuildGraph();
if ( NewRootNode && ensure(GraphEditorPtr.IsValid()) )
{
GraphEditorPtr->SetNodeSelection(NewRootNode, true);
}
}
}
void SReferenceViewer::OnUpdateHistoryData(FReferenceViewerHistoryData& HistoryData) const
{
if ( GraphObj )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
const TArray<FAssetIdentifier>& CurrentGraphRootIdentifiers = GraphObj->GetCurrentGraphRootIdentifiers();
HistoryData.HistoryDesc = GetAddressBarText();
HistoryData.Identifiers = CurrentGraphRootIdentifiers;
}
else
{
HistoryData.HistoryDesc = FText::GetEmpty();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
HistoryData.Identifiers.Empty();
}
}
void SReferenceViewer::OnSearchDepthEnabledChanged( ECheckBoxState NewState )
{
if ( GraphObj )
{
GraphObj->SetSearchDepthLimitEnabled(NewState == ECheckBoxState::Checked);
GraphObj->RebuildGraph();
}
}
ECheckBoxState SReferenceViewer::IsSearchDepthEnabledChecked() const
{
if ( GraphObj )
{
return GraphObj->IsSearchDepthLimited() ? ECheckBoxState::Checked : ECheckBoxState::Unchecked;
}
else
{
return ECheckBoxState::Unchecked;
}
}
int32 SReferenceViewer::GetSearchDepthCount() const
{
if ( GraphObj )
{
return GraphObj->GetSearchDepthLimit();
}
else
{
return 0;
}
}
void SReferenceViewer::OnSearchDepthCommitted(int32 NewValue)
{
if ( GraphObj )
{
GraphObj->SetSearchDepthLimit(NewValue);
GraphObj->RebuildGraph();
}
}
void SReferenceViewer::OnSearchBreadthEnabledChanged( ECheckBoxState NewState )
{
if ( GraphObj )
{
GraphObj->SetSearchBreadthLimitEnabled(NewState == ECheckBoxState::Checked);
GraphObj->RebuildGraph();
}
}
ECheckBoxState SReferenceViewer::IsSearchBreadthEnabledChecked() const
{
if ( GraphObj )
{
return GraphObj->IsSearchBreadthLimited() ? ECheckBoxState::Checked : ECheckBoxState::Unchecked;
}
else
{
return ECheckBoxState::Unchecked;
}
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3051464 on 2016/07/15 by Nick.Darnell Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map. Some UI improvements, easier access to the automation system. Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines. Change 3051465 on 2016/07/15 by Nick.Darnell Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions. Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt Fixed material editor viewport messages being blocked by viewport toolbar Change 3052025 on 2016/07/15 by Nick.Darnell Moving the placement mode hooks out of functional testing module, moving them into the editor automation module. Change 3053508 on 2016/07/18 by Stephan.Jiang Copy,Cut,Paste tracks, not for mastertracks yet. #UE-31808 Change 3054723 on 2016/07/18 by Stephan.Jiang Small fixes for typo & comments Change 3055996 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received Change 3056106 on 2016/07/19 by Trung.Le Back out changelist 3055996. Build break. Change 3056108 on 2016/07/19 by Stephan.Jiang Updating "SoundConcurrency" asseticon Change 3056389 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received #jira UE-33339 Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt More perf selection improvements: - Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path Change 3056758 on 2016/07/19 by Stephan.Jiang Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer. Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt Another fix for selecting lots of objects taking forever. This one is due to repeated Modify calls if there are groups in the selection. Each group actor selected iterates through each object selected during USelection::Modify! Change 3057635 on 2016/07/20 by Stephan.Jiang Updating visual logger icon UI Change 3057645 on 2016/07/20 by Richard.TalbotWatkin Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3057868 on 2016/07/20 by Richard.TalbotWatkin Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3057895 on 2016/07/20 by Richard.TalbotWatkin Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3057966 on 2016/07/20 by Richard.TalbotWatkin Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport Change 3058009 on 2016/07/20 by Richard.TalbotWatkin Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868. Change 3058047 on 2016/07/20 by Stephan.Jiang Fixing error on previous CL: 3056758 (extra qualification) Change 3058266 on 2016/07/20 by Nick.Darnell Automation - Work continues on automation integrating some ideas form a licensee. Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things. The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor. Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran) Change 3059214 on 2016/07/21 by Richard.TalbotWatkin Further fixes to visualizers following Component Visualizer API change. Change 3059260 on 2016/07/21 by Richard.TalbotWatkin Template specialization not allowed in class scope, but Visual Studio allows it anyway. Fixed for clang. Change 3059543 on 2016/07/21 by Stephan.Jiang Changeing level details icon Change 3059732 on 2016/07/21 by Stephan.Jiang Directional Light icon update Change 3060095 on 2016/07/21 by Stephan.Jiang Directional Light editor icon asset changed Change 3060129 on 2016/07/21 by Nick.Darnell Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes. This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance. Change 3061735 on 2016/07/22 by Stephan.Jiang Improve UMG replace with in HierarchyView function #UE-33582 Change 3062059 on 2016/07/22 by Stephan.Jiang Strip off "b" in propertyname in replace with function for tracks. Change 3062146 on 2016/07/22 by Stephan.Jiang checkin with CL: 3061735 Change 3062182 on 2016/07/22 by Stephan.Jiang Change both animation bindings' widget name when renameing the widget so the slot content is still valid Change 3062257 on 2016/07/22 by Stephan.Jiang comments Change 3062381 on 2016/07/22 by Nick.Darnell Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build. Change 3062924 on 2016/07/25 by Chris.Wood Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories. This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570 Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant) Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt PR #2619: added a search box to ModuleUI (Contributed by straymist) Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages. https://jira.ol.epicgames.net/browse/UE-33651 #jira UE-33651 Change 3063091 on 2016/07/25 by Alex.Delesky #jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber. Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Fix large FName creation time when selecting thousands of objects Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Modified how USelection stores classes. Classes are now in a TSet and can be accessed efficiently using IsClassSelected. The old unused way of checking if a selection has a class by iterating through them is deprecated - USelection no longer directly checks if an item is already selected with a costly n^2 search. The check is done by using the already existing UObject selected annotation - Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels. This is now left up to the caller to avoid - Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached. If a read address list is not passed in we'll not attempt to the work to populate it - Removed expensive checking for brush actors when any actor is selected Change 3063749 on 2016/07/25 by Stephan.Jiang Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename() #jira UE-33711 Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3064612 on 2016/07/26 by Alex.Delesky #jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset. Change 3064647 on 2016/07/26 by Alexis.Matte #jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file. Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt Fixed typo Change 3064795 on 2016/07/26 by Jamie.Dale Fixed typo in FLocalizationModule::GetLocalizationTargetByName #jira UE-32961 Change 3066461 on 2016/07/27 by Jamie.Dale Enabled stable localization keys Change 3066463 on 2016/07/27 by Jamie.Dale Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes Change 3066467 on 2016/07/27 by Jamie.Dale Updated internationalization archives to store translations per-identity This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text. Major changes: - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper. - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static. - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig. - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now). - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead. Workflow changes: - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed). - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data. - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated. - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file). Format changes: - The archive version was bumped to 2. - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version. #jira UETOOL-897 #jira UETOOL-898 #jira UE-29481 Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt Attempt to fix linux compilation Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt Fixed data tables with structs crashing due to recent editor selection optimizations Change 3066886 on 2016/07/27 by Jamie.Dale Added required data to accurately detect TZ (needed for DST) #jira UE-28511 Change 3067122 on 2016/07/27 by Jamie.Dale Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone). Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display. Change 3067227 on 2016/07/27 by Jamie.Dale Added a test to verify that the ICU timezone is set correctly to produce local time (including DST) Change 3067313 on 2016/07/27 by Richard.TalbotWatkin Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values. #jira UE-33669 - Crash in Dev-Editor Change 3067736 on 2016/07/27 by Stephan.Jiang Border changes for experimental classes warning Change 3067769 on 2016/07/27 by Stephan.Jiang HERE BE DRAGONS for experimental class warning #UE-33780 Change 3068192 on 2016/07/28 by Alexis.Matte #jira UE-33586 make sure we remove any false warning when running fbx automation test. Change 3068264 on 2016/07/28 by Jamie.Dale Removed some code that was no longer needed and could cause a crash #jira UE-33342 Change 3068293 on 2016/07/28 by Alex.Delesky #jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them. Change 3068481 on 2016/07/28 by Stephan.Jiang Adding Options to show/hide soft & hard references & dependencies in References Viewer #jira UE-33746 Change 3068585 on 2016/07/28 by Richard.TalbotWatkin Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt Fixed some issues with the selected classes not updating when objects are deselected Change 3069335 on 2016/07/28 by Jamie.Dale Fixed unintended error when trying to load a manifest/archive that didn't exist Fixed a warning when trying to load a PO file that didn't exist Change 3069408 on 2016/07/28 by Alex.Delesky #jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well. Change 3069878 on 2016/07/29 by Jamie.Dale Fixed include casing #jira UE-33910 Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary) Change 3071813 on 2016/08/01 by Jamie.Dale Fixed include casing #jira UE-33936 Change 3072043 on 2016/08/01 by Jamie.Dale Fixed FText formatting of pre-Gregorian dates We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates. #jira UE-14504 Change 3072066 on 2016/08/01 by Jamie.Dale PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist) Change 3072149 on 2016/08/01 by Jamie.Dale We no longer use the editor culture when running with -game Change 3072169 on 2016/08/01 by Richard.TalbotWatkin A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3072221 on 2016/08/01 by Jamie.Dale Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor #jira UE-33001 Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt Added ability to vsync the editor. Disabled by default. Set r.VSyncEditor to 1 to enable it. Reimplemented this change from the siggraph demo stream Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt Removed unused code as suggested by a pull request Change 3073750 on 2016/08/02 by Richard.TalbotWatkin Fixed formatting (broken in CL 3057895) in anticipation of merge from Main. Change 3073789 on 2016/08/02 by Jamie.Dale Added a way to mark text in text properties as culture invariant This allows you to flag properties containing text that doesn't need to be gathered. #jira UE-33713 Change 3073825 on 2016/08/02 by Stephan.Jiang Material Editor: Highligh all Nodes connect to an input. #jira UE-32502 Change 3073947 on 2016/08/02 by Stephan.Jiang UMG Project settings to show/hide different classes and categories in Palette view. --under Project Settings ->Editor->UMG Editor Change 3074012 on 2016/08/02 by Stephan.Jiang Minor changes and comments for CL: 3073947 Change 3074029 on 2016/08/02 by Jamie.Dale Deleting folders in the Content Browser now removes the folder from disk #jira UE-24303 Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt Added missing stats to track pooled vertex and index buffer cpu memory A new slate allocator was added to track memory usage for this case. Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt Renamed a few slate stats for consistency Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt Moved geometry cache asset type to the animation category. It is not a basic asset type Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt Fix a few padding and sizing issues Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt Settings UI improvements * Added the ability to search through all settings at once * Settings files which are not checked out are no longer grayed out. The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly ------- * This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class. This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel. * Each top level object in a details panel will get their own customization instance. This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class. *Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel. Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt Removed FBX scene as a top level option in asset filter menu in the content browser. Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt Mac warning fix Change 3075603 on 2016/08/03 by Nick.Darnell Adding two new plugins to engine, one for editor and one for runtime based testing. Currently the only consumer of these plugins is going to be the EngineTest project. Change 3075605 on 2016/08/03 by Nick.Darnell Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser. Change 3076084 on 2016/08/03 by Jamie.Dale Added basic support for localizing plugins You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually. You need to define the localization targets your plugin uses in its .uplugin file, eg) "LocalizationTargets": [ { "Name": "Paper2D", "LoadingPolicy": "Always" } ] "Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config. "LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor). UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory). UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project. #jira UE-4217 Change 3076123 on 2016/08/03 by Stephan.Jiang Extend "Select all input nodes" function to general blueprint editor Change 3077103 on 2016/08/04 by Jamie.Dale Added support for underlined text rendering (including with drop-shadows) FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness. FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline). This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight. Change 3077842 on 2016/08/04 by Jamie.Dale Fixed fallout from API changes Change 3077999 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078000 on 2016/08/04 by Trung.Le Categories VREditor-specific UMG widget assets as "VR Editor" #jira UE-34134 Change 3078056 on 2016/08/04 by Nick.Darnell Build - Fixing a mac compiler warning, reodering constructor initializers. Change 3078813 on 2016/08/05 by Nick.Darnell Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests. Change 3078818 on 2016/08/05 by Nick.Darnell Additional rename and cleanup associated with test moving. Change 3078819 on 2016/08/05 by Nick.Darnell Removing the Oculus performance automation test, not running, and was unclaimed. Change 3078842 on 2016/08/05 by Nick.Darnell Continued reorganizing tests. Change 3078897 on 2016/08/05 by Nick.Darnell Additional changes to get some moved tests compiling Change 3079157 on 2016/08/05 by Nick.Darnell Making it possible to browse provider names thorugh the source control module interface. Change 3079176 on 2016/08/05 by Stephan.Jiang Add shortcut Ctrl+Shift+Space to rotate through different viewport options #jira UE-34140 Change 3079208 on 2016/08/05 by Stephan.Jiang Fix new animation name check in UMG Change 3079278 on 2016/08/05 by Nick.Darnell Fixing the build Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3081155 on 2016/08/08 by Nick.Darnell Fixing some issues with the editor tests / runtime tests under certain build configs. Change 3081243 on 2016/08/08 by Stephan.Jiang Add gesture in LevelViewport to switch between Top/Bottom...etc. Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt Work around animations not playing in paragon due to bsp rebuilds (UE-34391) Change 3082254 on 2016/08/09 by Stephan.Jiang DragTool_ViewportChange init changes [CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00
void SReferenceViewer::OnShowSoftReferencesChanged(ECheckBoxState NewState)
{
if (GraphObj)
{
GraphObj->SetShowSoftReferencesEnabled(NewState == ECheckBoxState::Checked);
GraphObj->RebuildGraph();
}
}
ECheckBoxState SReferenceViewer::IsShowSoftReferencesChecked() const
{
if (GraphObj)
{
return GraphObj->IsShowSoftReferences()? ECheckBoxState::Checked : ECheckBoxState::Unchecked;
}
else
{
return ECheckBoxState::Unchecked;
}
}
void SReferenceViewer::OnShowHardReferencesChanged(ECheckBoxState NewState)
{
if (GraphObj)
{
GraphObj->SetShowHardReferencesEnabled(NewState == ECheckBoxState::Checked);
GraphObj->RebuildGraph();
}
}
ECheckBoxState SReferenceViewer::IsShowHardReferencesChecked() const
{
if (GraphObj)
{
return GraphObj->IsShowHardReferences() ? ECheckBoxState::Checked : ECheckBoxState::Unchecked;
}
else
{
return ECheckBoxState::Unchecked;
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
void SReferenceViewer::OnShowSearchableNamesChanged(ECheckBoxState NewState)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3051464 on 2016/07/15 by Nick.Darnell Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map. Some UI improvements, easier access to the automation system. Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines. Change 3051465 on 2016/07/15 by Nick.Darnell Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions. Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt Fixed material editor viewport messages being blocked by viewport toolbar Change 3052025 on 2016/07/15 by Nick.Darnell Moving the placement mode hooks out of functional testing module, moving them into the editor automation module. Change 3053508 on 2016/07/18 by Stephan.Jiang Copy,Cut,Paste tracks, not for mastertracks yet. #UE-31808 Change 3054723 on 2016/07/18 by Stephan.Jiang Small fixes for typo & comments Change 3055996 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received Change 3056106 on 2016/07/19 by Trung.Le Back out changelist 3055996. Build break. Change 3056108 on 2016/07/19 by Stephan.Jiang Updating "SoundConcurrency" asseticon Change 3056389 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received #jira UE-33339 Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt More perf selection improvements: - Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path Change 3056758 on 2016/07/19 by Stephan.Jiang Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer. Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt Another fix for selecting lots of objects taking forever. This one is due to repeated Modify calls if there are groups in the selection. Each group actor selected iterates through each object selected during USelection::Modify! Change 3057635 on 2016/07/20 by Stephan.Jiang Updating visual logger icon UI Change 3057645 on 2016/07/20 by Richard.TalbotWatkin Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3057868 on 2016/07/20 by Richard.TalbotWatkin Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3057895 on 2016/07/20 by Richard.TalbotWatkin Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3057966 on 2016/07/20 by Richard.TalbotWatkin Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport Change 3058009 on 2016/07/20 by Richard.TalbotWatkin Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868. Change 3058047 on 2016/07/20 by Stephan.Jiang Fixing error on previous CL: 3056758 (extra qualification) Change 3058266 on 2016/07/20 by Nick.Darnell Automation - Work continues on automation integrating some ideas form a licensee. Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things. The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor. Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran) Change 3059214 on 2016/07/21 by Richard.TalbotWatkin Further fixes to visualizers following Component Visualizer API change. Change 3059260 on 2016/07/21 by Richard.TalbotWatkin Template specialization not allowed in class scope, but Visual Studio allows it anyway. Fixed for clang. Change 3059543 on 2016/07/21 by Stephan.Jiang Changeing level details icon Change 3059732 on 2016/07/21 by Stephan.Jiang Directional Light icon update Change 3060095 on 2016/07/21 by Stephan.Jiang Directional Light editor icon asset changed Change 3060129 on 2016/07/21 by Nick.Darnell Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes. This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance. Change 3061735 on 2016/07/22 by Stephan.Jiang Improve UMG replace with in HierarchyView function #UE-33582 Change 3062059 on 2016/07/22 by Stephan.Jiang Strip off "b" in propertyname in replace with function for tracks. Change 3062146 on 2016/07/22 by Stephan.Jiang checkin with CL: 3061735 Change 3062182 on 2016/07/22 by Stephan.Jiang Change both animation bindings' widget name when renameing the widget so the slot content is still valid Change 3062257 on 2016/07/22 by Stephan.Jiang comments Change 3062381 on 2016/07/22 by Nick.Darnell Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build. Change 3062924 on 2016/07/25 by Chris.Wood Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories. This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570 Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant) Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt PR #2619: added a search box to ModuleUI (Contributed by straymist) Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages. https://jira.ol.epicgames.net/browse/UE-33651 #jira UE-33651 Change 3063091 on 2016/07/25 by Alex.Delesky #jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber. Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Fix large FName creation time when selecting thousands of objects Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Modified how USelection stores classes. Classes are now in a TSet and can be accessed efficiently using IsClassSelected. The old unused way of checking if a selection has a class by iterating through them is deprecated - USelection no longer directly checks if an item is already selected with a costly n^2 search. The check is done by using the already existing UObject selected annotation - Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels. This is now left up to the caller to avoid - Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached. If a read address list is not passed in we'll not attempt to the work to populate it - Removed expensive checking for brush actors when any actor is selected Change 3063749 on 2016/07/25 by Stephan.Jiang Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename() #jira UE-33711 Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3064612 on 2016/07/26 by Alex.Delesky #jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset. Change 3064647 on 2016/07/26 by Alexis.Matte #jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file. Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt Fixed typo Change 3064795 on 2016/07/26 by Jamie.Dale Fixed typo in FLocalizationModule::GetLocalizationTargetByName #jira UE-32961 Change 3066461 on 2016/07/27 by Jamie.Dale Enabled stable localization keys Change 3066463 on 2016/07/27 by Jamie.Dale Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes Change 3066467 on 2016/07/27 by Jamie.Dale Updated internationalization archives to store translations per-identity This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text. Major changes: - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper. - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static. - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig. - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now). - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead. Workflow changes: - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed). - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data. - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated. - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file). Format changes: - The archive version was bumped to 2. - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version. #jira UETOOL-897 #jira UETOOL-898 #jira UE-29481 Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt Attempt to fix linux compilation Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt Fixed data tables with structs crashing due to recent editor selection optimizations Change 3066886 on 2016/07/27 by Jamie.Dale Added required data to accurately detect TZ (needed for DST) #jira UE-28511 Change 3067122 on 2016/07/27 by Jamie.Dale Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone). Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display. Change 3067227 on 2016/07/27 by Jamie.Dale Added a test to verify that the ICU timezone is set correctly to produce local time (including DST) Change 3067313 on 2016/07/27 by Richard.TalbotWatkin Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values. #jira UE-33669 - Crash in Dev-Editor Change 3067736 on 2016/07/27 by Stephan.Jiang Border changes for experimental classes warning Change 3067769 on 2016/07/27 by Stephan.Jiang HERE BE DRAGONS for experimental class warning #UE-33780 Change 3068192 on 2016/07/28 by Alexis.Matte #jira UE-33586 make sure we remove any false warning when running fbx automation test. Change 3068264 on 2016/07/28 by Jamie.Dale Removed some code that was no longer needed and could cause a crash #jira UE-33342 Change 3068293 on 2016/07/28 by Alex.Delesky #jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them. Change 3068481 on 2016/07/28 by Stephan.Jiang Adding Options to show/hide soft & hard references & dependencies in References Viewer #jira UE-33746 Change 3068585 on 2016/07/28 by Richard.TalbotWatkin Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt Fixed some issues with the selected classes not updating when objects are deselected Change 3069335 on 2016/07/28 by Jamie.Dale Fixed unintended error when trying to load a manifest/archive that didn't exist Fixed a warning when trying to load a PO file that didn't exist Change 3069408 on 2016/07/28 by Alex.Delesky #jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well. Change 3069878 on 2016/07/29 by Jamie.Dale Fixed include casing #jira UE-33910 Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary) Change 3071813 on 2016/08/01 by Jamie.Dale Fixed include casing #jira UE-33936 Change 3072043 on 2016/08/01 by Jamie.Dale Fixed FText formatting of pre-Gregorian dates We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates. #jira UE-14504 Change 3072066 on 2016/08/01 by Jamie.Dale PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist) Change 3072149 on 2016/08/01 by Jamie.Dale We no longer use the editor culture when running with -game Change 3072169 on 2016/08/01 by Richard.TalbotWatkin A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3072221 on 2016/08/01 by Jamie.Dale Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor #jira UE-33001 Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt Added ability to vsync the editor. Disabled by default. Set r.VSyncEditor to 1 to enable it. Reimplemented this change from the siggraph demo stream Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt Removed unused code as suggested by a pull request Change 3073750 on 2016/08/02 by Richard.TalbotWatkin Fixed formatting (broken in CL 3057895) in anticipation of merge from Main. Change 3073789 on 2016/08/02 by Jamie.Dale Added a way to mark text in text properties as culture invariant This allows you to flag properties containing text that doesn't need to be gathered. #jira UE-33713 Change 3073825 on 2016/08/02 by Stephan.Jiang Material Editor: Highligh all Nodes connect to an input. #jira UE-32502 Change 3073947 on 2016/08/02 by Stephan.Jiang UMG Project settings to show/hide different classes and categories in Palette view. --under Project Settings ->Editor->UMG Editor Change 3074012 on 2016/08/02 by Stephan.Jiang Minor changes and comments for CL: 3073947 Change 3074029 on 2016/08/02 by Jamie.Dale Deleting folders in the Content Browser now removes the folder from disk #jira UE-24303 Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt Added missing stats to track pooled vertex and index buffer cpu memory A new slate allocator was added to track memory usage for this case. Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt Renamed a few slate stats for consistency Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt Moved geometry cache asset type to the animation category. It is not a basic asset type Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt Fix a few padding and sizing issues Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt Settings UI improvements * Added the ability to search through all settings at once * Settings files which are not checked out are no longer grayed out. The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly ------- * This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class. This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel. * Each top level object in a details panel will get their own customization instance. This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class. *Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel. Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt Removed FBX scene as a top level option in asset filter menu in the content browser. Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt Mac warning fix Change 3075603 on 2016/08/03 by Nick.Darnell Adding two new plugins to engine, one for editor and one for runtime based testing. Currently the only consumer of these plugins is going to be the EngineTest project. Change 3075605 on 2016/08/03 by Nick.Darnell Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser. Change 3076084 on 2016/08/03 by Jamie.Dale Added basic support for localizing plugins You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually. You need to define the localization targets your plugin uses in its .uplugin file, eg) "LocalizationTargets": [ { "Name": "Paper2D", "LoadingPolicy": "Always" } ] "Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config. "LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor). UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory). UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project. #jira UE-4217 Change 3076123 on 2016/08/03 by Stephan.Jiang Extend "Select all input nodes" function to general blueprint editor Change 3077103 on 2016/08/04 by Jamie.Dale Added support for underlined text rendering (including with drop-shadows) FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness. FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline). This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight. Change 3077842 on 2016/08/04 by Jamie.Dale Fixed fallout from API changes Change 3077999 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078000 on 2016/08/04 by Trung.Le Categories VREditor-specific UMG widget assets as "VR Editor" #jira UE-34134 Change 3078056 on 2016/08/04 by Nick.Darnell Build - Fixing a mac compiler warning, reodering constructor initializers. Change 3078813 on 2016/08/05 by Nick.Darnell Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests. Change 3078818 on 2016/08/05 by Nick.Darnell Additional rename and cleanup associated with test moving. Change 3078819 on 2016/08/05 by Nick.Darnell Removing the Oculus performance automation test, not running, and was unclaimed. Change 3078842 on 2016/08/05 by Nick.Darnell Continued reorganizing tests. Change 3078897 on 2016/08/05 by Nick.Darnell Additional changes to get some moved tests compiling Change 3079157 on 2016/08/05 by Nick.Darnell Making it possible to browse provider names thorugh the source control module interface. Change 3079176 on 2016/08/05 by Stephan.Jiang Add shortcut Ctrl+Shift+Space to rotate through different viewport options #jira UE-34140 Change 3079208 on 2016/08/05 by Stephan.Jiang Fix new animation name check in UMG Change 3079278 on 2016/08/05 by Nick.Darnell Fixing the build Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3081155 on 2016/08/08 by Nick.Darnell Fixing some issues with the editor tests / runtime tests under certain build configs. Change 3081243 on 2016/08/08 by Stephan.Jiang Add gesture in LevelViewport to switch between Top/Bottom...etc. Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt Work around animations not playing in paragon due to bsp rebuilds (UE-34391) Change 3082254 on 2016/08/09 by Stephan.Jiang DragTool_ViewportChange init changes [CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00
{
if (GraphObj)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
GraphObj->SetShowSearchableNames(NewState == ECheckBoxState::Checked);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3051464 on 2016/07/15 by Nick.Darnell Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map. Some UI improvements, easier access to the automation system. Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines. Change 3051465 on 2016/07/15 by Nick.Darnell Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions. Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt Fixed material editor viewport messages being blocked by viewport toolbar Change 3052025 on 2016/07/15 by Nick.Darnell Moving the placement mode hooks out of functional testing module, moving them into the editor automation module. Change 3053508 on 2016/07/18 by Stephan.Jiang Copy,Cut,Paste tracks, not for mastertracks yet. #UE-31808 Change 3054723 on 2016/07/18 by Stephan.Jiang Small fixes for typo & comments Change 3055996 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received Change 3056106 on 2016/07/19 by Trung.Le Back out changelist 3055996. Build break. Change 3056108 on 2016/07/19 by Stephan.Jiang Updating "SoundConcurrency" asseticon Change 3056389 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received #jira UE-33339 Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt More perf selection improvements: - Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path Change 3056758 on 2016/07/19 by Stephan.Jiang Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer. Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt Another fix for selecting lots of objects taking forever. This one is due to repeated Modify calls if there are groups in the selection. Each group actor selected iterates through each object selected during USelection::Modify! Change 3057635 on 2016/07/20 by Stephan.Jiang Updating visual logger icon UI Change 3057645 on 2016/07/20 by Richard.TalbotWatkin Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3057868 on 2016/07/20 by Richard.TalbotWatkin Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3057895 on 2016/07/20 by Richard.TalbotWatkin Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3057966 on 2016/07/20 by Richard.TalbotWatkin Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport Change 3058009 on 2016/07/20 by Richard.TalbotWatkin Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868. Change 3058047 on 2016/07/20 by Stephan.Jiang Fixing error on previous CL: 3056758 (extra qualification) Change 3058266 on 2016/07/20 by Nick.Darnell Automation - Work continues on automation integrating some ideas form a licensee. Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things. The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor. Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran) Change 3059214 on 2016/07/21 by Richard.TalbotWatkin Further fixes to visualizers following Component Visualizer API change. Change 3059260 on 2016/07/21 by Richard.TalbotWatkin Template specialization not allowed in class scope, but Visual Studio allows it anyway. Fixed for clang. Change 3059543 on 2016/07/21 by Stephan.Jiang Changeing level details icon Change 3059732 on 2016/07/21 by Stephan.Jiang Directional Light icon update Change 3060095 on 2016/07/21 by Stephan.Jiang Directional Light editor icon asset changed Change 3060129 on 2016/07/21 by Nick.Darnell Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes. This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance. Change 3061735 on 2016/07/22 by Stephan.Jiang Improve UMG replace with in HierarchyView function #UE-33582 Change 3062059 on 2016/07/22 by Stephan.Jiang Strip off "b" in propertyname in replace with function for tracks. Change 3062146 on 2016/07/22 by Stephan.Jiang checkin with CL: 3061735 Change 3062182 on 2016/07/22 by Stephan.Jiang Change both animation bindings' widget name when renameing the widget so the slot content is still valid Change 3062257 on 2016/07/22 by Stephan.Jiang comments Change 3062381 on 2016/07/22 by Nick.Darnell Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build. Change 3062924 on 2016/07/25 by Chris.Wood Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories. This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570 Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant) Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt PR #2619: added a search box to ModuleUI (Contributed by straymist) Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages. https://jira.ol.epicgames.net/browse/UE-33651 #jira UE-33651 Change 3063091 on 2016/07/25 by Alex.Delesky #jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber. Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Fix large FName creation time when selecting thousands of objects Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Modified how USelection stores classes. Classes are now in a TSet and can be accessed efficiently using IsClassSelected. The old unused way of checking if a selection has a class by iterating through them is deprecated - USelection no longer directly checks if an item is already selected with a costly n^2 search. The check is done by using the already existing UObject selected annotation - Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels. This is now left up to the caller to avoid - Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached. If a read address list is not passed in we'll not attempt to the work to populate it - Removed expensive checking for brush actors when any actor is selected Change 3063749 on 2016/07/25 by Stephan.Jiang Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename() #jira UE-33711 Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3064612 on 2016/07/26 by Alex.Delesky #jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset. Change 3064647 on 2016/07/26 by Alexis.Matte #jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file. Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt Fixed typo Change 3064795 on 2016/07/26 by Jamie.Dale Fixed typo in FLocalizationModule::GetLocalizationTargetByName #jira UE-32961 Change 3066461 on 2016/07/27 by Jamie.Dale Enabled stable localization keys Change 3066463 on 2016/07/27 by Jamie.Dale Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes Change 3066467 on 2016/07/27 by Jamie.Dale Updated internationalization archives to store translations per-identity This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text. Major changes: - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper. - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static. - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig. - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now). - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead. Workflow changes: - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed). - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data. - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated. - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file). Format changes: - The archive version was bumped to 2. - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version. #jira UETOOL-897 #jira UETOOL-898 #jira UE-29481 Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt Attempt to fix linux compilation Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt Fixed data tables with structs crashing due to recent editor selection optimizations Change 3066886 on 2016/07/27 by Jamie.Dale Added required data to accurately detect TZ (needed for DST) #jira UE-28511 Change 3067122 on 2016/07/27 by Jamie.Dale Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone). Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display. Change 3067227 on 2016/07/27 by Jamie.Dale Added a test to verify that the ICU timezone is set correctly to produce local time (including DST) Change 3067313 on 2016/07/27 by Richard.TalbotWatkin Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values. #jira UE-33669 - Crash in Dev-Editor Change 3067736 on 2016/07/27 by Stephan.Jiang Border changes for experimental classes warning Change 3067769 on 2016/07/27 by Stephan.Jiang HERE BE DRAGONS for experimental class warning #UE-33780 Change 3068192 on 2016/07/28 by Alexis.Matte #jira UE-33586 make sure we remove any false warning when running fbx automation test. Change 3068264 on 2016/07/28 by Jamie.Dale Removed some code that was no longer needed and could cause a crash #jira UE-33342 Change 3068293 on 2016/07/28 by Alex.Delesky #jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them. Change 3068481 on 2016/07/28 by Stephan.Jiang Adding Options to show/hide soft & hard references & dependencies in References Viewer #jira UE-33746 Change 3068585 on 2016/07/28 by Richard.TalbotWatkin Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt Fixed some issues with the selected classes not updating when objects are deselected Change 3069335 on 2016/07/28 by Jamie.Dale Fixed unintended error when trying to load a manifest/archive that didn't exist Fixed a warning when trying to load a PO file that didn't exist Change 3069408 on 2016/07/28 by Alex.Delesky #jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well. Change 3069878 on 2016/07/29 by Jamie.Dale Fixed include casing #jira UE-33910 Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary) Change 3071813 on 2016/08/01 by Jamie.Dale Fixed include casing #jira UE-33936 Change 3072043 on 2016/08/01 by Jamie.Dale Fixed FText formatting of pre-Gregorian dates We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates. #jira UE-14504 Change 3072066 on 2016/08/01 by Jamie.Dale PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist) Change 3072149 on 2016/08/01 by Jamie.Dale We no longer use the editor culture when running with -game Change 3072169 on 2016/08/01 by Richard.TalbotWatkin A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3072221 on 2016/08/01 by Jamie.Dale Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor #jira UE-33001 Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt Added ability to vsync the editor. Disabled by default. Set r.VSyncEditor to 1 to enable it. Reimplemented this change from the siggraph demo stream Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt Removed unused code as suggested by a pull request Change 3073750 on 2016/08/02 by Richard.TalbotWatkin Fixed formatting (broken in CL 3057895) in anticipation of merge from Main. Change 3073789 on 2016/08/02 by Jamie.Dale Added a way to mark text in text properties as culture invariant This allows you to flag properties containing text that doesn't need to be gathered. #jira UE-33713 Change 3073825 on 2016/08/02 by Stephan.Jiang Material Editor: Highligh all Nodes connect to an input. #jira UE-32502 Change 3073947 on 2016/08/02 by Stephan.Jiang UMG Project settings to show/hide different classes and categories in Palette view. --under Project Settings ->Editor->UMG Editor Change 3074012 on 2016/08/02 by Stephan.Jiang Minor changes and comments for CL: 3073947 Change 3074029 on 2016/08/02 by Jamie.Dale Deleting folders in the Content Browser now removes the folder from disk #jira UE-24303 Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt Added missing stats to track pooled vertex and index buffer cpu memory A new slate allocator was added to track memory usage for this case. Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt Renamed a few slate stats for consistency Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt Moved geometry cache asset type to the animation category. It is not a basic asset type Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt Fix a few padding and sizing issues Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt Settings UI improvements * Added the ability to search through all settings at once * Settings files which are not checked out are no longer grayed out. The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly ------- * This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class. This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel. * Each top level object in a details panel will get their own customization instance. This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class. *Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel. Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt Removed FBX scene as a top level option in asset filter menu in the content browser. Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt Mac warning fix Change 3075603 on 2016/08/03 by Nick.Darnell Adding two new plugins to engine, one for editor and one for runtime based testing. Currently the only consumer of these plugins is going to be the EngineTest project. Change 3075605 on 2016/08/03 by Nick.Darnell Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser. Change 3076084 on 2016/08/03 by Jamie.Dale Added basic support for localizing plugins You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually. You need to define the localization targets your plugin uses in its .uplugin file, eg) "LocalizationTargets": [ { "Name": "Paper2D", "LoadingPolicy": "Always" } ] "Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config. "LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor). UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory). UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project. #jira UE-4217 Change 3076123 on 2016/08/03 by Stephan.Jiang Extend "Select all input nodes" function to general blueprint editor Change 3077103 on 2016/08/04 by Jamie.Dale Added support for underlined text rendering (including with drop-shadows) FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness. FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline). This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight. Change 3077842 on 2016/08/04 by Jamie.Dale Fixed fallout from API changes Change 3077999 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078000 on 2016/08/04 by Trung.Le Categories VREditor-specific UMG widget assets as "VR Editor" #jira UE-34134 Change 3078056 on 2016/08/04 by Nick.Darnell Build - Fixing a mac compiler warning, reodering constructor initializers. Change 3078813 on 2016/08/05 by Nick.Darnell Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests. Change 3078818 on 2016/08/05 by Nick.Darnell Additional rename and cleanup associated with test moving. Change 3078819 on 2016/08/05 by Nick.Darnell Removing the Oculus performance automation test, not running, and was unclaimed. Change 3078842 on 2016/08/05 by Nick.Darnell Continued reorganizing tests. Change 3078897 on 2016/08/05 by Nick.Darnell Additional changes to get some moved tests compiling Change 3079157 on 2016/08/05 by Nick.Darnell Making it possible to browse provider names thorugh the source control module interface. Change 3079176 on 2016/08/05 by Stephan.Jiang Add shortcut Ctrl+Shift+Space to rotate through different viewport options #jira UE-34140 Change 3079208 on 2016/08/05 by Stephan.Jiang Fix new animation name check in UMG Change 3079278 on 2016/08/05 by Nick.Darnell Fixing the build Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3081155 on 2016/08/08 by Nick.Darnell Fixing some issues with the editor tests / runtime tests under certain build configs. Change 3081243 on 2016/08/08 by Stephan.Jiang Add gesture in LevelViewport to switch between Top/Bottom...etc. Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt Work around animations not playing in paragon due to bsp rebuilds (UE-34391) Change 3082254 on 2016/08/09 by Stephan.Jiang DragTool_ViewportChange init changes [CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00
GraphObj->RebuildGraph();
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
ECheckBoxState SReferenceViewer::IsShowSearchableNamesChecked() const
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3051464 on 2016/07/15 by Nick.Darnell Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map. Some UI improvements, easier access to the automation system. Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines. Change 3051465 on 2016/07/15 by Nick.Darnell Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions. Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt Fixed material editor viewport messages being blocked by viewport toolbar Change 3052025 on 2016/07/15 by Nick.Darnell Moving the placement mode hooks out of functional testing module, moving them into the editor automation module. Change 3053508 on 2016/07/18 by Stephan.Jiang Copy,Cut,Paste tracks, not for mastertracks yet. #UE-31808 Change 3054723 on 2016/07/18 by Stephan.Jiang Small fixes for typo & comments Change 3055996 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received Change 3056106 on 2016/07/19 by Trung.Le Back out changelist 3055996. Build break. Change 3056108 on 2016/07/19 by Stephan.Jiang Updating "SoundConcurrency" asseticon Change 3056389 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received #jira UE-33339 Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt More perf selection improvements: - Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path Change 3056758 on 2016/07/19 by Stephan.Jiang Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer. Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt Another fix for selecting lots of objects taking forever. This one is due to repeated Modify calls if there are groups in the selection. Each group actor selected iterates through each object selected during USelection::Modify! Change 3057635 on 2016/07/20 by Stephan.Jiang Updating visual logger icon UI Change 3057645 on 2016/07/20 by Richard.TalbotWatkin Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3057868 on 2016/07/20 by Richard.TalbotWatkin Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3057895 on 2016/07/20 by Richard.TalbotWatkin Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3057966 on 2016/07/20 by Richard.TalbotWatkin Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport Change 3058009 on 2016/07/20 by Richard.TalbotWatkin Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868. Change 3058047 on 2016/07/20 by Stephan.Jiang Fixing error on previous CL: 3056758 (extra qualification) Change 3058266 on 2016/07/20 by Nick.Darnell Automation - Work continues on automation integrating some ideas form a licensee. Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things. The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor. Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran) Change 3059214 on 2016/07/21 by Richard.TalbotWatkin Further fixes to visualizers following Component Visualizer API change. Change 3059260 on 2016/07/21 by Richard.TalbotWatkin Template specialization not allowed in class scope, but Visual Studio allows it anyway. Fixed for clang. Change 3059543 on 2016/07/21 by Stephan.Jiang Changeing level details icon Change 3059732 on 2016/07/21 by Stephan.Jiang Directional Light icon update Change 3060095 on 2016/07/21 by Stephan.Jiang Directional Light editor icon asset changed Change 3060129 on 2016/07/21 by Nick.Darnell Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes. This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance. Change 3061735 on 2016/07/22 by Stephan.Jiang Improve UMG replace with in HierarchyView function #UE-33582 Change 3062059 on 2016/07/22 by Stephan.Jiang Strip off "b" in propertyname in replace with function for tracks. Change 3062146 on 2016/07/22 by Stephan.Jiang checkin with CL: 3061735 Change 3062182 on 2016/07/22 by Stephan.Jiang Change both animation bindings' widget name when renameing the widget so the slot content is still valid Change 3062257 on 2016/07/22 by Stephan.Jiang comments Change 3062381 on 2016/07/22 by Nick.Darnell Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build. Change 3062924 on 2016/07/25 by Chris.Wood Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories. This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570 Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant) Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt PR #2619: added a search box to ModuleUI (Contributed by straymist) Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages. https://jira.ol.epicgames.net/browse/UE-33651 #jira UE-33651 Change 3063091 on 2016/07/25 by Alex.Delesky #jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber. Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Fix large FName creation time when selecting thousands of objects Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Modified how USelection stores classes. Classes are now in a TSet and can be accessed efficiently using IsClassSelected. The old unused way of checking if a selection has a class by iterating through them is deprecated - USelection no longer directly checks if an item is already selected with a costly n^2 search. The check is done by using the already existing UObject selected annotation - Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels. This is now left up to the caller to avoid - Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached. If a read address list is not passed in we'll not attempt to the work to populate it - Removed expensive checking for brush actors when any actor is selected Change 3063749 on 2016/07/25 by Stephan.Jiang Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename() #jira UE-33711 Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3064612 on 2016/07/26 by Alex.Delesky #jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset. Change 3064647 on 2016/07/26 by Alexis.Matte #jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file. Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt Fixed typo Change 3064795 on 2016/07/26 by Jamie.Dale Fixed typo in FLocalizationModule::GetLocalizationTargetByName #jira UE-32961 Change 3066461 on 2016/07/27 by Jamie.Dale Enabled stable localization keys Change 3066463 on 2016/07/27 by Jamie.Dale Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes Change 3066467 on 2016/07/27 by Jamie.Dale Updated internationalization archives to store translations per-identity This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text. Major changes: - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper. - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static. - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig. - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now). - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead. Workflow changes: - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed). - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data. - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated. - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file). Format changes: - The archive version was bumped to 2. - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version. #jira UETOOL-897 #jira UETOOL-898 #jira UE-29481 Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt Attempt to fix linux compilation Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt Fixed data tables with structs crashing due to recent editor selection optimizations Change 3066886 on 2016/07/27 by Jamie.Dale Added required data to accurately detect TZ (needed for DST) #jira UE-28511 Change 3067122 on 2016/07/27 by Jamie.Dale Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone). Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display. Change 3067227 on 2016/07/27 by Jamie.Dale Added a test to verify that the ICU timezone is set correctly to produce local time (including DST) Change 3067313 on 2016/07/27 by Richard.TalbotWatkin Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values. #jira UE-33669 - Crash in Dev-Editor Change 3067736 on 2016/07/27 by Stephan.Jiang Border changes for experimental classes warning Change 3067769 on 2016/07/27 by Stephan.Jiang HERE BE DRAGONS for experimental class warning #UE-33780 Change 3068192 on 2016/07/28 by Alexis.Matte #jira UE-33586 make sure we remove any false warning when running fbx automation test. Change 3068264 on 2016/07/28 by Jamie.Dale Removed some code that was no longer needed and could cause a crash #jira UE-33342 Change 3068293 on 2016/07/28 by Alex.Delesky #jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them. Change 3068481 on 2016/07/28 by Stephan.Jiang Adding Options to show/hide soft & hard references & dependencies in References Viewer #jira UE-33746 Change 3068585 on 2016/07/28 by Richard.TalbotWatkin Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt Fixed some issues with the selected classes not updating when objects are deselected Change 3069335 on 2016/07/28 by Jamie.Dale Fixed unintended error when trying to load a manifest/archive that didn't exist Fixed a warning when trying to load a PO file that didn't exist Change 3069408 on 2016/07/28 by Alex.Delesky #jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well. Change 3069878 on 2016/07/29 by Jamie.Dale Fixed include casing #jira UE-33910 Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary) Change 3071813 on 2016/08/01 by Jamie.Dale Fixed include casing #jira UE-33936 Change 3072043 on 2016/08/01 by Jamie.Dale Fixed FText formatting of pre-Gregorian dates We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates. #jira UE-14504 Change 3072066 on 2016/08/01 by Jamie.Dale PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist) Change 3072149 on 2016/08/01 by Jamie.Dale We no longer use the editor culture when running with -game Change 3072169 on 2016/08/01 by Richard.TalbotWatkin A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3072221 on 2016/08/01 by Jamie.Dale Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor #jira UE-33001 Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt Added ability to vsync the editor. Disabled by default. Set r.VSyncEditor to 1 to enable it. Reimplemented this change from the siggraph demo stream Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt Removed unused code as suggested by a pull request Change 3073750 on 2016/08/02 by Richard.TalbotWatkin Fixed formatting (broken in CL 3057895) in anticipation of merge from Main. Change 3073789 on 2016/08/02 by Jamie.Dale Added a way to mark text in text properties as culture invariant This allows you to flag properties containing text that doesn't need to be gathered. #jira UE-33713 Change 3073825 on 2016/08/02 by Stephan.Jiang Material Editor: Highligh all Nodes connect to an input. #jira UE-32502 Change 3073947 on 2016/08/02 by Stephan.Jiang UMG Project settings to show/hide different classes and categories in Palette view. --under Project Settings ->Editor->UMG Editor Change 3074012 on 2016/08/02 by Stephan.Jiang Minor changes and comments for CL: 3073947 Change 3074029 on 2016/08/02 by Jamie.Dale Deleting folders in the Content Browser now removes the folder from disk #jira UE-24303 Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt Added missing stats to track pooled vertex and index buffer cpu memory A new slate allocator was added to track memory usage for this case. Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt Renamed a few slate stats for consistency Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt Moved geometry cache asset type to the animation category. It is not a basic asset type Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt Fix a few padding and sizing issues Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt Settings UI improvements * Added the ability to search through all settings at once * Settings files which are not checked out are no longer grayed out. The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly ------- * This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class. This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel. * Each top level object in a details panel will get their own customization instance. This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class. *Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel. Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt Removed FBX scene as a top level option in asset filter menu in the content browser. Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt Mac warning fix Change 3075603 on 2016/08/03 by Nick.Darnell Adding two new plugins to engine, one for editor and one for runtime based testing. Currently the only consumer of these plugins is going to be the EngineTest project. Change 3075605 on 2016/08/03 by Nick.Darnell Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser. Change 3076084 on 2016/08/03 by Jamie.Dale Added basic support for localizing plugins You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually. You need to define the localization targets your plugin uses in its .uplugin file, eg) "LocalizationTargets": [ { "Name": "Paper2D", "LoadingPolicy": "Always" } ] "Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config. "LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor). UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory). UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project. #jira UE-4217 Change 3076123 on 2016/08/03 by Stephan.Jiang Extend "Select all input nodes" function to general blueprint editor Change 3077103 on 2016/08/04 by Jamie.Dale Added support for underlined text rendering (including with drop-shadows) FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness. FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline). This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight. Change 3077842 on 2016/08/04 by Jamie.Dale Fixed fallout from API changes Change 3077999 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078000 on 2016/08/04 by Trung.Le Categories VREditor-specific UMG widget assets as "VR Editor" #jira UE-34134 Change 3078056 on 2016/08/04 by Nick.Darnell Build - Fixing a mac compiler warning, reodering constructor initializers. Change 3078813 on 2016/08/05 by Nick.Darnell Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests. Change 3078818 on 2016/08/05 by Nick.Darnell Additional rename and cleanup associated with test moving. Change 3078819 on 2016/08/05 by Nick.Darnell Removing the Oculus performance automation test, not running, and was unclaimed. Change 3078842 on 2016/08/05 by Nick.Darnell Continued reorganizing tests. Change 3078897 on 2016/08/05 by Nick.Darnell Additional changes to get some moved tests compiling Change 3079157 on 2016/08/05 by Nick.Darnell Making it possible to browse provider names thorugh the source control module interface. Change 3079176 on 2016/08/05 by Stephan.Jiang Add shortcut Ctrl+Shift+Space to rotate through different viewport options #jira UE-34140 Change 3079208 on 2016/08/05 by Stephan.Jiang Fix new animation name check in UMG Change 3079278 on 2016/08/05 by Nick.Darnell Fixing the build Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3081155 on 2016/08/08 by Nick.Darnell Fixing some issues with the editor tests / runtime tests under certain build configs. Change 3081243 on 2016/08/08 by Stephan.Jiang Add gesture in LevelViewport to switch between Top/Bottom...etc. Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt Work around animations not playing in paragon due to bsp rebuilds (UE-34391) Change 3082254 on 2016/08/09 by Stephan.Jiang DragTool_ViewportChange init changes [CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00
{
if (GraphObj)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
return GraphObj->IsShowSearchableNames() ? ECheckBoxState::Checked : ECheckBoxState::Unchecked;
}
else
{
return ECheckBoxState::Unchecked;
}
}
void SReferenceViewer::OnShowNativePackagesChanged(ECheckBoxState NewState)
{
if (GraphObj)
{
GraphObj->SetShowNativePackages(NewState == ECheckBoxState::Checked);
GraphObj->RebuildGraph();
}
}
ECheckBoxState SReferenceViewer::IsShowNativePackagesChecked() const
{
if (GraphObj)
{
return GraphObj->IsShowNativePackages() ? ECheckBoxState::Checked : ECheckBoxState::Unchecked;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3051464 on 2016/07/15 by Nick.Darnell Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map. Some UI improvements, easier access to the automation system. Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines. Change 3051465 on 2016/07/15 by Nick.Darnell Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions. Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt Fixed material editor viewport messages being blocked by viewport toolbar Change 3052025 on 2016/07/15 by Nick.Darnell Moving the placement mode hooks out of functional testing module, moving them into the editor automation module. Change 3053508 on 2016/07/18 by Stephan.Jiang Copy,Cut,Paste tracks, not for mastertracks yet. #UE-31808 Change 3054723 on 2016/07/18 by Stephan.Jiang Small fixes for typo & comments Change 3055996 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received Change 3056106 on 2016/07/19 by Trung.Le Back out changelist 3055996. Build break. Change 3056108 on 2016/07/19 by Stephan.Jiang Updating "SoundConcurrency" asseticon Change 3056389 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received #jira UE-33339 Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt More perf selection improvements: - Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path Change 3056758 on 2016/07/19 by Stephan.Jiang Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer. Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt Another fix for selecting lots of objects taking forever. This one is due to repeated Modify calls if there are groups in the selection. Each group actor selected iterates through each object selected during USelection::Modify! Change 3057635 on 2016/07/20 by Stephan.Jiang Updating visual logger icon UI Change 3057645 on 2016/07/20 by Richard.TalbotWatkin Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3057868 on 2016/07/20 by Richard.TalbotWatkin Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3057895 on 2016/07/20 by Richard.TalbotWatkin Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3057966 on 2016/07/20 by Richard.TalbotWatkin Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport Change 3058009 on 2016/07/20 by Richard.TalbotWatkin Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868. Change 3058047 on 2016/07/20 by Stephan.Jiang Fixing error on previous CL: 3056758 (extra qualification) Change 3058266 on 2016/07/20 by Nick.Darnell Automation - Work continues on automation integrating some ideas form a licensee. Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things. The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor. Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran) Change 3059214 on 2016/07/21 by Richard.TalbotWatkin Further fixes to visualizers following Component Visualizer API change. Change 3059260 on 2016/07/21 by Richard.TalbotWatkin Template specialization not allowed in class scope, but Visual Studio allows it anyway. Fixed for clang. Change 3059543 on 2016/07/21 by Stephan.Jiang Changeing level details icon Change 3059732 on 2016/07/21 by Stephan.Jiang Directional Light icon update Change 3060095 on 2016/07/21 by Stephan.Jiang Directional Light editor icon asset changed Change 3060129 on 2016/07/21 by Nick.Darnell Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes. This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance. Change 3061735 on 2016/07/22 by Stephan.Jiang Improve UMG replace with in HierarchyView function #UE-33582 Change 3062059 on 2016/07/22 by Stephan.Jiang Strip off "b" in propertyname in replace with function for tracks. Change 3062146 on 2016/07/22 by Stephan.Jiang checkin with CL: 3061735 Change 3062182 on 2016/07/22 by Stephan.Jiang Change both animation bindings' widget name when renameing the widget so the slot content is still valid Change 3062257 on 2016/07/22 by Stephan.Jiang comments Change 3062381 on 2016/07/22 by Nick.Darnell Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build. Change 3062924 on 2016/07/25 by Chris.Wood Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories. This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570 Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant) Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt PR #2619: added a search box to ModuleUI (Contributed by straymist) Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages. https://jira.ol.epicgames.net/browse/UE-33651 #jira UE-33651 Change 3063091 on 2016/07/25 by Alex.Delesky #jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber. Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Fix large FName creation time when selecting thousands of objects Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Modified how USelection stores classes. Classes are now in a TSet and can be accessed efficiently using IsClassSelected. The old unused way of checking if a selection has a class by iterating through them is deprecated - USelection no longer directly checks if an item is already selected with a costly n^2 search. The check is done by using the already existing UObject selected annotation - Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels. This is now left up to the caller to avoid - Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached. If a read address list is not passed in we'll not attempt to the work to populate it - Removed expensive checking for brush actors when any actor is selected Change 3063749 on 2016/07/25 by Stephan.Jiang Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename() #jira UE-33711 Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3064612 on 2016/07/26 by Alex.Delesky #jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset. Change 3064647 on 2016/07/26 by Alexis.Matte #jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file. Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt Fixed typo Change 3064795 on 2016/07/26 by Jamie.Dale Fixed typo in FLocalizationModule::GetLocalizationTargetByName #jira UE-32961 Change 3066461 on 2016/07/27 by Jamie.Dale Enabled stable localization keys Change 3066463 on 2016/07/27 by Jamie.Dale Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes Change 3066467 on 2016/07/27 by Jamie.Dale Updated internationalization archives to store translations per-identity This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text. Major changes: - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper. - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static. - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig. - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now). - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead. Workflow changes: - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed). - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data. - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated. - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file). Format changes: - The archive version was bumped to 2. - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version. #jira UETOOL-897 #jira UETOOL-898 #jira UE-29481 Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt Attempt to fix linux compilation Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt Fixed data tables with structs crashing due to recent editor selection optimizations Change 3066886 on 2016/07/27 by Jamie.Dale Added required data to accurately detect TZ (needed for DST) #jira UE-28511 Change 3067122 on 2016/07/27 by Jamie.Dale Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone). Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display. Change 3067227 on 2016/07/27 by Jamie.Dale Added a test to verify that the ICU timezone is set correctly to produce local time (including DST) Change 3067313 on 2016/07/27 by Richard.TalbotWatkin Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values. #jira UE-33669 - Crash in Dev-Editor Change 3067736 on 2016/07/27 by Stephan.Jiang Border changes for experimental classes warning Change 3067769 on 2016/07/27 by Stephan.Jiang HERE BE DRAGONS for experimental class warning #UE-33780 Change 3068192 on 2016/07/28 by Alexis.Matte #jira UE-33586 make sure we remove any false warning when running fbx automation test. Change 3068264 on 2016/07/28 by Jamie.Dale Removed some code that was no longer needed and could cause a crash #jira UE-33342 Change 3068293 on 2016/07/28 by Alex.Delesky #jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them. Change 3068481 on 2016/07/28 by Stephan.Jiang Adding Options to show/hide soft & hard references & dependencies in References Viewer #jira UE-33746 Change 3068585 on 2016/07/28 by Richard.TalbotWatkin Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt Fixed some issues with the selected classes not updating when objects are deselected Change 3069335 on 2016/07/28 by Jamie.Dale Fixed unintended error when trying to load a manifest/archive that didn't exist Fixed a warning when trying to load a PO file that didn't exist Change 3069408 on 2016/07/28 by Alex.Delesky #jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well. Change 3069878 on 2016/07/29 by Jamie.Dale Fixed include casing #jira UE-33910 Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary) Change 3071813 on 2016/08/01 by Jamie.Dale Fixed include casing #jira UE-33936 Change 3072043 on 2016/08/01 by Jamie.Dale Fixed FText formatting of pre-Gregorian dates We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates. #jira UE-14504 Change 3072066 on 2016/08/01 by Jamie.Dale PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist) Change 3072149 on 2016/08/01 by Jamie.Dale We no longer use the editor culture when running with -game Change 3072169 on 2016/08/01 by Richard.TalbotWatkin A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3072221 on 2016/08/01 by Jamie.Dale Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor #jira UE-33001 Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt Added ability to vsync the editor. Disabled by default. Set r.VSyncEditor to 1 to enable it. Reimplemented this change from the siggraph demo stream Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt Removed unused code as suggested by a pull request Change 3073750 on 2016/08/02 by Richard.TalbotWatkin Fixed formatting (broken in CL 3057895) in anticipation of merge from Main. Change 3073789 on 2016/08/02 by Jamie.Dale Added a way to mark text in text properties as culture invariant This allows you to flag properties containing text that doesn't need to be gathered. #jira UE-33713 Change 3073825 on 2016/08/02 by Stephan.Jiang Material Editor: Highligh all Nodes connect to an input. #jira UE-32502 Change 3073947 on 2016/08/02 by Stephan.Jiang UMG Project settings to show/hide different classes and categories in Palette view. --under Project Settings ->Editor->UMG Editor Change 3074012 on 2016/08/02 by Stephan.Jiang Minor changes and comments for CL: 3073947 Change 3074029 on 2016/08/02 by Jamie.Dale Deleting folders in the Content Browser now removes the folder from disk #jira UE-24303 Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt Added missing stats to track pooled vertex and index buffer cpu memory A new slate allocator was added to track memory usage for this case. Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt Renamed a few slate stats for consistency Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt Moved geometry cache asset type to the animation category. It is not a basic asset type Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt Fix a few padding and sizing issues Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt Settings UI improvements * Added the ability to search through all settings at once * Settings files which are not checked out are no longer grayed out. The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly ------- * This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class. This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel. * Each top level object in a details panel will get their own customization instance. This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class. *Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel. Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt Removed FBX scene as a top level option in asset filter menu in the content browser. Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt Mac warning fix Change 3075603 on 2016/08/03 by Nick.Darnell Adding two new plugins to engine, one for editor and one for runtime based testing. Currently the only consumer of these plugins is going to be the EngineTest project. Change 3075605 on 2016/08/03 by Nick.Darnell Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser. Change 3076084 on 2016/08/03 by Jamie.Dale Added basic support for localizing plugins You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually. You need to define the localization targets your plugin uses in its .uplugin file, eg) "LocalizationTargets": [ { "Name": "Paper2D", "LoadingPolicy": "Always" } ] "Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config. "LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor). UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory). UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project. #jira UE-4217 Change 3076123 on 2016/08/03 by Stephan.Jiang Extend "Select all input nodes" function to general blueprint editor Change 3077103 on 2016/08/04 by Jamie.Dale Added support for underlined text rendering (including with drop-shadows) FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness. FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline). This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight. Change 3077842 on 2016/08/04 by Jamie.Dale Fixed fallout from API changes Change 3077999 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078000 on 2016/08/04 by Trung.Le Categories VREditor-specific UMG widget assets as "VR Editor" #jira UE-34134 Change 3078056 on 2016/08/04 by Nick.Darnell Build - Fixing a mac compiler warning, reodering constructor initializers. Change 3078813 on 2016/08/05 by Nick.Darnell Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests. Change 3078818 on 2016/08/05 by Nick.Darnell Additional rename and cleanup associated with test moving. Change 3078819 on 2016/08/05 by Nick.Darnell Removing the Oculus performance automation test, not running, and was unclaimed. Change 3078842 on 2016/08/05 by Nick.Darnell Continued reorganizing tests. Change 3078897 on 2016/08/05 by Nick.Darnell Additional changes to get some moved tests compiling Change 3079157 on 2016/08/05 by Nick.Darnell Making it possible to browse provider names thorugh the source control module interface. Change 3079176 on 2016/08/05 by Stephan.Jiang Add shortcut Ctrl+Shift+Space to rotate through different viewport options #jira UE-34140 Change 3079208 on 2016/08/05 by Stephan.Jiang Fix new animation name check in UMG Change 3079278 on 2016/08/05 by Nick.Darnell Fixing the build Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3081155 on 2016/08/08 by Nick.Darnell Fixing some issues with the editor tests / runtime tests under certain build configs. Change 3081243 on 2016/08/08 by Stephan.Jiang Add gesture in LevelViewport to switch between Top/Bottom...etc. Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt Work around animations not playing in paragon due to bsp rebuilds (UE-34391) Change 3082254 on 2016/08/09 by Stephan.Jiang DragTool_ViewportChange init changes [CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00
}
else
{
return ECheckBoxState::Unchecked;
}
}
int32 SReferenceViewer::GetSearchBreadthCount() const
{
if ( GraphObj )
{
return GraphObj->GetSearchBreadthLimit();
}
else
{
return 0;
}
}
void SReferenceViewer::OnSearchBreadthCommitted(int32 NewValue)
{
if ( GraphObj )
{
GraphObj->SetSearchBreadthLimit(NewValue);
GraphObj->RebuildGraph();
}
}
void SReferenceViewer::RegisterActions()
{
ReferenceViewerActions = MakeShareable(new FUICommandList);
FReferenceViewerActions::Register();
ReferenceViewerActions->MapAction(
FGlobalEditorCommonCommands::Get().FindInContentBrowser,
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
FExecuteAction::CreateSP(this, &SReferenceViewer::ShowSelectionInContentBrowser),
FCanExecuteAction::CreateSP(this, &SReferenceViewer::HasAtLeastOnePackageNodeSelected));
ReferenceViewerActions->MapAction(
FReferenceViewerActions::Get().OpenSelectedInAssetEditor,
FExecuteAction::CreateSP(this, &SReferenceViewer::OpenSelectedInAssetEditor),
FCanExecuteAction::CreateSP(this, &SReferenceViewer::HasExactlyOneNodeSelected));
ReferenceViewerActions->MapAction(
FReferenceViewerActions::Get().ReCenterGraph,
FExecuteAction::CreateSP(this, &SReferenceViewer::ReCenterGraph),
FCanExecuteAction());
ReferenceViewerActions->MapAction(
FReferenceViewerActions::Get().ListReferencedObjects,
FExecuteAction::CreateSP(this, &SReferenceViewer::ListReferencedObjects),
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
FCanExecuteAction::CreateSP(this, &SReferenceViewer::HasExactlyOnePackageNodeSelected));
ReferenceViewerActions->MapAction(
FReferenceViewerActions::Get().ListObjectsThatReference,
FExecuteAction::CreateSP(this, &SReferenceViewer::ListObjectsThatReference),
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
FCanExecuteAction::CreateSP(this, &SReferenceViewer::HasExactlyOnePackageNodeSelected));
ReferenceViewerActions->MapAction(
Copying up to CL#2909284 //UE4/Fortnite-Staging to //UE4/Main This is CL#2904759 from //Fortnite/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2904398 on 2016/03/10 by Bob.Tellez #UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons. #rb Josh.Markiewicz #codreview Josh.Markiewicz #JIRA FORT-20703 Change 2904339 on 2016/03/10 by Daniel.Broder Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes). One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs). Change made after discussion with Bob. #CodeReview Bob.Tellez #UE4 Change 2903020 on 2016/03/10 by John.Abercrombie Added blueprint function to set named params for use when running an EQS query from BP - Phil is going to test this out for me. #rb me (Mieszko wrote this) #codereview Phil.Cole, Mieszko.Zielinski Change 2902440 on 2016/03/09 by Ben.Zeigler #Jira FORT-20149 Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized. #codereview john.pollard #RB bob.tellez Change 2900138 on 2016/03/08 by Bob.Tellez #UE4 Updated the following Parameter value functions to respect the bOverride flag GetStaticSwitchParameterValue GetStaticComponentMaskParameterValue GetTerrainLayerWeightParameterValue #rb Nick.Penwarden Change 2899839 on 2016/03/08 by Lukasz.Furman fixed navmesh projection on actors with overlap response to world channels #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2899743 on 2016/03/08 by Lukasz.Furman fixed handling multiple blocking hits in navwalking's geometry conforming blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response #fortnite FORT-21546 #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2898194 on 2016/03/07 by Chris.Gagnon Added the ability to filter DataTable Assets by their row using the metadata. meta = (RowType=MyRowName) #RB Saad.Nader #codereview Saad.Nader, Jamie.Dale Change 2895102 on 2016/03/04 by Ben.Zeigler #JIRA FORT-20290 Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main #codereview josh.markiewicz Change 2891302 on 2016/03/02 by Bob.Tellez #UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason. #rb Ben.Zeigler #codereview Lukasz.Furman Change 2887908 on 2016/03/01 by Chris.Gagnon Added Event Track to UMG Sequencer. Added PlayTo functionality for targeting the end point of a played animation. #RB Frank.Fella #codereview Frank.Fella, Nick.Darnell Change 2887686 on 2016/03/01 by Joel.Crabbe Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value. #codereview Ben.Zeigler Change 2886847 on 2016/02/29 by Bob.Tellez #UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms. #codereview Richard.TalbotWatkin Change 2886414 on 2016/02/29 by Lukasz.Furman fixed start point of composite path's update #fortnite FORT-21380 #rb Mieszko.Zielinski Change 2886250 on 2016/02/29 by Bob.Tellez #UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup. #codereview Robert.Manuszewski Change 2885942 on 2016/02/29 by Bob.Tellez #UE4 Disabling per-instance mesh painting on instanced static mesh components. #rb Jack.Porter [CL 2909292 by Bob Tellez in Main branch]
2016-03-14 21:21:09 -04:00
FReferenceViewerActions::Get().MakeLocalCollectionWithReferencers,
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
FExecuteAction::CreateSP(this, &SReferenceViewer::MakeCollectionWithReferencersOrDependencies, ECollectionShareType::CST_Local, true),
FCanExecuteAction::CreateSP(this, &SReferenceViewer::HasExactlyOnePackageNodeSelected));
ReferenceViewerActions->MapAction(
Copying up to CL#2909284 //UE4/Fortnite-Staging to //UE4/Main This is CL#2904759 from //Fortnite/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2904398 on 2016/03/10 by Bob.Tellez #UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons. #rb Josh.Markiewicz #codreview Josh.Markiewicz #JIRA FORT-20703 Change 2904339 on 2016/03/10 by Daniel.Broder Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes). One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs). Change made after discussion with Bob. #CodeReview Bob.Tellez #UE4 Change 2903020 on 2016/03/10 by John.Abercrombie Added blueprint function to set named params for use when running an EQS query from BP - Phil is going to test this out for me. #rb me (Mieszko wrote this) #codereview Phil.Cole, Mieszko.Zielinski Change 2902440 on 2016/03/09 by Ben.Zeigler #Jira FORT-20149 Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized. #codereview john.pollard #RB bob.tellez Change 2900138 on 2016/03/08 by Bob.Tellez #UE4 Updated the following Parameter value functions to respect the bOverride flag GetStaticSwitchParameterValue GetStaticComponentMaskParameterValue GetTerrainLayerWeightParameterValue #rb Nick.Penwarden Change 2899839 on 2016/03/08 by Lukasz.Furman fixed navmesh projection on actors with overlap response to world channels #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2899743 on 2016/03/08 by Lukasz.Furman fixed handling multiple blocking hits in navwalking's geometry conforming blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response #fortnite FORT-21546 #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2898194 on 2016/03/07 by Chris.Gagnon Added the ability to filter DataTable Assets by their row using the metadata. meta = (RowType=MyRowName) #RB Saad.Nader #codereview Saad.Nader, Jamie.Dale Change 2895102 on 2016/03/04 by Ben.Zeigler #JIRA FORT-20290 Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main #codereview josh.markiewicz Change 2891302 on 2016/03/02 by Bob.Tellez #UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason. #rb Ben.Zeigler #codereview Lukasz.Furman Change 2887908 on 2016/03/01 by Chris.Gagnon Added Event Track to UMG Sequencer. Added PlayTo functionality for targeting the end point of a played animation. #RB Frank.Fella #codereview Frank.Fella, Nick.Darnell Change 2887686 on 2016/03/01 by Joel.Crabbe Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value. #codereview Ben.Zeigler Change 2886847 on 2016/02/29 by Bob.Tellez #UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms. #codereview Richard.TalbotWatkin Change 2886414 on 2016/02/29 by Lukasz.Furman fixed start point of composite path's update #fortnite FORT-21380 #rb Mieszko.Zielinski Change 2886250 on 2016/02/29 by Bob.Tellez #UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup. #codereview Robert.Manuszewski Change 2885942 on 2016/02/29 by Bob.Tellez #UE4 Disabling per-instance mesh painting on instanced static mesh components. #rb Jack.Porter [CL 2909292 by Bob Tellez in Main branch]
2016-03-14 21:21:09 -04:00
FReferenceViewerActions::Get().MakePrivateCollectionWithReferencers,
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
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FExecuteAction::CreateSP(this, &SReferenceViewer::MakeCollectionWithReferencersOrDependencies, ECollectionShareType::CST_Private, true),
FCanExecuteAction::CreateSP(this, &SReferenceViewer::HasExactlyOnePackageNodeSelected));
ReferenceViewerActions->MapAction(
Copying up to CL#2909284 //UE4/Fortnite-Staging to //UE4/Main This is CL#2904759 from //Fortnite/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2904398 on 2016/03/10 by Bob.Tellez #UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons. #rb Josh.Markiewicz #codreview Josh.Markiewicz #JIRA FORT-20703 Change 2904339 on 2016/03/10 by Daniel.Broder Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes). One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs). Change made after discussion with Bob. #CodeReview Bob.Tellez #UE4 Change 2903020 on 2016/03/10 by John.Abercrombie Added blueprint function to set named params for use when running an EQS query from BP - Phil is going to test this out for me. #rb me (Mieszko wrote this) #codereview Phil.Cole, Mieszko.Zielinski Change 2902440 on 2016/03/09 by Ben.Zeigler #Jira FORT-20149 Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized. #codereview john.pollard #RB bob.tellez Change 2900138 on 2016/03/08 by Bob.Tellez #UE4 Updated the following Parameter value functions to respect the bOverride flag GetStaticSwitchParameterValue GetStaticComponentMaskParameterValue GetTerrainLayerWeightParameterValue #rb Nick.Penwarden Change 2899839 on 2016/03/08 by Lukasz.Furman fixed navmesh projection on actors with overlap response to world channels #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2899743 on 2016/03/08 by Lukasz.Furman fixed handling multiple blocking hits in navwalking's geometry conforming blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response #fortnite FORT-21546 #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2898194 on 2016/03/07 by Chris.Gagnon Added the ability to filter DataTable Assets by their row using the metadata. meta = (RowType=MyRowName) #RB Saad.Nader #codereview Saad.Nader, Jamie.Dale Change 2895102 on 2016/03/04 by Ben.Zeigler #JIRA FORT-20290 Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main #codereview josh.markiewicz Change 2891302 on 2016/03/02 by Bob.Tellez #UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason. #rb Ben.Zeigler #codereview Lukasz.Furman Change 2887908 on 2016/03/01 by Chris.Gagnon Added Event Track to UMG Sequencer. Added PlayTo functionality for targeting the end point of a played animation. #RB Frank.Fella #codereview Frank.Fella, Nick.Darnell Change 2887686 on 2016/03/01 by Joel.Crabbe Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value. #codereview Ben.Zeigler Change 2886847 on 2016/02/29 by Bob.Tellez #UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms. #codereview Richard.TalbotWatkin Change 2886414 on 2016/02/29 by Lukasz.Furman fixed start point of composite path's update #fortnite FORT-21380 #rb Mieszko.Zielinski Change 2886250 on 2016/02/29 by Bob.Tellez #UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup. #codereview Robert.Manuszewski Change 2885942 on 2016/02/29 by Bob.Tellez #UE4 Disabling per-instance mesh painting on instanced static mesh components. #rb Jack.Porter [CL 2909292 by Bob Tellez in Main branch]
2016-03-14 21:21:09 -04:00
FReferenceViewerActions::Get().MakeSharedCollectionWithReferencers,
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
FExecuteAction::CreateSP(this, &SReferenceViewer::MakeCollectionWithReferencersOrDependencies, ECollectionShareType::CST_Shared, true),
FCanExecuteAction::CreateSP(this, &SReferenceViewer::HasExactlyOnePackageNodeSelected));
Copying up to CL#2909284 //UE4/Fortnite-Staging to //UE4/Main This is CL#2904759 from //Fortnite/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2904398 on 2016/03/10 by Bob.Tellez #UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons. #rb Josh.Markiewicz #codreview Josh.Markiewicz #JIRA FORT-20703 Change 2904339 on 2016/03/10 by Daniel.Broder Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes). One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs). Change made after discussion with Bob. #CodeReview Bob.Tellez #UE4 Change 2903020 on 2016/03/10 by John.Abercrombie Added blueprint function to set named params for use when running an EQS query from BP - Phil is going to test this out for me. #rb me (Mieszko wrote this) #codereview Phil.Cole, Mieszko.Zielinski Change 2902440 on 2016/03/09 by Ben.Zeigler #Jira FORT-20149 Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized. #codereview john.pollard #RB bob.tellez Change 2900138 on 2016/03/08 by Bob.Tellez #UE4 Updated the following Parameter value functions to respect the bOverride flag GetStaticSwitchParameterValue GetStaticComponentMaskParameterValue GetTerrainLayerWeightParameterValue #rb Nick.Penwarden Change 2899839 on 2016/03/08 by Lukasz.Furman fixed navmesh projection on actors with overlap response to world channels #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2899743 on 2016/03/08 by Lukasz.Furman fixed handling multiple blocking hits in navwalking's geometry conforming blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response #fortnite FORT-21546 #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2898194 on 2016/03/07 by Chris.Gagnon Added the ability to filter DataTable Assets by their row using the metadata. meta = (RowType=MyRowName) #RB Saad.Nader #codereview Saad.Nader, Jamie.Dale Change 2895102 on 2016/03/04 by Ben.Zeigler #JIRA FORT-20290 Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main #codereview josh.markiewicz Change 2891302 on 2016/03/02 by Bob.Tellez #UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason. #rb Ben.Zeigler #codereview Lukasz.Furman Change 2887908 on 2016/03/01 by Chris.Gagnon Added Event Track to UMG Sequencer. Added PlayTo functionality for targeting the end point of a played animation. #RB Frank.Fella #codereview Frank.Fella, Nick.Darnell Change 2887686 on 2016/03/01 by Joel.Crabbe Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value. #codereview Ben.Zeigler Change 2886847 on 2016/02/29 by Bob.Tellez #UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms. #codereview Richard.TalbotWatkin Change 2886414 on 2016/02/29 by Lukasz.Furman fixed start point of composite path's update #fortnite FORT-21380 #rb Mieszko.Zielinski Change 2886250 on 2016/02/29 by Bob.Tellez #UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup. #codereview Robert.Manuszewski Change 2885942 on 2016/02/29 by Bob.Tellez #UE4 Disabling per-instance mesh painting on instanced static mesh components. #rb Jack.Porter [CL 2909292 by Bob Tellez in Main branch]
2016-03-14 21:21:09 -04:00
ReferenceViewerActions->MapAction(
FReferenceViewerActions::Get().MakeLocalCollectionWithDependencies,
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
FExecuteAction::CreateSP(this, &SReferenceViewer::MakeCollectionWithReferencersOrDependencies, ECollectionShareType::CST_Local, false),
FCanExecuteAction::CreateSP(this, &SReferenceViewer::HasExactlyOnePackageNodeSelected));
Copying up to CL#2909284 //UE4/Fortnite-Staging to //UE4/Main This is CL#2904759 from //Fortnite/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2904398 on 2016/03/10 by Bob.Tellez #UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons. #rb Josh.Markiewicz #codreview Josh.Markiewicz #JIRA FORT-20703 Change 2904339 on 2016/03/10 by Daniel.Broder Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes). One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs). Change made after discussion with Bob. #CodeReview Bob.Tellez #UE4 Change 2903020 on 2016/03/10 by John.Abercrombie Added blueprint function to set named params for use when running an EQS query from BP - Phil is going to test this out for me. #rb me (Mieszko wrote this) #codereview Phil.Cole, Mieszko.Zielinski Change 2902440 on 2016/03/09 by Ben.Zeigler #Jira FORT-20149 Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized. #codereview john.pollard #RB bob.tellez Change 2900138 on 2016/03/08 by Bob.Tellez #UE4 Updated the following Parameter value functions to respect the bOverride flag GetStaticSwitchParameterValue GetStaticComponentMaskParameterValue GetTerrainLayerWeightParameterValue #rb Nick.Penwarden Change 2899839 on 2016/03/08 by Lukasz.Furman fixed navmesh projection on actors with overlap response to world channels #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2899743 on 2016/03/08 by Lukasz.Furman fixed handling multiple blocking hits in navwalking's geometry conforming blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response #fortnite FORT-21546 #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2898194 on 2016/03/07 by Chris.Gagnon Added the ability to filter DataTable Assets by their row using the metadata. meta = (RowType=MyRowName) #RB Saad.Nader #codereview Saad.Nader, Jamie.Dale Change 2895102 on 2016/03/04 by Ben.Zeigler #JIRA FORT-20290 Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main #codereview josh.markiewicz Change 2891302 on 2016/03/02 by Bob.Tellez #UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason. #rb Ben.Zeigler #codereview Lukasz.Furman Change 2887908 on 2016/03/01 by Chris.Gagnon Added Event Track to UMG Sequencer. Added PlayTo functionality for targeting the end point of a played animation. #RB Frank.Fella #codereview Frank.Fella, Nick.Darnell Change 2887686 on 2016/03/01 by Joel.Crabbe Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value. #codereview Ben.Zeigler Change 2886847 on 2016/02/29 by Bob.Tellez #UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms. #codereview Richard.TalbotWatkin Change 2886414 on 2016/02/29 by Lukasz.Furman fixed start point of composite path's update #fortnite FORT-21380 #rb Mieszko.Zielinski Change 2886250 on 2016/02/29 by Bob.Tellez #UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup. #codereview Robert.Manuszewski Change 2885942 on 2016/02/29 by Bob.Tellez #UE4 Disabling per-instance mesh painting on instanced static mesh components. #rb Jack.Porter [CL 2909292 by Bob Tellez in Main branch]
2016-03-14 21:21:09 -04:00
ReferenceViewerActions->MapAction(
FReferenceViewerActions::Get().MakePrivateCollectionWithDependencies,
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
FExecuteAction::CreateSP(this, &SReferenceViewer::MakeCollectionWithReferencersOrDependencies, ECollectionShareType::CST_Private, false),
FCanExecuteAction::CreateSP(this, &SReferenceViewer::HasExactlyOnePackageNodeSelected));
Copying up to CL#2909284 //UE4/Fortnite-Staging to //UE4/Main This is CL#2904759 from //Fortnite/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2904398 on 2016/03/10 by Bob.Tellez #UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons. #rb Josh.Markiewicz #codreview Josh.Markiewicz #JIRA FORT-20703 Change 2904339 on 2016/03/10 by Daniel.Broder Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes). One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs). Change made after discussion with Bob. #CodeReview Bob.Tellez #UE4 Change 2903020 on 2016/03/10 by John.Abercrombie Added blueprint function to set named params for use when running an EQS query from BP - Phil is going to test this out for me. #rb me (Mieszko wrote this) #codereview Phil.Cole, Mieszko.Zielinski Change 2902440 on 2016/03/09 by Ben.Zeigler #Jira FORT-20149 Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized. #codereview john.pollard #RB bob.tellez Change 2900138 on 2016/03/08 by Bob.Tellez #UE4 Updated the following Parameter value functions to respect the bOverride flag GetStaticSwitchParameterValue GetStaticComponentMaskParameterValue GetTerrainLayerWeightParameterValue #rb Nick.Penwarden Change 2899839 on 2016/03/08 by Lukasz.Furman fixed navmesh projection on actors with overlap response to world channels #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2899743 on 2016/03/08 by Lukasz.Furman fixed handling multiple blocking hits in navwalking's geometry conforming blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response #fortnite FORT-21546 #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2898194 on 2016/03/07 by Chris.Gagnon Added the ability to filter DataTable Assets by their row using the metadata. meta = (RowType=MyRowName) #RB Saad.Nader #codereview Saad.Nader, Jamie.Dale Change 2895102 on 2016/03/04 by Ben.Zeigler #JIRA FORT-20290 Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main #codereview josh.markiewicz Change 2891302 on 2016/03/02 by Bob.Tellez #UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason. #rb Ben.Zeigler #codereview Lukasz.Furman Change 2887908 on 2016/03/01 by Chris.Gagnon Added Event Track to UMG Sequencer. Added PlayTo functionality for targeting the end point of a played animation. #RB Frank.Fella #codereview Frank.Fella, Nick.Darnell Change 2887686 on 2016/03/01 by Joel.Crabbe Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value. #codereview Ben.Zeigler Change 2886847 on 2016/02/29 by Bob.Tellez #UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms. #codereview Richard.TalbotWatkin Change 2886414 on 2016/02/29 by Lukasz.Furman fixed start point of composite path's update #fortnite FORT-21380 #rb Mieszko.Zielinski Change 2886250 on 2016/02/29 by Bob.Tellez #UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup. #codereview Robert.Manuszewski Change 2885942 on 2016/02/29 by Bob.Tellez #UE4 Disabling per-instance mesh painting on instanced static mesh components. #rb Jack.Porter [CL 2909292 by Bob Tellez in Main branch]
2016-03-14 21:21:09 -04:00
ReferenceViewerActions->MapAction(
FReferenceViewerActions::Get().MakeSharedCollectionWithDependencies,
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
FExecuteAction::CreateSP(this, &SReferenceViewer::MakeCollectionWithReferencersOrDependencies, ECollectionShareType::CST_Shared, false),
FCanExecuteAction::CreateSP(this, &SReferenceViewer::HasExactlyOnePackageNodeSelected));
ReferenceViewerActions->MapAction(
FReferenceViewerActions::Get().ShowSizeMap,
FExecuteAction::CreateSP(this, &SReferenceViewer::ShowSizeMap),
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
FCanExecuteAction::CreateSP(this, &SReferenceViewer::HasAtLeastOnePackageNodeSelected));
ReferenceViewerActions->MapAction(
FReferenceViewerActions::Get().ShowReferenceTree,
FExecuteAction::CreateSP(this, &SReferenceViewer::ShowReferenceTree),
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
FCanExecuteAction::CreateSP(this, &SReferenceViewer::HasExactlyOnePackageNodeSelected));
}
void SReferenceViewer::ShowSelectionInContentBrowser()
{
TArray<FAssetData> AssetList;
// Build up a list of selected assets from the graph selection set
TSet<UObject*> SelectedNodes = GraphEditorPtr->GetSelectedNodes();
for (FGraphPanelSelectionSet::TConstIterator It(SelectedNodes); It; ++It)
{
if (UEdGraphNode_Reference* ReferenceNode = Cast<UEdGraphNode_Reference>(*It))
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
if (ReferenceNode->GetAssetData().IsValid())
{
AssetList.Add(ReferenceNode->GetAssetData());
}
}
}
if (AssetList.Num() > 0)
{
GEditor->SyncBrowserToObjects(AssetList);
}
}
void SReferenceViewer::OpenSelectedInAssetEditor()
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
TSet<UObject*> SelectedNodes = GraphEditorPtr->GetSelectedNodes();
for (FGraphPanelSelectionSet::TConstIterator It(SelectedNodes); It; ++It)
{
if (UEdGraphNode_Reference* ReferenceNode = Cast<UEdGraphNode_Reference>(*It))
{
if (!ReferenceNode->IsPackage() && !ReferenceNode->IsCollapsed())
{
if (AssetRegistryModule.Get().EditSearchableName(ReferenceNode->GetIdentifier()))
{
// Was handled by callback, otherwise fall back to default behavior
return;
}
}
}
}
UObject* SelectedObject = GetObjectFromSingleSelectedNode();
if( SelectedObject )
{
FAssetEditorManager::Get().OpenEditorForAsset(SelectedObject);
}
}
void SReferenceViewer::ReCenterGraph()
{
ReCenterGraphOnNodes( GraphEditorPtr->GetSelectedNodes() );
}
void SReferenceViewer::ListReferencedObjects()
{
UObject* SelectedObject = GetObjectFromSingleSelectedNode();
if( SelectedObject )
{
// Show a list of objects that the selected object references
ObjectTools::ShowReferencedObjs(SelectedObject);
}
}
void SReferenceViewer::ListObjectsThatReference()
{
UObject* SelectedObject = GetObjectFromSingleSelectedNode();
if ( SelectedObject )
{
TArray<UObject*> ObjectsToShow;
ObjectsToShow.Add(SelectedObject);
// Show a list of objects that reference the selected object
ObjectTools::ShowReferencers( ObjectsToShow );
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
void SReferenceViewer::MakeCollectionWithReferencersOrDependencies(ECollectionShareType::Type ShareType, bool bReferencers)
{
Copying up to CL#2909284 //UE4/Fortnite-Staging to //UE4/Main This is CL#2904759 from //Fortnite/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2904398 on 2016/03/10 by Bob.Tellez #UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons. #rb Josh.Markiewicz #codreview Josh.Markiewicz #JIRA FORT-20703 Change 2904339 on 2016/03/10 by Daniel.Broder Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes). One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs). Change made after discussion with Bob. #CodeReview Bob.Tellez #UE4 Change 2903020 on 2016/03/10 by John.Abercrombie Added blueprint function to set named params for use when running an EQS query from BP - Phil is going to test this out for me. #rb me (Mieszko wrote this) #codereview Phil.Cole, Mieszko.Zielinski Change 2902440 on 2016/03/09 by Ben.Zeigler #Jira FORT-20149 Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized. #codereview john.pollard #RB bob.tellez Change 2900138 on 2016/03/08 by Bob.Tellez #UE4 Updated the following Parameter value functions to respect the bOverride flag GetStaticSwitchParameterValue GetStaticComponentMaskParameterValue GetTerrainLayerWeightParameterValue #rb Nick.Penwarden Change 2899839 on 2016/03/08 by Lukasz.Furman fixed navmesh projection on actors with overlap response to world channels #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2899743 on 2016/03/08 by Lukasz.Furman fixed handling multiple blocking hits in navwalking's geometry conforming blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response #fortnite FORT-21546 #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2898194 on 2016/03/07 by Chris.Gagnon Added the ability to filter DataTable Assets by their row using the metadata. meta = (RowType=MyRowName) #RB Saad.Nader #codereview Saad.Nader, Jamie.Dale Change 2895102 on 2016/03/04 by Ben.Zeigler #JIRA FORT-20290 Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main #codereview josh.markiewicz Change 2891302 on 2016/03/02 by Bob.Tellez #UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason. #rb Ben.Zeigler #codereview Lukasz.Furman Change 2887908 on 2016/03/01 by Chris.Gagnon Added Event Track to UMG Sequencer. Added PlayTo functionality for targeting the end point of a played animation. #RB Frank.Fella #codereview Frank.Fella, Nick.Darnell Change 2887686 on 2016/03/01 by Joel.Crabbe Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value. #codereview Ben.Zeigler Change 2886847 on 2016/02/29 by Bob.Tellez #UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms. #codereview Richard.TalbotWatkin Change 2886414 on 2016/02/29 by Lukasz.Furman fixed start point of composite path's update #fortnite FORT-21380 #rb Mieszko.Zielinski Change 2886250 on 2016/02/29 by Bob.Tellez #UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup. #codereview Robert.Manuszewski Change 2885942 on 2016/02/29 by Bob.Tellez #UE4 Disabling per-instance mesh painting on instanced static mesh components. #rb Jack.Porter [CL 2909292 by Bob Tellez in Main branch]
2016-03-14 21:21:09 -04:00
TSet<FName> AllSelectedPackageNames;
GetPackageNamesFromSelectedNodes(AllSelectedPackageNames);
Copying up to CL#2909284 //UE4/Fortnite-Staging to //UE4/Main This is CL#2904759 from //Fortnite/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2904398 on 2016/03/10 by Bob.Tellez #UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons. #rb Josh.Markiewicz #codreview Josh.Markiewicz #JIRA FORT-20703 Change 2904339 on 2016/03/10 by Daniel.Broder Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes). One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs). Change made after discussion with Bob. #CodeReview Bob.Tellez #UE4 Change 2903020 on 2016/03/10 by John.Abercrombie Added blueprint function to set named params for use when running an EQS query from BP - Phil is going to test this out for me. #rb me (Mieszko wrote this) #codereview Phil.Cole, Mieszko.Zielinski Change 2902440 on 2016/03/09 by Ben.Zeigler #Jira FORT-20149 Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized. #codereview john.pollard #RB bob.tellez Change 2900138 on 2016/03/08 by Bob.Tellez #UE4 Updated the following Parameter value functions to respect the bOverride flag GetStaticSwitchParameterValue GetStaticComponentMaskParameterValue GetTerrainLayerWeightParameterValue #rb Nick.Penwarden Change 2899839 on 2016/03/08 by Lukasz.Furman fixed navmesh projection on actors with overlap response to world channels #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2899743 on 2016/03/08 by Lukasz.Furman fixed handling multiple blocking hits in navwalking's geometry conforming blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response #fortnite FORT-21546 #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2898194 on 2016/03/07 by Chris.Gagnon Added the ability to filter DataTable Assets by their row using the metadata. meta = (RowType=MyRowName) #RB Saad.Nader #codereview Saad.Nader, Jamie.Dale Change 2895102 on 2016/03/04 by Ben.Zeigler #JIRA FORT-20290 Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main #codereview josh.markiewicz Change 2891302 on 2016/03/02 by Bob.Tellez #UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason. #rb Ben.Zeigler #codereview Lukasz.Furman Change 2887908 on 2016/03/01 by Chris.Gagnon Added Event Track to UMG Sequencer. Added PlayTo functionality for targeting the end point of a played animation. #RB Frank.Fella #codereview Frank.Fella, Nick.Darnell Change 2887686 on 2016/03/01 by Joel.Crabbe Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value. #codereview Ben.Zeigler Change 2886847 on 2016/02/29 by Bob.Tellez #UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms. #codereview Richard.TalbotWatkin Change 2886414 on 2016/02/29 by Lukasz.Furman fixed start point of composite path's update #fortnite FORT-21380 #rb Mieszko.Zielinski Change 2886250 on 2016/02/29 by Bob.Tellez #UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup. #codereview Robert.Manuszewski Change 2885942 on 2016/02/29 by Bob.Tellez #UE4 Disabling per-instance mesh painting on instanced static mesh components. #rb Jack.Porter [CL 2909292 by Bob Tellez in Main branch]
2016-03-14 21:21:09 -04:00
if (AllSelectedPackageNames.Num() > 0)
{
Copying up to CL#2909284 //UE4/Fortnite-Staging to //UE4/Main This is CL#2904759 from //Fortnite/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2904398 on 2016/03/10 by Bob.Tellez #UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons. #rb Josh.Markiewicz #codreview Josh.Markiewicz #JIRA FORT-20703 Change 2904339 on 2016/03/10 by Daniel.Broder Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes). One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs). Change made after discussion with Bob. #CodeReview Bob.Tellez #UE4 Change 2903020 on 2016/03/10 by John.Abercrombie Added blueprint function to set named params for use when running an EQS query from BP - Phil is going to test this out for me. #rb me (Mieszko wrote this) #codereview Phil.Cole, Mieszko.Zielinski Change 2902440 on 2016/03/09 by Ben.Zeigler #Jira FORT-20149 Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized. #codereview john.pollard #RB bob.tellez Change 2900138 on 2016/03/08 by Bob.Tellez #UE4 Updated the following Parameter value functions to respect the bOverride flag GetStaticSwitchParameterValue GetStaticComponentMaskParameterValue GetTerrainLayerWeightParameterValue #rb Nick.Penwarden Change 2899839 on 2016/03/08 by Lukasz.Furman fixed navmesh projection on actors with overlap response to world channels #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2899743 on 2016/03/08 by Lukasz.Furman fixed handling multiple blocking hits in navwalking's geometry conforming blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response #fortnite FORT-21546 #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2898194 on 2016/03/07 by Chris.Gagnon Added the ability to filter DataTable Assets by their row using the metadata. meta = (RowType=MyRowName) #RB Saad.Nader #codereview Saad.Nader, Jamie.Dale Change 2895102 on 2016/03/04 by Ben.Zeigler #JIRA FORT-20290 Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main #codereview josh.markiewicz Change 2891302 on 2016/03/02 by Bob.Tellez #UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason. #rb Ben.Zeigler #codereview Lukasz.Furman Change 2887908 on 2016/03/01 by Chris.Gagnon Added Event Track to UMG Sequencer. Added PlayTo functionality for targeting the end point of a played animation. #RB Frank.Fella #codereview Frank.Fella, Nick.Darnell Change 2887686 on 2016/03/01 by Joel.Crabbe Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value. #codereview Ben.Zeigler Change 2886847 on 2016/02/29 by Bob.Tellez #UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms. #codereview Richard.TalbotWatkin Change 2886414 on 2016/02/29 by Lukasz.Furman fixed start point of composite path's update #fortnite FORT-21380 #rb Mieszko.Zielinski Change 2886250 on 2016/02/29 by Bob.Tellez #UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup. #codereview Robert.Manuszewski Change 2885942 on 2016/02/29 by Bob.Tellez #UE4 Disabling per-instance mesh painting on instanced static mesh components. #rb Jack.Porter [CL 2909292 by Bob Tellez in Main branch]
2016-03-14 21:21:09 -04:00
if (ensure(ShareType != ECollectionShareType::CST_All))
{
FCollectionManagerModule& CollectionManagerModule = FCollectionManagerModule::GetModule();
FText CollectionNameAsText;
FString FirstAssetName = FPackageName::GetLongPackageAssetName(AllSelectedPackageNames.Array()[0].ToString());
if (bReferencers)
{
if (AllSelectedPackageNames.Num() > 1)
{
CollectionNameAsText = FText::Format(LOCTEXT("ReferencersForMultipleAssetNames", "{0}AndOthers_Referencers"), FText::FromString(FirstAssetName));
}
else
{
CollectionNameAsText = FText::Format(LOCTEXT("ReferencersForSingleAsset", "{0}_Referencers"), FText::FromString(FirstAssetName));
}
}
else
{
if (AllSelectedPackageNames.Num() > 1)
{
CollectionNameAsText = FText::Format(LOCTEXT("DependenciesForMultipleAssetNames", "{0}AndOthers_Dependencies"), FText::FromString(FirstAssetName));
}
else
{
CollectionNameAsText = FText::Format(LOCTEXT("DependenciesForSingleAsset", "{0}_Dependencies"), FText::FromString(FirstAssetName));
}
}
FName CollectionName;
CollectionManagerModule.Get().CreateUniqueCollectionName(*CollectionNameAsText.ToString(), ShareType, CollectionName);
FText ResultsMessage;
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
TArray<FName> PackageNamesToAddToCollection;
if (bReferencers)
{
for (FName SelectedPackage : AllSelectedPackageNames)
{
AssetRegistryModule.Get().GetReferencers(SelectedPackage, PackageNamesToAddToCollection);
}
}
else
{
for (FName SelectedPackage : AllSelectedPackageNames)
{
AssetRegistryModule.Get().GetDependencies(SelectedPackage, PackageNamesToAddToCollection);
}
}
TSet<FName> ObjectPathsToAddToCollection;
for (FName PackageToAdd : PackageNamesToAddToCollection)
{
if (!AllSelectedPackageNames.Contains(PackageToAdd))
{
const FString PackageString = PackageToAdd.ToString();
const FName ObjectPath = *FString::Printf(TEXT("%s.%s"), *PackageString, *FPackageName::GetLongPackageAssetName(PackageString));
ObjectPathsToAddToCollection.Add(ObjectPath);
}
}
if (ObjectPathsToAddToCollection.Num() > 0)
{
if (CollectionManagerModule.Get().CreateCollection(CollectionName, ShareType, ECollectionStorageMode::Static))
{
if (CollectionManagerModule.Get().AddToCollection(CollectionName, ShareType, ObjectPathsToAddToCollection.Array()))
{
ResultsMessage = FText::Format(LOCTEXT("CreateCollectionSucceeded", "Created collection {0}"), FText::FromName(CollectionName));
}
else
{
ResultsMessage = FText::Format(LOCTEXT("AddToCollectionFailed", "Failed to add to the collection. {0}"), CollectionManagerModule.Get().GetLastError());
}
}
else
{
ResultsMessage = FText::Format(LOCTEXT("CreateCollectionFailed", "Failed to create the collection. {0}"), CollectionManagerModule.Get().GetLastError());
}
}
else
{
ResultsMessage = LOCTEXT("NothingToAddToCollection", "Nothing to add to collection.");
}
FMessageDialog::Open(EAppMsgType::Ok, ResultsMessage);
}
}
}
void SReferenceViewer::ShowSizeMap()
{
TArray<FName> SelectedAssetPackageNames;
TSet<UObject*> SelectedNodes = GraphEditorPtr->GetSelectedNodes();
if ( ensure(SelectedNodes.Num()) == 1 )
{
UEdGraphNode_Reference* ReferenceNode = Cast<UEdGraphNode_Reference>(SelectedNodes.Array()[0]);
if ( ReferenceNode )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
TArray<FName> PackageNames;
ReferenceNode->GetAllPackageNames(PackageNames);
for (FName Name : PackageNames)
{
SelectedAssetPackageNames.AddUnique(Name);
}
}
}
if( SelectedAssetPackageNames.Num() > 0 )
{
ISizeMapModule::Get().InvokeSizeMapTab( SelectedAssetPackageNames );
}
}
void SReferenceViewer::ShowReferenceTree()
{
UObject* SelectedObject = GetObjectFromSingleSelectedNode();
if ( SelectedObject )
{
bool bObjectWasSelected = false;
for (FSelectionIterator It(*GEditor->GetSelectedObjects()) ; It; ++It)
{
if ( (*It) == SelectedObject )
{
GEditor->GetSelectedObjects()->Deselect( SelectedObject );
bObjectWasSelected = true;
}
}
ObjectTools::ShowReferenceGraph( SelectedObject );
if ( bObjectWasSelected )
{
GEditor->GetSelectedObjects()->Select( SelectedObject );
}
}
}
void SReferenceViewer::ReCenterGraphOnNodes(const TSet<UObject*>& Nodes)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
TArray<FAssetIdentifier> NewGraphRootNames;
FIntPoint TotalNodePos(EForceInit::ForceInitToZero);
for ( auto NodeIt = Nodes.CreateConstIterator(); NodeIt; ++NodeIt )
{
UEdGraphNode_Reference* ReferenceNode = Cast<UEdGraphNode_Reference>(*NodeIt);
if ( ReferenceNode )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
ReferenceNode->GetAllIdentifiers(NewGraphRootNames);
TotalNodePos.X += ReferenceNode->NodePosX;
TotalNodePos.Y += ReferenceNode->NodePosY;
}
}
if ( NewGraphRootNames.Num() > 0 )
{
const FIntPoint AverageNodePos = TotalNodePos / NewGraphRootNames.Num();
GraphObj->SetGraphRoot(NewGraphRootNames, AverageNodePos);
UEdGraphNode_Reference* NewRootNode = GraphObj->RebuildGraph();
if ( NewRootNode && ensure(GraphEditorPtr.IsValid()) )
{
GraphEditorPtr->ClearSelectionSet();
GraphEditorPtr->SetNodeSelection(NewRootNode, true);
}
// Set the initial history data
HistoryManager.AddHistoryData();
}
}
UObject* SReferenceViewer::GetObjectFromSingleSelectedNode() const
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3026859) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3016173 on 2016/06/16 by Lukasz.Furman fixed path updates in nested move tasks #jira FORT-25742 Change 3015722 on 2016/06/15 by Bob.Tellez #UE4 Avoiding a crash in FOnlinePartySystemMcp::PublishPartyInfoToPresence #JIRA OR-14102 Change 3015626 on 2016/06/15 by Bob.Tellez #UE4 Experimental fix for hitches involving spinlocks in windows. #JIRA FORT-25253 Change 3015473 on 2016/06/15 by Bob.Tellez #UE4 Compiling CrashReportClient in VS2013 instead of 2015 until we can figure out the appropriate way to install the redist on end-user machines. #JIRA FORT-25748 Change 3014721 on 2016/06/15 by Bob.Tellez #UE4 Returning false in cases where we want to skip replication of GameplayAbilities structures in NetDeltaSerialize. This fixes a bug where actors trying to become net dormant were not allowed because they were continuously reporting that they had data to replicate. #JIRA FORT-25689 Change 3014323 on 2016/06/15 by Rob.Cannaday When kicked from lobby beacon, restore the persistent party after leaving the previous persistent party #jira FORT-25407 #tests front end parties, being kicked from outpost lobby Change 3013712 on 2016/06/14 by Bob.Tellez #UE4 Fix DrawNetDriverDebug crash during map transitions Change 3013418 on 2016/06/14 by Mark.Satterthwaite Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU. #jira FORT-24510 Change 3013394 on 2016/06/14 by Mark.Satterthwaite Report Metal command-buffer failures in MetalQuery in the same way as MetalCommandList and make them fatal as well. This ensures that the game doesn't try to continue if the commands failed as that is unsafe. #jira FORT-24808 Change 3012977 on 2016/06/14 by Fred.Kimberley Add a blueprint exposed function to evaluate an attribute from a given base value. Change 3012755 on 2016/06/14 by Bob.Tellez #UE4 ExclusiveInternalFlags is now respected when passing in a null ObjectPackage in StaticFindObjectFastInternalThreadSafe #JIRA FORT-113 Change 3011948 on 2016/06/13 by Mark.Satterthwaite Workaround a Fortnite crash on launch for Mac OpenGL - one or more shaders are using the bit-cast operators (asuint(), asfloat()) that aren't available with GLSL version 150. In order to use them the GLSL version must be 330 which means switching the version tag at runtime. There will be Mac GPUs on 10.10.5 which don't correctly implement these instructions so this really isn't a fix - that would be to change shaders to not use SM5-level instructions. Change 3011659 on 2016/06/13 by Bob.Tellez #UE4 Better handling of checked state in SGameplayTagWidget::IsTagChecked. Checking direct child tags was not sufficient and also not needed since HasTag allows you to follow parent tags when checking for an explicit tag. Change 3011647 on 2016/06/13 by Rob.Cannaday Fix for multiple account login not kicking previous logins Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith #jira FORT-25452 #tests multiple account login, frontend only Change 3011436 on 2016/06/13 by Nick.Cooper #UE4 - Added bRelativeToInitialFOV option to UCameraAnim, defaulting to true. If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation #jira FORT-23606 Change 3010411 on 2016/06/12 by Bob.Tellez #UE4 Fix for a possible case where a reference to an async loading package that would contain a level gets replicated before the level it contains is fully serialized, causing network loading code client side to attempt to load the package even though it is not allowed to load maps. #jira FORT-113, FORT-22222 Change 3009885 on 2016/06/10 by Billy.Bramer #jira FORT-25361 [FORT-25361] Health and shield values are incorrect when slotting survivors with bonuses - Fix some resultant bugs from swapping attributes to be struct-based: - Fix issue wherein the initial creation of the client-side aggregator could be initialized with the computed final value from the server, resulting in incorrect client-side math - Fix issue where subsequent changes to the aggregator's base value on the client would be lost Change 3009514 on 2016/06/10 by Bob.Tellez #UE4 Remove final usage of the task graph in WmfMediaPlayer to dodge shutdown crashes. Change 3009197 on 2016/06/10 by Michael.Trepka Disabled reverb on Mac again. It's too expensive and doesn't fix FORT-22090 anyway Change 3008392 on 2016/06/09 by Ben.Zeigler #jira FORT-25244 Change it so application error codes like 400/404 do not cause the mcp to think it is disconnected from the backend. Only 408, 501, 502, and 504 now result in ServiceUnavailable. Change 3008106 on 2016/06/09 by Lukasz.Furman fixed cutting corners near navmesh obstacles in detour crowd's string pulling #jira FORT-24981 Change 3008039 on 2016/06/09 by Bob.Tellez #UE4 Fixed conversion of TAssetPtr to UObject* properties for the case where the referenced object is not already loaded. Change 3007864 on 2016/06/09 by Fred.Kimberley Updates to supporting attributes as structs. Adding functionality that makes them easier to use and override in projects. Change 3007682 on 2016/06/09 by Michael.Trepka Re-enabled reverb on Mac Change 3006971 on 2016/06/08 by Saul.Abreu #fortnite #jira FORT-25169 Added node costs types, cost amounts, and remaining balance for each cost type to the NodePurchase analytics event. Change 3006933 on 2016/06/08 by Chris.Gagnon Fixed up all the Power levle widget use cases. #Jira FORT-23472, FORT-24132, FORT-24144, FORT-24952, FORT-24924 Change 3006633 on 2016/06/08 by Dmitry.Rekman Linux: propagate ensure message to the CR (FORT-23030). - Without this, ensure() has a generic "SIGTRAP" error message, which is misleading for QA. #tests Tried "debug ensure" a few times, observed crash report (on the website) with the proper message #jira FORT-23030 Change 3006036 on 2016/06/08 by Rob.Cannaday Remove warning about missing "recentplayers" field. The absence of the field is gracefully handled in the client and is only absent if the list is absent on the server. #jira FORT-18687 Change 3005216 on 2016/06/07 by Bob.Tellez #UE4 Avoiding layout invalidation if you use SetEnabled to set an identical enabled state. This is the same as how SetVisibility works. Change 3004857 on 2016/06/07 by Rob.Cannaday Fix for incorrect reason displayed for inability to join party #jira FORT-13517 Change 3004811 on 2016/06/07 by Michael.Trepka Increased the number of input buses for CoreAudio 3D Mixer to support 64 audio channels. Also, added a warning to FAudioDevice::StartSources so it doesn't silently ignore sound source initialization failures. Change 3004553 on 2016/06/07 by Lukasz.Furman fixed AnySpawners activating before navmesh unlock & rebuild #jira FORT-25067 Change 3004083 on 2016/06/07 by Bob.Tellez #UE4 Fixing GenerateApplicationPath for monolithic games. Change 3003457 on 2016/06/06 by Bob.Tellez #UE4 Add a little info to a warning about failing to load a file for streaming. Change 3003256 on 2016/06/06 by Bob.Tellez #UE4 Fixed a bug where not having a crash report would cause CrashReportClient not not properly exit on Mac Change 3003146 on 2016/06/06 by jonathan.lindquist switching from a ceil and lerp technique to an if statement to provide better transform results. Change 3002048 on 2016/06/06 by Daniel.Broder Support for setting Scalar and Vector Materials by Index rather than by name on MIDs. This feature allows much better performance in cases where large numbers of parameters are being set per frame and where the indices can be cached by the calling code in an initialization step. #RB Stephan.Delmer #CodeReview Bob.Tellez #UE4 #ReleaseNote Change 3001315 on 2016/06/05 by Daniel.Broder Fixed crash that could occur when the FPhysScene* was null (the world has no PhysicsScene) in USkeletalMeshComponent::TermArticulated(). That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly. #RB Stephan.Delmer Ori, I wasn't sure if the whole line (and the line below it using PScene) should be moved within the if (PhysScene) block or not, but this change seems to fix it. If they can safely be moved, that would be presumably more efficeint though (since we'd only compare vs. nullptr once). #CodeReview Ori.Cohen #UE4 #Fortnite #BugFix Change 3001001 on 2016/06/04 by Fred.Kimberley Added meta data about attributes and a post serialize function so we can recover attributes that have changed their type. Adding Fortnite specific attribute type specialization. This type enforces minimum and maximum values for attributes. Change 3000613 on 2016/06/03 by Sam.Spiro #fort online 24747 Take change from SamZ to get connection change delegates firing correctly Add a delegate to the frontend player controller to logout if the connection goes bad (when all retries have failed) #RB Ben.Zeigler Change 3000482 on 2016/06/03 by Rob.Cannaday Fix problem where newly added friends don't recognize party invitations #jira FORT-19415 From CL 2953432: Ignore presence updates for local user with different resources #jira OR-19929 #tests front end party invites Change 2998044 on 2016/06/02 by Lukasz.Furman fixed path box intersection test used to verify if hotspot is still required for updated path #jira FORT-24422 Change 2997948 on 2016/06/02 by Eric.Newman Moved ProdCom to bottom of file w/ deprecation comment, and clarified deprecation criteria. Will probably need to be removed in //UE4 first and check for any fallout from EC jobs failing Change 2997660 on 2016/06/02 by Chris.Wood Changed Linux server crash handler to force CRC log paths to match main engine log. [UE-30259] - Some server crashes are missing from crashreporter database Should allow us to have CRC logs uploaded to S3 along with main logs easily. Change 2996702 on 2016/06/01 by Bob.Tellez #UE4 You can now use Edit Asset on Level assets in the reference viewer. Change 2996683 on 2016/06/01 by Tim.Tillotson #fortnite Fix analytics comments, changed a few NULL to nullptr, and removed stale code. #JIRA FORT-23833 Change 2996548 on 2016/06/01 by Bob.Tellez #Fortnite Fixing up or deleting remaining references to homebase buildings. HBOnboarding_BuildHeroBuilding is the last reference now and it will be removed soon. Change 2996322 on 2016/06/01 by Bob.Tellez #UE4 Fix for specifying more than one ini override on the command line Change 2996306 on 2016/06/01 by Bob.Tellez #UE4 Delete unneeded and broken script to unlock files in xcode. Does not work since XCode 6.3. Change 2995634 on 2016/06/01 by Jonathan.Lindquist imrpoving the wind magnitude and noise texture Change 2995249 on 2016/05/31 by Bob.Tellez #UE4 Importing "INVALID" in FUniqueNetIdRepl no longer triggers the warning about using ImportText during cook. Change 2992135 on 2016/05/26 by Bob.Tellez #UE4 extern for GuardedMain in LaunchLinux to fix nonunity Change 2991912 on 2016/05/26 by jonathan.lindquist moved a texture sample into a new grouping Change 2991738 on 2016/05/26 by Bob.Tellez #UE4 Level SaveAs now duplicates the world before saving it. This fixes a problem where level assets had the same guids for objects saved in them, which causes LazyObjectPtr issues when they are both in memory at the same time since they can not be uniquely identified. Change 2991449 on 2016/05/26 by Lukasz.Furman AI Ftests will now delay spawning until navmesh is ready #fortnite Change 2990705 on 2016/05/25 by Chris.Gagnon New stats panel, upon stat changes there is a delta pop up. New Squads Tab. Navigation from nodes to squad slots working. Added GetAnimationCurrentTime() to UMG Animation API. #RB Fred.Kimberley, Saul.Abreu Change 2990286 on 2016/05/25 by Bob.Tellez #UE4 Fix logging error regarding max tag container replication size Change 2990285 on 2016/05/25 by Bob.Tellez #UE4 Fix for crash when using "ShowDebug Game" client side Change 2989977 on 2016/05/25 by Lukasz.Furman auto generating navigation bounds from building grid data, UnitNavMeshBounds volume is no longer required #fortnite Change 2989174 on 2016/05/24 by Bob.Tellez #UE4 Added GC reason to the log message declaring that we are doing a GC during the cook commandlet. Change 2988571 on 2016/05/24 by Jonathan.Lindquist submitting a fix for grass-like hierarchy layouts Change 2985428 on 2016/05/20 by Bob.Tellez Experimenting with making UGS CIS not rebuild UBT when incremental building. Change 2985319 on 2016/05/20 by Bob.Tellez #UE4 Removing NumActorChannelsReadyDormant stat as it is somewhat expensive to calculate. Change 2985258 on 2016/05/20 by Billy.Bramer - Add GetFloatAttributeBase and GetFloatAttributeBaseFromAbilitySystemComponent to AbilitySystemBlueprintLibrary, allows querying for a base value of an attribute Change 2985157 on 2016/05/20 by Bob.Tellez Experimenting with non-unity CIS Change 2984664 on 2016/05/19 by Bob.Tellez #UE4 Pasting multiple cells into the property matrix no longer depends on your selected tiles, only your target cell. This is to match the behavior in Excel. Pasting a single cell into multiple cells remains unchanged. Change 2984663 on 2016/05/19 by Bob.Tellez #UE4 Fixed a crash in the property matrix involving going into edit mode on rows that include widgets that are not editable. Change 2984613 on 2016/05/19 by Bob.Tellez #UE4 You can now text import gameplay tags by directly using the tag string (i.e. Evolution.Hero.Soldier). This allows pasting these strings directly into the property matrix or other property-based editors. Change 2984508 on 2016/05/19 by Billy.Bramer - Add constructors for the new struct based attribute Change 2983883 on 2016/05/19 by Lukasz.Furman disabled movement mode in EQS testing pawn to prevent it from falling at PIE start #ue4 Change 2983770 on 2016/05/19 by Bob.Tellez #UE4 Fixed a bug where "OutputToScreen" BP messages would get stuck disabled after a screenshot (using a number of different codepaths). All screenshots now preserve the state of the "suppress messages" bool. #JIRA FORT-24303 Change 2982306 on 2016/05/18 by Bob.Tellez Also experimenting with not updating version files in UGS CIS. Change 2982154 on 2016/05/18 by Lukasz.Furman changed navwalking geometry conforming to use building prop special case #jira FORT-24215 Change 2982019 on 2016/05/18 by Bob.Tellez Trying out incremental CIS builds Change 2981192 on 2016/05/17 by Bob.Tellez #UE4 No longer staging movie files for dedicated server builds. Change 2981023 on 2016/05/17 by Lukasz.Furman added new mode for NavWalking geometry conforming: prefer height closer to current one this should allow standing on top of props or walking off them in lower LOD, instead of moving at ground level - needed for survivors on low cars Change 2980578 on 2016/05/17 by Lukasz.Furman added option for disabling path replan in crowd manager, turned it off in fortnite this must be handled through path update events and corridor assignment or else hotspot detection will break #jira FORT-24116 Change 2980364 on 2016/05/17 by Lukasz.Furman unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings #jira FORT-24045 Change 2980360 on 2016/05/17 by Lukasz.Furman more detailed logs for using custom navlinks #jira FORT-23990 Change 2979880 on 2016/05/16 by Bob.Tellez #UE4 Raising scalability threshold for high end machines to adjust for modern hardware. Change 2979522 on 2016/05/16 by Saul.Abreu #fortnite Added IsValid BP-exposed method for FGameplayAttribute (which is already a BP-exposed struct type), as there is no existing method of validating a gameplay attribute from blueprints. Useful for UI that represents an attribute. Change 2977690 on 2016/05/13 by Daniel.Broder Made most FBox functions FORCEINLINE to improve DebugGame performance. #Fortnite: This change (just on IsInsideOrOn()) improved DebugGame performance for one part of Wind performance in Fortnite by ~18%. #CodeReview Bob.Tellez #UE4 #ReleaseNotes Change 2977517 on 2016/05/13 by Daniel.Broder Added ForceInline to TIndexedContainerIterator<...>::operator!=(...). This change improved DebugGame performance of a for loop using ranged-based syntax by ~27%! #CodeReview Bob.Tellez #Fortnite Wind perf improvement in DebugGame builds. #UE4 #ReleaseNote Change 2974910 on 2016/05/11 by Bob.Tellez #UE4 More graceful handling of export class names in string asset references. Change 2974095 on 2016/05/11 by Bob.Tellez #UE4 Fixed a bug where the RenderTargetOutputFormat for velocity rendering when using r.BasePassOutputsVelocity=True was using the wrong output index. Change 2973663 on 2016/05/11 by John.Abercrombie [implemented by Ben.Marsh] UBT: Add a config setting to allow overriding the output directory for PCH files. To use, edit Engine\Saved\UnrealBuildTool\BuildConfiguration.xml and add: <BuildConfiguration> <PCHOutputDirectory>D:\TestOutputDir</PCHOutputDirectory> </BuildConfiguration> Change 2972603 on 2016/05/10 by Saad.Nader #Fort Added the catalyst to the requirements of an evolvable item. It will only disable the evolution button if there is a catalyst. Change 2971741 on 2016/05/09 by Bob.Tellez #UE4 Adding more context to an error message about serializing FUniqueNetIdRepl during cook. Change 2969838 on 2016/05/06 by Bob.Tellez #Fortnite Added FN PS4 to build scripts Change 2969542 on 2016/05/06 by Bob.Tellez #UE4 Fixed a crash that involved renaming SCS nodes during compile on load. #JIRA FORT-23754 Change 2969520 on 2016/05/06 by Billy.Bramer - Fix missing virtual destructor now that the initter struct has virtual members Change 2969467 on 2016/05/06 by Billy.Bramer - Change FAttributeSetInitter to only contain pure virtual functions in preparation for making it easier to provide a custom implementation per game - Change the existing example FAttributeSetInitter to be called FAttributeSetInitterDiscreteLevels, make it derive from FAttributeSetInitter (DiscreteLevels is now allocated by default for now) - Add support for the new struct-based attribute type to FAttributeSetInitterDiscreteLevels - Fix typos in the initter - Convert usages of FString in AbilitySystemGlobals to FStringAssetReference, where appropriate - Allow attribute init data to come from several curve tables instead of just one - Remove reimport bindings from attribute metadata and global curve table, as neither was in use Change 2969279 on 2016/05/06 by John.Abercrombie Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused Change 2966311 on 2016/05/04 by Rob.Cannaday Fix PS4 Orion players being able to whisper chat with non-Orion players #jira OR-20626 #tests chat with launcher, fortnite (From //Orion/Dev-General CL 2963555) Change 2966255 on 2016/05/04 by Bob.Tellez #UE4 Added an ensure to track down the cause of FORT-23604 and to gracefully recover from what would have been a crash. #JIRA FORT-23604 Change 2966083 on 2016/05/04 by Bob.Tellez #UE4 Adjusted material quality level for "Medium" settings to medium quality. High quality is still used in High and Epic scalability levels. Change 2965669 on 2016/05/04 by Nicholas.Davies Change the restricted platform ID to PSN to prevent Fortnite > PS4 paragon whisper chat #OPP-5268 Integrate PS4 Chat block Social and OSS code to Fortnite, UT, and Launcher #RB Antony.Carter Change 2965316 on 2016/05/03 by Ben.Zeigler #jira FORT-23600 Fix issue where stalled mcp queries never finished. This causes the query to properly fail Manual merge of CL #2907874: When MCP cancels a request due to its required auth failing, the http retry system would never kick off the complete delegates. This was due to the system only adding a request to its list once ProcessRequest was called, which does not happen in the above case. The fix is to add the request to the list when it is cancelled if we did not find it. Change 2965164 on 2016/05/03 by Bob.Tellez #UE4 Fix for Crash in WmfMedia for when the player is destroyed while loading media. Thanks MaxP! Change 2963754 on 2016/05/02 by Billy.Bramer - Switch ability system from binding to OnPostWorldCreation to PreLoadMap for its cleanup functions, as OnPostWorldCreation is called repeatedly with sublevels and can cause data loss - This is a bit of a stopgap, as where and when this happens should probably be configured per game (example: a long session game like an MMO would want to trigger these on something other than a map transition possibly) Change 2962922 on 2016/05/02 by Lukasz.Furman fixed gameplay debugger in "simulate in editor" mode Change 2959860 on 2016/04/28 by David.Nikdel #OGF #McpProfile - Add Profile Write Lock support to client API NOTE: Still need to finish backend support so haven't been able to test yet but this is enough for API hookup NOTE2: You may see a log message about "write lock unexpectedly released" when you do your first command after locking. This is expected because the backend isn't sending down the write lock timeout yet. #CodeReview: Ben.Zeigler Change 2959810 on 2016/04/28 by Jonathan.Lindquist A few more saftey measures to warn the user of incorrect settings and faulty meshes. (In response a licensee's question) Change 2959336 on 2016/04/28 by Bob.Tellez #UE4 Some improvements to asset save time: Added an early-out in PackageBackup to avoid inspecting files in cases where we don't care about the resutls. Also now using GetObjectsWithOuter when passing in a package list to GetObjectsInPackages (which probably should be renamed to GetAssetsInPackage) Change 2958942 on 2016/04/28 by Jonathan.Lindquist Wrote a new portion of pivot painter 2 that unifies edge normals across multiple static meshes Change 2958644 on 2016/04/27 by Jonathan.Lindquist lowering default recursive steps Change 2956612 on 2016/04/26 by Jonathan.Lindquist A few new saftey measures Change 2956197 on 2016/04/26 by Fred.Kimberley Fix a bug where a delegate won't be fired if the base value of an attribute has been changed and the attribute is the new type and doesn't have an aggregator. Fix a bug in gameplay effect tag matching where the deprecated tag is being checked but not the current one. Change 2955386 on 2016/04/25 by Jonathan.Lindquist Fixed a ui bug related to the first time path geo generator is run Pivot painter 2 has a new feature. It duplicates each model in a hierarchy, combines them and then welds their verts. Change 2955230 on 2016/04/25 by Billy.Bramer - Add a debug gameplay tag to string blueprint function, should only be used for debugging purposes Change 2954899 on 2016/04/25 by Fred.Kimberley Added a new backing data type for gameplay attributes. The new type holds both the current and base values. Currently, this new type can coexist with numeric types for gameplay attributes. Change 2953511 on 2016/04/22 by Bob.Tellez #UE4 Bumping up texture streaming pool allowance for min spec and redistributing mid an high to match. Also reduced mip bias at min spec. Change 2953496 on 2016/04/22 by Chris.Gagnon When the console closes it now properly restores the viewports input state (both focus and capture). Change 2952930 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks #jira FORT-23041 Change 2951765 on 2016/04/21 by John.Abercrombie Removed unused code when initializing attribute sets Change 2951617 on 2016/04/21 by Jonathan.Lindquist new elements to the grass shader to include wind influence also adding a test model and the latest version of canopy creator Change 2950861 on 2016/04/21 by Jonathan.Lindquist Submitting a new material for grass so that it may react to the wind New wind test maps Functions to support global wind a new "fuzzy" mat functions Adding wind to the rift portals Change 2950725 on 2016/04/20 by Bob.Tellez Fixups for non NewEC in GetLastSucceededCL Change 2950695 on 2016/04/20 by Bob.Tellez Adding a small helper function to get the last succeeded CL of a given node. Change 2950616 on 2016/04/20 by Maury.Mountain hook up the pivot (+ (0,-1,0)) section of material function that was causing offset motion from pivots Change 2950207 on 2016/04/20 by Bob.Tellez #UE4 NoTimeouts is now respected even in the initial connection timeout. This fixes a bug where a large stall when starting pie causes you to transition to the entry map. Change 2950162 on 2016/04/20 by Lukasz.Furman fixed processing of repath requests, added infinite loop protection #jira FORT-23090 Change 2949974 on 2016/04/20 by Lukasz.Furman another batch of fixes for hotspot tasks getting out of sync: abort move is now ignored if instigated by new task at goal, clearing hotspot data on dying while gameplay tasks are still accessible, ignoring move resume when controller is being destroyed Change 2949923 on 2016/04/20 by Rob.Cannaday FOnlineIdentityMcp: Cancel ClientAuthRequests and ExternalAuthRequests on shutdown #tests PIE start game / shutdown Change 2949210 on 2016/04/19 by Bob.Tellez #UE4 Removing all local players from the game instance when it is shut down. This ensures that local players are properly torn down and events related to the lifespan of the player or controller are fired when exiting the game normally. #JIRA FORT-23024 Change 2947381 on 2016/04/18 by Rob.Cannaday Change XMPP presence, pubsub, messages, multi user chat, and chat's ref counting to be thread safe #jira FORT-22861 #tests front end partying Change 2945301 on 2016/04/15 by Michael.Trepka Reset SyncStatus in FAvfMediaVideoTrack::SeekToTime to fix issues with video not updating after rewind Change 2944422 on 2016/04/14 by Michael.Trepka Fixed Mono compile errors in UAT Change 2944375 on 2016/04/14 by Fred.Kimberley Changed how we handle missing gameplay tags so we now ensure once per missing tag instead of only ensuring on the first missing gameplay tag. Change 2944040 on 2016/04/14 by Michael.Trepka Fixed a problem with CoreAudio AudioUnitGraph update caused by adding and deleting the same node in a single tick Change 2943864 on 2016/04/14 by Lukasz.Furman fixed initialization order of gameplay debugger replicators on client #jira FORT-22885 Change 2943228 on 2016/04/13 by Bob.Tellez #UE4 Moved the addition of the IsDataOnly tag out of the if (ParentClass) block. Tags should not be dynamically added like this or else they can not be discovered by the editor which relies on asking the CDO for the tags relevant to an asset type. Change 2942303 on 2016/04/13 by Daniel.Broder Added support to be able to set a CanvasRenderTarget2D NOT to clear to green whenever it's updated (so you can just draw pixels that have changed instead of always having to redraw everything. #RB Bob.Tellez #UE4 Change 2941919 on 2016/04/13 by Jonathan.Lindquist Adding a new maxscript that allows artists to procedurally generate trees. Change 2941816 on 2016/04/13 by Saul.Abreu Demoted errors regarding widget-bound properties when first compling a new created widget blueprint - otherwise an ensure occurs. Change 2941752 on 2016/04/12 by jonathan.lindquist adding a new function to optimize trees and fix a few issues Change 2941519 on 2016/04/12 by Jonathan.Lindquist submitting a new warning regarding file unit types Change 2940980 on 2016/04/12 by John.Abercrombie Turned Graphs off by default in the Visual Logger Change 2940134 on 2016/04/11 by Billy.Bramer - Add support for new overrideable function OnPostDataImport to FTableRowBase; Can be override to perform custom parsing, fix-up, etc. per struct type whenever a data table is imported or reimported - Change row struct combo box on the data table importer to be sorted alphabetically Change 2938828 on 2016/04/08 by David.Hunt #FN || Economy Rebuild Updating several code references to items and item paths that no longer exist, with Bob's help. This fixes FORT-22784 (hopefully for real) and several other build and item errors. It also indicates that the various redirector issues I have been experiencing were likely red herrings - they were C++ defaults that were showing up on items that had nothing set, as opposed to redirects that failed. #CodeReview Bob.Tellez, Ben.Zeigler, William.Ewen, Carlos.Cuello Change 2938675 on 2016/04/08 by Lukasz.Furman fixed gameplay debugger displaying paths of killed pawns #fortnite Change 2938426 on 2016/04/08 by Rob.Cannaday Implement new command line party invitation format into Fortnite #jira FORT-22685 #tests launch with command line party invite Integrate CLs 2908339 and 2917498 from Orion Change 2938367 on 2016/04/08 by Billy.Bramer - Mark the reimport data table factory with UNREALED_API for external use - Change CSVImportFactory to respect the class of existing data being reimported upon Change 2937319 on 2016/04/07 by Lukasz.Furman improved gameplay task info in gameplay debugger tool Change 2937178 on 2016/04/07 by Lukasz.Furman fixed aborting undermine tasks when player becomes reachable #jira FORT-22240, FORT-22077 Change 2937166 on 2016/04/07 by Saul.Abreu Fixed redundant typename in TPair that was causing clang compilation errors. Change 2937093 on 2016/04/07 by Saul.Abreu #fortnite Made ElementSetType protected again in the Map family. Change 2937044 on 2016/04/07 by Saul.Abreu Tweaked Set/Map family of data structures to expose the typedefs for their key, value, and pair types. Change 2936940 on 2016/04/07 by Bob.Tellez #UE4 Fixed a bug that prevented the log summary from being printed after a blueprint compile. Change 2936696 on 2016/04/07 by Bob.Tellez #UE4 Blueprint names are once again part of Blueprint compile log messages. Change 2936572 on 2016/04/07 by Lukasz.Furman added more debug logs for tracking rare NaN error in player movement #jira FORT-19426 Change 2934892 on 2016/04/06 by Lukasz.Furman fixed updating hotspot information after all tasks instigated by it are finished #jira FORT-22515 Change 2933664 on 2016/04/05 by Michael.Trepka Fixed a rare crash in USoundNodeLooping::NotifyWaveInstanceFinished Change 2933554 on 2016/04/05 by Lukasz.Furman fixed taker's portal move (priorities of gameplay tasks spawned by path following) #jira FORT-22482 Change 2933343 on 2016/04/05 by John.Abercrombie Changed FGameplayAbilityActorInfo's AnimInstance property to a SkeletalMeshComponent in case AnimInstances are ever changed on a SkeletalMeshComponent - AnimInstance can be used through an accessor Change 2933300 on 2016/04/05 by Lukasz.Furman fixed number of spawned AI in FTests using PreSpawnDelay #fortnite Change 2933171 on 2016/04/05 by Lukasz.Furman added PreSpawnDelay param to function test spawn sets #fortnite Change 2931072 on 2016/04/01 by Lukasz.Furman changed pawn actions to gameplay tasks #jira FORT-21314 Change 2930987 on 2016/04/01 by Billy.Bramer - Add method to data table to get all rows as a type - Add metadata tag for data table rows to report columns as DataTableImportOptional, at which point they will not be warned against if missing during import (this allows games to do custom post-import fix-up or synthesis of data w/o expecting it to be imported) - Use new method for getting all tags to fix FORT-20563 "Gameplay tag table import checks by numerical row name for no reason" Change 2929651 on 2016/03/31 by Nick.Cooper #Fortnite - Fixed Actor AttachmentReplication not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress #jira FORT-21330 #RB ben.zeigler Change 2929360 on 2016/03/31 by Daniel.Broder Fixed bug where CanvasRenderTarget2D assets would crash on load in editor due to trying to update the asset during post-load. Thanks to Bob for what I needed to check to early-out and avoid the crash. #RB Bob.Tellez #UE4 Change 2928845 on 2016/03/31 by Nicholas.Davies Add fix for chat text not clearing #jira FORT-22049 Textbox does not clear when text is sent through chat Change 2928574 on 2016/03/30 by Ben.Zeigler Fix issue with redirectors not working properly for blueprint function libraries. When a blueprint got regenerated it patched the old export, but failed to clear the "load failed" flag, so it would fail to find it when later pointed to by a redirect Change 2928572 on 2016/03/30 by Ben.Zeigler #Jira FORT-20763 Fix issue with "Server re-loading object" warning going off for deleted actors. It now only logs, and only for things that are going to successfully load Change 2928436 on 2016/03/30 by Bob.Tellez #UE4 Added Canvas Render Target factory and asset type actions so you can create them in the content browser and search for them after they are created. Change 2928372 on 2016/03/30 by Bob.Tellez #UE4 Added verbose message about animation assets that need to be resaved due to resetting the skeleton. Change 2926805 on 2016/03/29 by Bob.Tellez #UE4 Made SetOverallScalabilityLevel virtual so game-specific features can be updated based on a single-value level. Change 2926752 on 2016/03/29 by Bob.Tellez #UE4 Using DesiredScreenHeight is now optional. Often games use ResolutionQuality as purely a way to run better on slower machines so it should be controlled entirely by scalability. Change 2926189 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path Change 2924921 on 2016/03/28 by Lukasz.Furman removed log message showing as navmesh generation error when it skips over degenerated poly #fortnite Change 2924843 on 2016/03/28 by Lukasz.Furman added more debug logs for navmesh's failed triangulate() #jira FORT-22186 Change 2924719 on 2016/03/28 by Lukasz.Furman fixed offmesh link connection issue causing path portal edges to have duplicated data and breaking hotspot detection traces #jira FORT-22132 Change 2921698 on 2016/03/24 by Lukasz.Furman fixed EQS instancing queries by debug name instead of using unique one, fixed debug name on asset duplication #fortnite Change 2920395 on 2016/03/23 by Bob.Tellez #UE4 Added a call to FBaseServiceMcp::Shutdown() in FOnlineServiceAvailabilityMcp::Shutdown. The parent class doesnt do anything today, but this may fix a bug in the future. Change 2920343 on 2016/03/23 by Ben.Zeigler In ConvertScalarUPropertyToJsonValue, move the execution of the custom callback up above the specific property types. This is needed to allow us to override the TextProperty export, and allows overriding in general. It can have a performance implication if the custom callback is very slow #RB josh.markiewicz Change 2920310 on 2016/03/23 by Bob.Tellez #UE4 FOnlineServiceAvailabilityMcp::Init was not invoking the Superclass' Init Change 2920254 on 2016/03/23 by Aaron.McLeran FORT-22090 Re-disabling reverb. Will add an ini-based disabling ability but this CL quickly re-disables to resolve volume issue on FN and (hopefully) bypass crash mentioned in FORT-22037 Change 2920249 on 2016/03/23 by Rob.Cannaday Fix for crash in FOnlinePartySystemMcp::InternalCleanUpPartyMember Don't trigger "member left" type events if we are leaving the party #jira FORT-20422 #jira FORT-21726 Change 2920178 on 2016/03/23 by Bob.Tellez #UE4 Calling the platform-specific implementation of StackWalkAndDump when invoking StackWalkAndDumpEx. This fixes a bug in Windows where the first ensure does not produce a callstack. Change 2919858 on 2016/03/23 by Bob.Tellez #UE4 Fix for ensure about accessing a CVar in UParticleModuleLight on a non-game thread using GetValueOnGameThread. I changed this to GetValueOnAnyThread. Change 2919775 on 2016/03/23 by Bob.Tellez #UE4 Restoring enforced uniqueness in FUObjectAnnotationSparseSearchable and put all manipulations of InverseAnnotationMap in critical sections. This will make RemoveAnnotation fast again. Change 2919233 on 2016/03/22 by Bob.Tellez #UE4 Removing a warning that is pretty chatty in our cooked logs. Change 2919125 on 2016/03/22 by Bob.Tellez #UE4 Added ParticleLightQuality scalability setting since lower-end machines have trouble with particle lights. They are disabled on low and medium spec machines. HQ lights are only allowed on high-end machines. Change 2918831 on 2016/03/22 by Bob.Tellez #UE4 Fixed a bug where WinInet response headers were not properly being trimmed. #JIRA FORT-22054 Change 2917722 on 2016/03/21 by Ben.Zeigler Remove FortniteServer module and move those classes to FortniteGame. The engine doesn't support classes that only exist on servers but not clients, so this fixes a lot of error spam bugs, and should improve compile times Resave assets that directly referenced FortniteServer Change 2917588 on 2016/03/21 by Bob.Tellez #UE4 Fixed shadow variable that I introduced Change 2914169 on 2016/03/17 by Ben.Zeigler Disable extra logging that was added to track down Auth issues, they look to be resolved Change 2912626 on 2016/03/16 by Bob.Tellez #UE4 Success messages should not be warnings. Change 2911171 on 2016/03/15 by Bob.Tellez #UE4 Minor fix to correctly display GetBulkDataSize in the warning in FUntypedBulkData::WaitForAsyncLoading Change 2911170 on 2016/03/15 by Billy.Bramer #jira [FORT-6139] Trap models persist after destroying supporting structure in Outpost - Root issue was caused by error within network dormancy and queued bunches: If a dormant actor's open bunch ended up queued and a close bunch came in before the bunch was processed, the actor would never be properly destroyed client side as a result of not re-establishing the channel's actor pointer - Fix issue by changing close bunches to not be fully processed until their appropriate place in the queue. While this could cause superfluous execution (i.e. actor recreated just to be immediately destroyed), it should respect gameplay programming intent in regards to RPCs Change 2911009 on 2016/03/15 by Bob.Tellez #UE4 Fixed a bug in UHierarchicalInstancedStaticMeshComponent where RemoveInstances would not rebuild the ClusterTree, causing SortedInstances to contain incorect indices in GetInstancesOverlappingBox. This is the behavior of the singular RemoveInstance so this is what should also be done in the plural RemoveInstances. #JIRA FORT-21605 Change 2910295 on 2016/03/15 by Bob.Tellez #UE4 World thumbnails no longer cull primitives. This is because the camera is very far away and if terrain pieces are culled, the level is not visible. Change 2909324 on 2016/03/14 by Bob.Tellez #UE4 Since empty headers values cause GenerateHeaderBuffer to emit ERROR_HTTP_HEADER_NOT_FOUND, they are now omitted from the header buffer in WinInet. Change 2905920 on 2016/03/11 by Lukasz.Furman fixed crowd simulation getting stuck with invalid velocity (moonwalking husks) #fortnite Change 2905612 on 2016/03/11 by Bob.Tellez #UE4 Made the minimum quadtree size configurable in ProceduralFoliageSpawner. You need to reduce the minimum size a little if you are spawning very many small foliage meshes. [CL 3027184 by Bob Tellez in Main branch]
2016-06-24 16:58:12 -04:00
UObject* ReturnObject = nullptr;
TSet<UObject*> SelectedNodes = GraphEditorPtr->GetSelectedNodes();
if ( ensure(SelectedNodes.Num()) == 1 )
{
UEdGraphNode_Reference* ReferenceNode = Cast<UEdGraphNode_Reference>(SelectedNodes.Array()[0]);
if ( ReferenceNode )
{
const FAssetData& AssetData = ReferenceNode->GetAssetData();
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3026859) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3016173 on 2016/06/16 by Lukasz.Furman fixed path updates in nested move tasks #jira FORT-25742 Change 3015722 on 2016/06/15 by Bob.Tellez #UE4 Avoiding a crash in FOnlinePartySystemMcp::PublishPartyInfoToPresence #JIRA OR-14102 Change 3015626 on 2016/06/15 by Bob.Tellez #UE4 Experimental fix for hitches involving spinlocks in windows. #JIRA FORT-25253 Change 3015473 on 2016/06/15 by Bob.Tellez #UE4 Compiling CrashReportClient in VS2013 instead of 2015 until we can figure out the appropriate way to install the redist on end-user machines. #JIRA FORT-25748 Change 3014721 on 2016/06/15 by Bob.Tellez #UE4 Returning false in cases where we want to skip replication of GameplayAbilities structures in NetDeltaSerialize. This fixes a bug where actors trying to become net dormant were not allowed because they were continuously reporting that they had data to replicate. #JIRA FORT-25689 Change 3014323 on 2016/06/15 by Rob.Cannaday When kicked from lobby beacon, restore the persistent party after leaving the previous persistent party #jira FORT-25407 #tests front end parties, being kicked from outpost lobby Change 3013712 on 2016/06/14 by Bob.Tellez #UE4 Fix DrawNetDriverDebug crash during map transitions Change 3013418 on 2016/06/14 by Mark.Satterthwaite Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU. #jira FORT-24510 Change 3013394 on 2016/06/14 by Mark.Satterthwaite Report Metal command-buffer failures in MetalQuery in the same way as MetalCommandList and make them fatal as well. This ensures that the game doesn't try to continue if the commands failed as that is unsafe. #jira FORT-24808 Change 3012977 on 2016/06/14 by Fred.Kimberley Add a blueprint exposed function to evaluate an attribute from a given base value. Change 3012755 on 2016/06/14 by Bob.Tellez #UE4 ExclusiveInternalFlags is now respected when passing in a null ObjectPackage in StaticFindObjectFastInternalThreadSafe #JIRA FORT-113 Change 3011948 on 2016/06/13 by Mark.Satterthwaite Workaround a Fortnite crash on launch for Mac OpenGL - one or more shaders are using the bit-cast operators (asuint(), asfloat()) that aren't available with GLSL version 150. In order to use them the GLSL version must be 330 which means switching the version tag at runtime. There will be Mac GPUs on 10.10.5 which don't correctly implement these instructions so this really isn't a fix - that would be to change shaders to not use SM5-level instructions. Change 3011659 on 2016/06/13 by Bob.Tellez #UE4 Better handling of checked state in SGameplayTagWidget::IsTagChecked. Checking direct child tags was not sufficient and also not needed since HasTag allows you to follow parent tags when checking for an explicit tag. Change 3011647 on 2016/06/13 by Rob.Cannaday Fix for multiple account login not kicking previous logins Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith #jira FORT-25452 #tests multiple account login, frontend only Change 3011436 on 2016/06/13 by Nick.Cooper #UE4 - Added bRelativeToInitialFOV option to UCameraAnim, defaulting to true. If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation #jira FORT-23606 Change 3010411 on 2016/06/12 by Bob.Tellez #UE4 Fix for a possible case where a reference to an async loading package that would contain a level gets replicated before the level it contains is fully serialized, causing network loading code client side to attempt to load the package even though it is not allowed to load maps. #jira FORT-113, FORT-22222 Change 3009885 on 2016/06/10 by Billy.Bramer #jira FORT-25361 [FORT-25361] Health and shield values are incorrect when slotting survivors with bonuses - Fix some resultant bugs from swapping attributes to be struct-based: - Fix issue wherein the initial creation of the client-side aggregator could be initialized with the computed final value from the server, resulting in incorrect client-side math - Fix issue where subsequent changes to the aggregator's base value on the client would be lost Change 3009514 on 2016/06/10 by Bob.Tellez #UE4 Remove final usage of the task graph in WmfMediaPlayer to dodge shutdown crashes. Change 3009197 on 2016/06/10 by Michael.Trepka Disabled reverb on Mac again. It's too expensive and doesn't fix FORT-22090 anyway Change 3008392 on 2016/06/09 by Ben.Zeigler #jira FORT-25244 Change it so application error codes like 400/404 do not cause the mcp to think it is disconnected from the backend. Only 408, 501, 502, and 504 now result in ServiceUnavailable. Change 3008106 on 2016/06/09 by Lukasz.Furman fixed cutting corners near navmesh obstacles in detour crowd's string pulling #jira FORT-24981 Change 3008039 on 2016/06/09 by Bob.Tellez #UE4 Fixed conversion of TAssetPtr to UObject* properties for the case where the referenced object is not already loaded. Change 3007864 on 2016/06/09 by Fred.Kimberley Updates to supporting attributes as structs. Adding functionality that makes them easier to use and override in projects. Change 3007682 on 2016/06/09 by Michael.Trepka Re-enabled reverb on Mac Change 3006971 on 2016/06/08 by Saul.Abreu #fortnite #jira FORT-25169 Added node costs types, cost amounts, and remaining balance for each cost type to the NodePurchase analytics event. Change 3006933 on 2016/06/08 by Chris.Gagnon Fixed up all the Power levle widget use cases. #Jira FORT-23472, FORT-24132, FORT-24144, FORT-24952, FORT-24924 Change 3006633 on 2016/06/08 by Dmitry.Rekman Linux: propagate ensure message to the CR (FORT-23030). - Without this, ensure() has a generic "SIGTRAP" error message, which is misleading for QA. #tests Tried "debug ensure" a few times, observed crash report (on the website) with the proper message #jira FORT-23030 Change 3006036 on 2016/06/08 by Rob.Cannaday Remove warning about missing "recentplayers" field. The absence of the field is gracefully handled in the client and is only absent if the list is absent on the server. #jira FORT-18687 Change 3005216 on 2016/06/07 by Bob.Tellez #UE4 Avoiding layout invalidation if you use SetEnabled to set an identical enabled state. This is the same as how SetVisibility works. Change 3004857 on 2016/06/07 by Rob.Cannaday Fix for incorrect reason displayed for inability to join party #jira FORT-13517 Change 3004811 on 2016/06/07 by Michael.Trepka Increased the number of input buses for CoreAudio 3D Mixer to support 64 audio channels. Also, added a warning to FAudioDevice::StartSources so it doesn't silently ignore sound source initialization failures. Change 3004553 on 2016/06/07 by Lukasz.Furman fixed AnySpawners activating before navmesh unlock & rebuild #jira FORT-25067 Change 3004083 on 2016/06/07 by Bob.Tellez #UE4 Fixing GenerateApplicationPath for monolithic games. Change 3003457 on 2016/06/06 by Bob.Tellez #UE4 Add a little info to a warning about failing to load a file for streaming. Change 3003256 on 2016/06/06 by Bob.Tellez #UE4 Fixed a bug where not having a crash report would cause CrashReportClient not not properly exit on Mac Change 3003146 on 2016/06/06 by jonathan.lindquist switching from a ceil and lerp technique to an if statement to provide better transform results. Change 3002048 on 2016/06/06 by Daniel.Broder Support for setting Scalar and Vector Materials by Index rather than by name on MIDs. This feature allows much better performance in cases where large numbers of parameters are being set per frame and where the indices can be cached by the calling code in an initialization step. #RB Stephan.Delmer #CodeReview Bob.Tellez #UE4 #ReleaseNote Change 3001315 on 2016/06/05 by Daniel.Broder Fixed crash that could occur when the FPhysScene* was null (the world has no PhysicsScene) in USkeletalMeshComponent::TermArticulated(). That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly. #RB Stephan.Delmer Ori, I wasn't sure if the whole line (and the line below it using PScene) should be moved within the if (PhysScene) block or not, but this change seems to fix it. If they can safely be moved, that would be presumably more efficeint though (since we'd only compare vs. nullptr once). #CodeReview Ori.Cohen #UE4 #Fortnite #BugFix Change 3001001 on 2016/06/04 by Fred.Kimberley Added meta data about attributes and a post serialize function so we can recover attributes that have changed their type. Adding Fortnite specific attribute type specialization. This type enforces minimum and maximum values for attributes. Change 3000613 on 2016/06/03 by Sam.Spiro #fort online 24747 Take change from SamZ to get connection change delegates firing correctly Add a delegate to the frontend player controller to logout if the connection goes bad (when all retries have failed) #RB Ben.Zeigler Change 3000482 on 2016/06/03 by Rob.Cannaday Fix problem where newly added friends don't recognize party invitations #jira FORT-19415 From CL 2953432: Ignore presence updates for local user with different resources #jira OR-19929 #tests front end party invites Change 2998044 on 2016/06/02 by Lukasz.Furman fixed path box intersection test used to verify if hotspot is still required for updated path #jira FORT-24422 Change 2997948 on 2016/06/02 by Eric.Newman Moved ProdCom to bottom of file w/ deprecation comment, and clarified deprecation criteria. Will probably need to be removed in //UE4 first and check for any fallout from EC jobs failing Change 2997660 on 2016/06/02 by Chris.Wood Changed Linux server crash handler to force CRC log paths to match main engine log. [UE-30259] - Some server crashes are missing from crashreporter database Should allow us to have CRC logs uploaded to S3 along with main logs easily. Change 2996702 on 2016/06/01 by Bob.Tellez #UE4 You can now use Edit Asset on Level assets in the reference viewer. Change 2996683 on 2016/06/01 by Tim.Tillotson #fortnite Fix analytics comments, changed a few NULL to nullptr, and removed stale code. #JIRA FORT-23833 Change 2996548 on 2016/06/01 by Bob.Tellez #Fortnite Fixing up or deleting remaining references to homebase buildings. HBOnboarding_BuildHeroBuilding is the last reference now and it will be removed soon. Change 2996322 on 2016/06/01 by Bob.Tellez #UE4 Fix for specifying more than one ini override on the command line Change 2996306 on 2016/06/01 by Bob.Tellez #UE4 Delete unneeded and broken script to unlock files in xcode. Does not work since XCode 6.3. Change 2995634 on 2016/06/01 by Jonathan.Lindquist imrpoving the wind magnitude and noise texture Change 2995249 on 2016/05/31 by Bob.Tellez #UE4 Importing "INVALID" in FUniqueNetIdRepl no longer triggers the warning about using ImportText during cook. Change 2992135 on 2016/05/26 by Bob.Tellez #UE4 extern for GuardedMain in LaunchLinux to fix nonunity Change 2991912 on 2016/05/26 by jonathan.lindquist moved a texture sample into a new grouping Change 2991738 on 2016/05/26 by Bob.Tellez #UE4 Level SaveAs now duplicates the world before saving it. This fixes a problem where level assets had the same guids for objects saved in them, which causes LazyObjectPtr issues when they are both in memory at the same time since they can not be uniquely identified. Change 2991449 on 2016/05/26 by Lukasz.Furman AI Ftests will now delay spawning until navmesh is ready #fortnite Change 2990705 on 2016/05/25 by Chris.Gagnon New stats panel, upon stat changes there is a delta pop up. New Squads Tab. Navigation from nodes to squad slots working. Added GetAnimationCurrentTime() to UMG Animation API. #RB Fred.Kimberley, Saul.Abreu Change 2990286 on 2016/05/25 by Bob.Tellez #UE4 Fix logging error regarding max tag container replication size Change 2990285 on 2016/05/25 by Bob.Tellez #UE4 Fix for crash when using "ShowDebug Game" client side Change 2989977 on 2016/05/25 by Lukasz.Furman auto generating navigation bounds from building grid data, UnitNavMeshBounds volume is no longer required #fortnite Change 2989174 on 2016/05/24 by Bob.Tellez #UE4 Added GC reason to the log message declaring that we are doing a GC during the cook commandlet. Change 2988571 on 2016/05/24 by Jonathan.Lindquist submitting a fix for grass-like hierarchy layouts Change 2985428 on 2016/05/20 by Bob.Tellez Experimenting with making UGS CIS not rebuild UBT when incremental building. Change 2985319 on 2016/05/20 by Bob.Tellez #UE4 Removing NumActorChannelsReadyDormant stat as it is somewhat expensive to calculate. Change 2985258 on 2016/05/20 by Billy.Bramer - Add GetFloatAttributeBase and GetFloatAttributeBaseFromAbilitySystemComponent to AbilitySystemBlueprintLibrary, allows querying for a base value of an attribute Change 2985157 on 2016/05/20 by Bob.Tellez Experimenting with non-unity CIS Change 2984664 on 2016/05/19 by Bob.Tellez #UE4 Pasting multiple cells into the property matrix no longer depends on your selected tiles, only your target cell. This is to match the behavior in Excel. Pasting a single cell into multiple cells remains unchanged. Change 2984663 on 2016/05/19 by Bob.Tellez #UE4 Fixed a crash in the property matrix involving going into edit mode on rows that include widgets that are not editable. Change 2984613 on 2016/05/19 by Bob.Tellez #UE4 You can now text import gameplay tags by directly using the tag string (i.e. Evolution.Hero.Soldier). This allows pasting these strings directly into the property matrix or other property-based editors. Change 2984508 on 2016/05/19 by Billy.Bramer - Add constructors for the new struct based attribute Change 2983883 on 2016/05/19 by Lukasz.Furman disabled movement mode in EQS testing pawn to prevent it from falling at PIE start #ue4 Change 2983770 on 2016/05/19 by Bob.Tellez #UE4 Fixed a bug where "OutputToScreen" BP messages would get stuck disabled after a screenshot (using a number of different codepaths). All screenshots now preserve the state of the "suppress messages" bool. #JIRA FORT-24303 Change 2982306 on 2016/05/18 by Bob.Tellez Also experimenting with not updating version files in UGS CIS. Change 2982154 on 2016/05/18 by Lukasz.Furman changed navwalking geometry conforming to use building prop special case #jira FORT-24215 Change 2982019 on 2016/05/18 by Bob.Tellez Trying out incremental CIS builds Change 2981192 on 2016/05/17 by Bob.Tellez #UE4 No longer staging movie files for dedicated server builds. Change 2981023 on 2016/05/17 by Lukasz.Furman added new mode for NavWalking geometry conforming: prefer height closer to current one this should allow standing on top of props or walking off them in lower LOD, instead of moving at ground level - needed for survivors on low cars Change 2980578 on 2016/05/17 by Lukasz.Furman added option for disabling path replan in crowd manager, turned it off in fortnite this must be handled through path update events and corridor assignment or else hotspot detection will break #jira FORT-24116 Change 2980364 on 2016/05/17 by Lukasz.Furman unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings #jira FORT-24045 Change 2980360 on 2016/05/17 by Lukasz.Furman more detailed logs for using custom navlinks #jira FORT-23990 Change 2979880 on 2016/05/16 by Bob.Tellez #UE4 Raising scalability threshold for high end machines to adjust for modern hardware. Change 2979522 on 2016/05/16 by Saul.Abreu #fortnite Added IsValid BP-exposed method for FGameplayAttribute (which is already a BP-exposed struct type), as there is no existing method of validating a gameplay attribute from blueprints. Useful for UI that represents an attribute. Change 2977690 on 2016/05/13 by Daniel.Broder Made most FBox functions FORCEINLINE to improve DebugGame performance. #Fortnite: This change (just on IsInsideOrOn()) improved DebugGame performance for one part of Wind performance in Fortnite by ~18%. #CodeReview Bob.Tellez #UE4 #ReleaseNotes Change 2977517 on 2016/05/13 by Daniel.Broder Added ForceInline to TIndexedContainerIterator<...>::operator!=(...). This change improved DebugGame performance of a for loop using ranged-based syntax by ~27%! #CodeReview Bob.Tellez #Fortnite Wind perf improvement in DebugGame builds. #UE4 #ReleaseNote Change 2974910 on 2016/05/11 by Bob.Tellez #UE4 More graceful handling of export class names in string asset references. Change 2974095 on 2016/05/11 by Bob.Tellez #UE4 Fixed a bug where the RenderTargetOutputFormat for velocity rendering when using r.BasePassOutputsVelocity=True was using the wrong output index. Change 2973663 on 2016/05/11 by John.Abercrombie [implemented by Ben.Marsh] UBT: Add a config setting to allow overriding the output directory for PCH files. To use, edit Engine\Saved\UnrealBuildTool\BuildConfiguration.xml and add: <BuildConfiguration> <PCHOutputDirectory>D:\TestOutputDir</PCHOutputDirectory> </BuildConfiguration> Change 2972603 on 2016/05/10 by Saad.Nader #Fort Added the catalyst to the requirements of an evolvable item. It will only disable the evolution button if there is a catalyst. Change 2971741 on 2016/05/09 by Bob.Tellez #UE4 Adding more context to an error message about serializing FUniqueNetIdRepl during cook. Change 2969838 on 2016/05/06 by Bob.Tellez #Fortnite Added FN PS4 to build scripts Change 2969542 on 2016/05/06 by Bob.Tellez #UE4 Fixed a crash that involved renaming SCS nodes during compile on load. #JIRA FORT-23754 Change 2969520 on 2016/05/06 by Billy.Bramer - Fix missing virtual destructor now that the initter struct has virtual members Change 2969467 on 2016/05/06 by Billy.Bramer - Change FAttributeSetInitter to only contain pure virtual functions in preparation for making it easier to provide a custom implementation per game - Change the existing example FAttributeSetInitter to be called FAttributeSetInitterDiscreteLevels, make it derive from FAttributeSetInitter (DiscreteLevels is now allocated by default for now) - Add support for the new struct-based attribute type to FAttributeSetInitterDiscreteLevels - Fix typos in the initter - Convert usages of FString in AbilitySystemGlobals to FStringAssetReference, where appropriate - Allow attribute init data to come from several curve tables instead of just one - Remove reimport bindings from attribute metadata and global curve table, as neither was in use Change 2969279 on 2016/05/06 by John.Abercrombie Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused Change 2966311 on 2016/05/04 by Rob.Cannaday Fix PS4 Orion players being able to whisper chat with non-Orion players #jira OR-20626 #tests chat with launcher, fortnite (From //Orion/Dev-General CL 2963555) Change 2966255 on 2016/05/04 by Bob.Tellez #UE4 Added an ensure to track down the cause of FORT-23604 and to gracefully recover from what would have been a crash. #JIRA FORT-23604 Change 2966083 on 2016/05/04 by Bob.Tellez #UE4 Adjusted material quality level for "Medium" settings to medium quality. High quality is still used in High and Epic scalability levels. Change 2965669 on 2016/05/04 by Nicholas.Davies Change the restricted platform ID to PSN to prevent Fortnite > PS4 paragon whisper chat #OPP-5268 Integrate PS4 Chat block Social and OSS code to Fortnite, UT, and Launcher #RB Antony.Carter Change 2965316 on 2016/05/03 by Ben.Zeigler #jira FORT-23600 Fix issue where stalled mcp queries never finished. This causes the query to properly fail Manual merge of CL #2907874: When MCP cancels a request due to its required auth failing, the http retry system would never kick off the complete delegates. This was due to the system only adding a request to its list once ProcessRequest was called, which does not happen in the above case. The fix is to add the request to the list when it is cancelled if we did not find it. Change 2965164 on 2016/05/03 by Bob.Tellez #UE4 Fix for Crash in WmfMedia for when the player is destroyed while loading media. Thanks MaxP! Change 2963754 on 2016/05/02 by Billy.Bramer - Switch ability system from binding to OnPostWorldCreation to PreLoadMap for its cleanup functions, as OnPostWorldCreation is called repeatedly with sublevels and can cause data loss - This is a bit of a stopgap, as where and when this happens should probably be configured per game (example: a long session game like an MMO would want to trigger these on something other than a map transition possibly) Change 2962922 on 2016/05/02 by Lukasz.Furman fixed gameplay debugger in "simulate in editor" mode Change 2959860 on 2016/04/28 by David.Nikdel #OGF #McpProfile - Add Profile Write Lock support to client API NOTE: Still need to finish backend support so haven't been able to test yet but this is enough for API hookup NOTE2: You may see a log message about "write lock unexpectedly released" when you do your first command after locking. This is expected because the backend isn't sending down the write lock timeout yet. #CodeReview: Ben.Zeigler Change 2959810 on 2016/04/28 by Jonathan.Lindquist A few more saftey measures to warn the user of incorrect settings and faulty meshes. (In response a licensee's question) Change 2959336 on 2016/04/28 by Bob.Tellez #UE4 Some improvements to asset save time: Added an early-out in PackageBackup to avoid inspecting files in cases where we don't care about the resutls. Also now using GetObjectsWithOuter when passing in a package list to GetObjectsInPackages (which probably should be renamed to GetAssetsInPackage) Change 2958942 on 2016/04/28 by Jonathan.Lindquist Wrote a new portion of pivot painter 2 that unifies edge normals across multiple static meshes Change 2958644 on 2016/04/27 by Jonathan.Lindquist lowering default recursive steps Change 2956612 on 2016/04/26 by Jonathan.Lindquist A few new saftey measures Change 2956197 on 2016/04/26 by Fred.Kimberley Fix a bug where a delegate won't be fired if the base value of an attribute has been changed and the attribute is the new type and doesn't have an aggregator. Fix a bug in gameplay effect tag matching where the deprecated tag is being checked but not the current one. Change 2955386 on 2016/04/25 by Jonathan.Lindquist Fixed a ui bug related to the first time path geo generator is run Pivot painter 2 has a new feature. It duplicates each model in a hierarchy, combines them and then welds their verts. Change 2955230 on 2016/04/25 by Billy.Bramer - Add a debug gameplay tag to string blueprint function, should only be used for debugging purposes Change 2954899 on 2016/04/25 by Fred.Kimberley Added a new backing data type for gameplay attributes. The new type holds both the current and base values. Currently, this new type can coexist with numeric types for gameplay attributes. Change 2953511 on 2016/04/22 by Bob.Tellez #UE4 Bumping up texture streaming pool allowance for min spec and redistributing mid an high to match. Also reduced mip bias at min spec. Change 2953496 on 2016/04/22 by Chris.Gagnon When the console closes it now properly restores the viewports input state (both focus and capture). Change 2952930 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks #jira FORT-23041 Change 2951765 on 2016/04/21 by John.Abercrombie Removed unused code when initializing attribute sets Change 2951617 on 2016/04/21 by Jonathan.Lindquist new elements to the grass shader to include wind influence also adding a test model and the latest version of canopy creator Change 2950861 on 2016/04/21 by Jonathan.Lindquist Submitting a new material for grass so that it may react to the wind New wind test maps Functions to support global wind a new "fuzzy" mat functions Adding wind to the rift portals Change 2950725 on 2016/04/20 by Bob.Tellez Fixups for non NewEC in GetLastSucceededCL Change 2950695 on 2016/04/20 by Bob.Tellez Adding a small helper function to get the last succeeded CL of a given node. Change 2950616 on 2016/04/20 by Maury.Mountain hook up the pivot (+ (0,-1,0)) section of material function that was causing offset motion from pivots Change 2950207 on 2016/04/20 by Bob.Tellez #UE4 NoTimeouts is now respected even in the initial connection timeout. This fixes a bug where a large stall when starting pie causes you to transition to the entry map. Change 2950162 on 2016/04/20 by Lukasz.Furman fixed processing of repath requests, added infinite loop protection #jira FORT-23090 Change 2949974 on 2016/04/20 by Lukasz.Furman another batch of fixes for hotspot tasks getting out of sync: abort move is now ignored if instigated by new task at goal, clearing hotspot data on dying while gameplay tasks are still accessible, ignoring move resume when controller is being destroyed Change 2949923 on 2016/04/20 by Rob.Cannaday FOnlineIdentityMcp: Cancel ClientAuthRequests and ExternalAuthRequests on shutdown #tests PIE start game / shutdown Change 2949210 on 2016/04/19 by Bob.Tellez #UE4 Removing all local players from the game instance when it is shut down. This ensures that local players are properly torn down and events related to the lifespan of the player or controller are fired when exiting the game normally. #JIRA FORT-23024 Change 2947381 on 2016/04/18 by Rob.Cannaday Change XMPP presence, pubsub, messages, multi user chat, and chat's ref counting to be thread safe #jira FORT-22861 #tests front end partying Change 2945301 on 2016/04/15 by Michael.Trepka Reset SyncStatus in FAvfMediaVideoTrack::SeekToTime to fix issues with video not updating after rewind Change 2944422 on 2016/04/14 by Michael.Trepka Fixed Mono compile errors in UAT Change 2944375 on 2016/04/14 by Fred.Kimberley Changed how we handle missing gameplay tags so we now ensure once per missing tag instead of only ensuring on the first missing gameplay tag. Change 2944040 on 2016/04/14 by Michael.Trepka Fixed a problem with CoreAudio AudioUnitGraph update caused by adding and deleting the same node in a single tick Change 2943864 on 2016/04/14 by Lukasz.Furman fixed initialization order of gameplay debugger replicators on client #jira FORT-22885 Change 2943228 on 2016/04/13 by Bob.Tellez #UE4 Moved the addition of the IsDataOnly tag out of the if (ParentClass) block. Tags should not be dynamically added like this or else they can not be discovered by the editor which relies on asking the CDO for the tags relevant to an asset type. Change 2942303 on 2016/04/13 by Daniel.Broder Added support to be able to set a CanvasRenderTarget2D NOT to clear to green whenever it's updated (so you can just draw pixels that have changed instead of always having to redraw everything. #RB Bob.Tellez #UE4 Change 2941919 on 2016/04/13 by Jonathan.Lindquist Adding a new maxscript that allows artists to procedurally generate trees. Change 2941816 on 2016/04/13 by Saul.Abreu Demoted errors regarding widget-bound properties when first compling a new created widget blueprint - otherwise an ensure occurs. Change 2941752 on 2016/04/12 by jonathan.lindquist adding a new function to optimize trees and fix a few issues Change 2941519 on 2016/04/12 by Jonathan.Lindquist submitting a new warning regarding file unit types Change 2940980 on 2016/04/12 by John.Abercrombie Turned Graphs off by default in the Visual Logger Change 2940134 on 2016/04/11 by Billy.Bramer - Add support for new overrideable function OnPostDataImport to FTableRowBase; Can be override to perform custom parsing, fix-up, etc. per struct type whenever a data table is imported or reimported - Change row struct combo box on the data table importer to be sorted alphabetically Change 2938828 on 2016/04/08 by David.Hunt #FN || Economy Rebuild Updating several code references to items and item paths that no longer exist, with Bob's help. This fixes FORT-22784 (hopefully for real) and several other build and item errors. It also indicates that the various redirector issues I have been experiencing were likely red herrings - they were C++ defaults that were showing up on items that had nothing set, as opposed to redirects that failed. #CodeReview Bob.Tellez, Ben.Zeigler, William.Ewen, Carlos.Cuello Change 2938675 on 2016/04/08 by Lukasz.Furman fixed gameplay debugger displaying paths of killed pawns #fortnite Change 2938426 on 2016/04/08 by Rob.Cannaday Implement new command line party invitation format into Fortnite #jira FORT-22685 #tests launch with command line party invite Integrate CLs 2908339 and 2917498 from Orion Change 2938367 on 2016/04/08 by Billy.Bramer - Mark the reimport data table factory with UNREALED_API for external use - Change CSVImportFactory to respect the class of existing data being reimported upon Change 2937319 on 2016/04/07 by Lukasz.Furman improved gameplay task info in gameplay debugger tool Change 2937178 on 2016/04/07 by Lukasz.Furman fixed aborting undermine tasks when player becomes reachable #jira FORT-22240, FORT-22077 Change 2937166 on 2016/04/07 by Saul.Abreu Fixed redundant typename in TPair that was causing clang compilation errors. Change 2937093 on 2016/04/07 by Saul.Abreu #fortnite Made ElementSetType protected again in the Map family. Change 2937044 on 2016/04/07 by Saul.Abreu Tweaked Set/Map family of data structures to expose the typedefs for their key, value, and pair types. Change 2936940 on 2016/04/07 by Bob.Tellez #UE4 Fixed a bug that prevented the log summary from being printed after a blueprint compile. Change 2936696 on 2016/04/07 by Bob.Tellez #UE4 Blueprint names are once again part of Blueprint compile log messages. Change 2936572 on 2016/04/07 by Lukasz.Furman added more debug logs for tracking rare NaN error in player movement #jira FORT-19426 Change 2934892 on 2016/04/06 by Lukasz.Furman fixed updating hotspot information after all tasks instigated by it are finished #jira FORT-22515 Change 2933664 on 2016/04/05 by Michael.Trepka Fixed a rare crash in USoundNodeLooping::NotifyWaveInstanceFinished Change 2933554 on 2016/04/05 by Lukasz.Furman fixed taker's portal move (priorities of gameplay tasks spawned by path following) #jira FORT-22482 Change 2933343 on 2016/04/05 by John.Abercrombie Changed FGameplayAbilityActorInfo's AnimInstance property to a SkeletalMeshComponent in case AnimInstances are ever changed on a SkeletalMeshComponent - AnimInstance can be used through an accessor Change 2933300 on 2016/04/05 by Lukasz.Furman fixed number of spawned AI in FTests using PreSpawnDelay #fortnite Change 2933171 on 2016/04/05 by Lukasz.Furman added PreSpawnDelay param to function test spawn sets #fortnite Change 2931072 on 2016/04/01 by Lukasz.Furman changed pawn actions to gameplay tasks #jira FORT-21314 Change 2930987 on 2016/04/01 by Billy.Bramer - Add method to data table to get all rows as a type - Add metadata tag for data table rows to report columns as DataTableImportOptional, at which point they will not be warned against if missing during import (this allows games to do custom post-import fix-up or synthesis of data w/o expecting it to be imported) - Use new method for getting all tags to fix FORT-20563 "Gameplay tag table import checks by numerical row name for no reason" Change 2929651 on 2016/03/31 by Nick.Cooper #Fortnite - Fixed Actor AttachmentReplication not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress #jira FORT-21330 #RB ben.zeigler Change 2929360 on 2016/03/31 by Daniel.Broder Fixed bug where CanvasRenderTarget2D assets would crash on load in editor due to trying to update the asset during post-load. Thanks to Bob for what I needed to check to early-out and avoid the crash. #RB Bob.Tellez #UE4 Change 2928845 on 2016/03/31 by Nicholas.Davies Add fix for chat text not clearing #jira FORT-22049 Textbox does not clear when text is sent through chat Change 2928574 on 2016/03/30 by Ben.Zeigler Fix issue with redirectors not working properly for blueprint function libraries. When a blueprint got regenerated it patched the old export, but failed to clear the "load failed" flag, so it would fail to find it when later pointed to by a redirect Change 2928572 on 2016/03/30 by Ben.Zeigler #Jira FORT-20763 Fix issue with "Server re-loading object" warning going off for deleted actors. It now only logs, and only for things that are going to successfully load Change 2928436 on 2016/03/30 by Bob.Tellez #UE4 Added Canvas Render Target factory and asset type actions so you can create them in the content browser and search for them after they are created. Change 2928372 on 2016/03/30 by Bob.Tellez #UE4 Added verbose message about animation assets that need to be resaved due to resetting the skeleton. Change 2926805 on 2016/03/29 by Bob.Tellez #UE4 Made SetOverallScalabilityLevel virtual so game-specific features can be updated based on a single-value level. Change 2926752 on 2016/03/29 by Bob.Tellez #UE4 Using DesiredScreenHeight is now optional. Often games use ResolutionQuality as purely a way to run better on slower machines so it should be controlled entirely by scalability. Change 2926189 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path Change 2924921 on 2016/03/28 by Lukasz.Furman removed log message showing as navmesh generation error when it skips over degenerated poly #fortnite Change 2924843 on 2016/03/28 by Lukasz.Furman added more debug logs for navmesh's failed triangulate() #jira FORT-22186 Change 2924719 on 2016/03/28 by Lukasz.Furman fixed offmesh link connection issue causing path portal edges to have duplicated data and breaking hotspot detection traces #jira FORT-22132 Change 2921698 on 2016/03/24 by Lukasz.Furman fixed EQS instancing queries by debug name instead of using unique one, fixed debug name on asset duplication #fortnite Change 2920395 on 2016/03/23 by Bob.Tellez #UE4 Added a call to FBaseServiceMcp::Shutdown() in FOnlineServiceAvailabilityMcp::Shutdown. The parent class doesnt do anything today, but this may fix a bug in the future. Change 2920343 on 2016/03/23 by Ben.Zeigler In ConvertScalarUPropertyToJsonValue, move the execution of the custom callback up above the specific property types. This is needed to allow us to override the TextProperty export, and allows overriding in general. It can have a performance implication if the custom callback is very slow #RB josh.markiewicz Change 2920310 on 2016/03/23 by Bob.Tellez #UE4 FOnlineServiceAvailabilityMcp::Init was not invoking the Superclass' Init Change 2920254 on 2016/03/23 by Aaron.McLeran FORT-22090 Re-disabling reverb. Will add an ini-based disabling ability but this CL quickly re-disables to resolve volume issue on FN and (hopefully) bypass crash mentioned in FORT-22037 Change 2920249 on 2016/03/23 by Rob.Cannaday Fix for crash in FOnlinePartySystemMcp::InternalCleanUpPartyMember Don't trigger "member left" type events if we are leaving the party #jira FORT-20422 #jira FORT-21726 Change 2920178 on 2016/03/23 by Bob.Tellez #UE4 Calling the platform-specific implementation of StackWalkAndDump when invoking StackWalkAndDumpEx. This fixes a bug in Windows where the first ensure does not produce a callstack. Change 2919858 on 2016/03/23 by Bob.Tellez #UE4 Fix for ensure about accessing a CVar in UParticleModuleLight on a non-game thread using GetValueOnGameThread. I changed this to GetValueOnAnyThread. Change 2919775 on 2016/03/23 by Bob.Tellez #UE4 Restoring enforced uniqueness in FUObjectAnnotationSparseSearchable and put all manipulations of InverseAnnotationMap in critical sections. This will make RemoveAnnotation fast again. Change 2919233 on 2016/03/22 by Bob.Tellez #UE4 Removing a warning that is pretty chatty in our cooked logs. Change 2919125 on 2016/03/22 by Bob.Tellez #UE4 Added ParticleLightQuality scalability setting since lower-end machines have trouble with particle lights. They are disabled on low and medium spec machines. HQ lights are only allowed on high-end machines. Change 2918831 on 2016/03/22 by Bob.Tellez #UE4 Fixed a bug where WinInet response headers were not properly being trimmed. #JIRA FORT-22054 Change 2917722 on 2016/03/21 by Ben.Zeigler Remove FortniteServer module and move those classes to FortniteGame. The engine doesn't support classes that only exist on servers but not clients, so this fixes a lot of error spam bugs, and should improve compile times Resave assets that directly referenced FortniteServer Change 2917588 on 2016/03/21 by Bob.Tellez #UE4 Fixed shadow variable that I introduced Change 2914169 on 2016/03/17 by Ben.Zeigler Disable extra logging that was added to track down Auth issues, they look to be resolved Change 2912626 on 2016/03/16 by Bob.Tellez #UE4 Success messages should not be warnings. Change 2911171 on 2016/03/15 by Bob.Tellez #UE4 Minor fix to correctly display GetBulkDataSize in the warning in FUntypedBulkData::WaitForAsyncLoading Change 2911170 on 2016/03/15 by Billy.Bramer #jira [FORT-6139] Trap models persist after destroying supporting structure in Outpost - Root issue was caused by error within network dormancy and queued bunches: If a dormant actor's open bunch ended up queued and a close bunch came in before the bunch was processed, the actor would never be properly destroyed client side as a result of not re-establishing the channel's actor pointer - Fix issue by changing close bunches to not be fully processed until their appropriate place in the queue. While this could cause superfluous execution (i.e. actor recreated just to be immediately destroyed), it should respect gameplay programming intent in regards to RPCs Change 2911009 on 2016/03/15 by Bob.Tellez #UE4 Fixed a bug in UHierarchicalInstancedStaticMeshComponent where RemoveInstances would not rebuild the ClusterTree, causing SortedInstances to contain incorect indices in GetInstancesOverlappingBox. This is the behavior of the singular RemoveInstance so this is what should also be done in the plural RemoveInstances. #JIRA FORT-21605 Change 2910295 on 2016/03/15 by Bob.Tellez #UE4 World thumbnails no longer cull primitives. This is because the camera is very far away and if terrain pieces are culled, the level is not visible. Change 2909324 on 2016/03/14 by Bob.Tellez #UE4 Since empty headers values cause GenerateHeaderBuffer to emit ERROR_HTTP_HEADER_NOT_FOUND, they are now omitted from the header buffer in WinInet. Change 2905920 on 2016/03/11 by Lukasz.Furman fixed crowd simulation getting stuck with invalid velocity (moonwalking husks) #fortnite Change 2905612 on 2016/03/11 by Bob.Tellez #UE4 Made the minimum quadtree size configurable in ProceduralFoliageSpawner. You need to reduce the minimum size a little if you are spawning very many small foliage meshes. [CL 3027184 by Bob Tellez in Main branch]
2016-06-24 16:58:12 -04:00
if (AssetData.IsAssetLoaded())
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Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3026859) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3016173 on 2016/06/16 by Lukasz.Furman fixed path updates in nested move tasks #jira FORT-25742 Change 3015722 on 2016/06/15 by Bob.Tellez #UE4 Avoiding a crash in FOnlinePartySystemMcp::PublishPartyInfoToPresence #JIRA OR-14102 Change 3015626 on 2016/06/15 by Bob.Tellez #UE4 Experimental fix for hitches involving spinlocks in windows. #JIRA FORT-25253 Change 3015473 on 2016/06/15 by Bob.Tellez #UE4 Compiling CrashReportClient in VS2013 instead of 2015 until we can figure out the appropriate way to install the redist on end-user machines. #JIRA FORT-25748 Change 3014721 on 2016/06/15 by Bob.Tellez #UE4 Returning false in cases where we want to skip replication of GameplayAbilities structures in NetDeltaSerialize. This fixes a bug where actors trying to become net dormant were not allowed because they were continuously reporting that they had data to replicate. #JIRA FORT-25689 Change 3014323 on 2016/06/15 by Rob.Cannaday When kicked from lobby beacon, restore the persistent party after leaving the previous persistent party #jira FORT-25407 #tests front end parties, being kicked from outpost lobby Change 3013712 on 2016/06/14 by Bob.Tellez #UE4 Fix DrawNetDriverDebug crash during map transitions Change 3013418 on 2016/06/14 by Mark.Satterthwaite Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU. #jira FORT-24510 Change 3013394 on 2016/06/14 by Mark.Satterthwaite Report Metal command-buffer failures in MetalQuery in the same way as MetalCommandList and make them fatal as well. This ensures that the game doesn't try to continue if the commands failed as that is unsafe. #jira FORT-24808 Change 3012977 on 2016/06/14 by Fred.Kimberley Add a blueprint exposed function to evaluate an attribute from a given base value. Change 3012755 on 2016/06/14 by Bob.Tellez #UE4 ExclusiveInternalFlags is now respected when passing in a null ObjectPackage in StaticFindObjectFastInternalThreadSafe #JIRA FORT-113 Change 3011948 on 2016/06/13 by Mark.Satterthwaite Workaround a Fortnite crash on launch for Mac OpenGL - one or more shaders are using the bit-cast operators (asuint(), asfloat()) that aren't available with GLSL version 150. In order to use them the GLSL version must be 330 which means switching the version tag at runtime. There will be Mac GPUs on 10.10.5 which don't correctly implement these instructions so this really isn't a fix - that would be to change shaders to not use SM5-level instructions. Change 3011659 on 2016/06/13 by Bob.Tellez #UE4 Better handling of checked state in SGameplayTagWidget::IsTagChecked. Checking direct child tags was not sufficient and also not needed since HasTag allows you to follow parent tags when checking for an explicit tag. Change 3011647 on 2016/06/13 by Rob.Cannaday Fix for multiple account login not kicking previous logins Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith #jira FORT-25452 #tests multiple account login, frontend only Change 3011436 on 2016/06/13 by Nick.Cooper #UE4 - Added bRelativeToInitialFOV option to UCameraAnim, defaulting to true. If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation #jira FORT-23606 Change 3010411 on 2016/06/12 by Bob.Tellez #UE4 Fix for a possible case where a reference to an async loading package that would contain a level gets replicated before the level it contains is fully serialized, causing network loading code client side to attempt to load the package even though it is not allowed to load maps. #jira FORT-113, FORT-22222 Change 3009885 on 2016/06/10 by Billy.Bramer #jira FORT-25361 [FORT-25361] Health and shield values are incorrect when slotting survivors with bonuses - Fix some resultant bugs from swapping attributes to be struct-based: - Fix issue wherein the initial creation of the client-side aggregator could be initialized with the computed final value from the server, resulting in incorrect client-side math - Fix issue where subsequent changes to the aggregator's base value on the client would be lost Change 3009514 on 2016/06/10 by Bob.Tellez #UE4 Remove final usage of the task graph in WmfMediaPlayer to dodge shutdown crashes. Change 3009197 on 2016/06/10 by Michael.Trepka Disabled reverb on Mac again. It's too expensive and doesn't fix FORT-22090 anyway Change 3008392 on 2016/06/09 by Ben.Zeigler #jira FORT-25244 Change it so application error codes like 400/404 do not cause the mcp to think it is disconnected from the backend. Only 408, 501, 502, and 504 now result in ServiceUnavailable. Change 3008106 on 2016/06/09 by Lukasz.Furman fixed cutting corners near navmesh obstacles in detour crowd's string pulling #jira FORT-24981 Change 3008039 on 2016/06/09 by Bob.Tellez #UE4 Fixed conversion of TAssetPtr to UObject* properties for the case where the referenced object is not already loaded. Change 3007864 on 2016/06/09 by Fred.Kimberley Updates to supporting attributes as structs. Adding functionality that makes them easier to use and override in projects. Change 3007682 on 2016/06/09 by Michael.Trepka Re-enabled reverb on Mac Change 3006971 on 2016/06/08 by Saul.Abreu #fortnite #jira FORT-25169 Added node costs types, cost amounts, and remaining balance for each cost type to the NodePurchase analytics event. Change 3006933 on 2016/06/08 by Chris.Gagnon Fixed up all the Power levle widget use cases. #Jira FORT-23472, FORT-24132, FORT-24144, FORT-24952, FORT-24924 Change 3006633 on 2016/06/08 by Dmitry.Rekman Linux: propagate ensure message to the CR (FORT-23030). - Without this, ensure() has a generic "SIGTRAP" error message, which is misleading for QA. #tests Tried "debug ensure" a few times, observed crash report (on the website) with the proper message #jira FORT-23030 Change 3006036 on 2016/06/08 by Rob.Cannaday Remove warning about missing "recentplayers" field. The absence of the field is gracefully handled in the client and is only absent if the list is absent on the server. #jira FORT-18687 Change 3005216 on 2016/06/07 by Bob.Tellez #UE4 Avoiding layout invalidation if you use SetEnabled to set an identical enabled state. This is the same as how SetVisibility works. Change 3004857 on 2016/06/07 by Rob.Cannaday Fix for incorrect reason displayed for inability to join party #jira FORT-13517 Change 3004811 on 2016/06/07 by Michael.Trepka Increased the number of input buses for CoreAudio 3D Mixer to support 64 audio channels. Also, added a warning to FAudioDevice::StartSources so it doesn't silently ignore sound source initialization failures. Change 3004553 on 2016/06/07 by Lukasz.Furman fixed AnySpawners activating before navmesh unlock & rebuild #jira FORT-25067 Change 3004083 on 2016/06/07 by Bob.Tellez #UE4 Fixing GenerateApplicationPath for monolithic games. Change 3003457 on 2016/06/06 by Bob.Tellez #UE4 Add a little info to a warning about failing to load a file for streaming. Change 3003256 on 2016/06/06 by Bob.Tellez #UE4 Fixed a bug where not having a crash report would cause CrashReportClient not not properly exit on Mac Change 3003146 on 2016/06/06 by jonathan.lindquist switching from a ceil and lerp technique to an if statement to provide better transform results. Change 3002048 on 2016/06/06 by Daniel.Broder Support for setting Scalar and Vector Materials by Index rather than by name on MIDs. This feature allows much better performance in cases where large numbers of parameters are being set per frame and where the indices can be cached by the calling code in an initialization step. #RB Stephan.Delmer #CodeReview Bob.Tellez #UE4 #ReleaseNote Change 3001315 on 2016/06/05 by Daniel.Broder Fixed crash that could occur when the FPhysScene* was null (the world has no PhysicsScene) in USkeletalMeshComponent::TermArticulated(). That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly. #RB Stephan.Delmer Ori, I wasn't sure if the whole line (and the line below it using PScene) should be moved within the if (PhysScene) block or not, but this change seems to fix it. If they can safely be moved, that would be presumably more efficeint though (since we'd only compare vs. nullptr once). #CodeReview Ori.Cohen #UE4 #Fortnite #BugFix Change 3001001 on 2016/06/04 by Fred.Kimberley Added meta data about attributes and a post serialize function so we can recover attributes that have changed their type. Adding Fortnite specific attribute type specialization. This type enforces minimum and maximum values for attributes. Change 3000613 on 2016/06/03 by Sam.Spiro #fort online 24747 Take change from SamZ to get connection change delegates firing correctly Add a delegate to the frontend player controller to logout if the connection goes bad (when all retries have failed) #RB Ben.Zeigler Change 3000482 on 2016/06/03 by Rob.Cannaday Fix problem where newly added friends don't recognize party invitations #jira FORT-19415 From CL 2953432: Ignore presence updates for local user with different resources #jira OR-19929 #tests front end party invites Change 2998044 on 2016/06/02 by Lukasz.Furman fixed path box intersection test used to verify if hotspot is still required for updated path #jira FORT-24422 Change 2997948 on 2016/06/02 by Eric.Newman Moved ProdCom to bottom of file w/ deprecation comment, and clarified deprecation criteria. Will probably need to be removed in //UE4 first and check for any fallout from EC jobs failing Change 2997660 on 2016/06/02 by Chris.Wood Changed Linux server crash handler to force CRC log paths to match main engine log. [UE-30259] - Some server crashes are missing from crashreporter database Should allow us to have CRC logs uploaded to S3 along with main logs easily. Change 2996702 on 2016/06/01 by Bob.Tellez #UE4 You can now use Edit Asset on Level assets in the reference viewer. Change 2996683 on 2016/06/01 by Tim.Tillotson #fortnite Fix analytics comments, changed a few NULL to nullptr, and removed stale code. #JIRA FORT-23833 Change 2996548 on 2016/06/01 by Bob.Tellez #Fortnite Fixing up or deleting remaining references to homebase buildings. HBOnboarding_BuildHeroBuilding is the last reference now and it will be removed soon. Change 2996322 on 2016/06/01 by Bob.Tellez #UE4 Fix for specifying more than one ini override on the command line Change 2996306 on 2016/06/01 by Bob.Tellez #UE4 Delete unneeded and broken script to unlock files in xcode. Does not work since XCode 6.3. Change 2995634 on 2016/06/01 by Jonathan.Lindquist imrpoving the wind magnitude and noise texture Change 2995249 on 2016/05/31 by Bob.Tellez #UE4 Importing "INVALID" in FUniqueNetIdRepl no longer triggers the warning about using ImportText during cook. Change 2992135 on 2016/05/26 by Bob.Tellez #UE4 extern for GuardedMain in LaunchLinux to fix nonunity Change 2991912 on 2016/05/26 by jonathan.lindquist moved a texture sample into a new grouping Change 2991738 on 2016/05/26 by Bob.Tellez #UE4 Level SaveAs now duplicates the world before saving it. This fixes a problem where level assets had the same guids for objects saved in them, which causes LazyObjectPtr issues when they are both in memory at the same time since they can not be uniquely identified. Change 2991449 on 2016/05/26 by Lukasz.Furman AI Ftests will now delay spawning until navmesh is ready #fortnite Change 2990705 on 2016/05/25 by Chris.Gagnon New stats panel, upon stat changes there is a delta pop up. New Squads Tab. Navigation from nodes to squad slots working. Added GetAnimationCurrentTime() to UMG Animation API. #RB Fred.Kimberley, Saul.Abreu Change 2990286 on 2016/05/25 by Bob.Tellez #UE4 Fix logging error regarding max tag container replication size Change 2990285 on 2016/05/25 by Bob.Tellez #UE4 Fix for crash when using "ShowDebug Game" client side Change 2989977 on 2016/05/25 by Lukasz.Furman auto generating navigation bounds from building grid data, UnitNavMeshBounds volume is no longer required #fortnite Change 2989174 on 2016/05/24 by Bob.Tellez #UE4 Added GC reason to the log message declaring that we are doing a GC during the cook commandlet. Change 2988571 on 2016/05/24 by Jonathan.Lindquist submitting a fix for grass-like hierarchy layouts Change 2985428 on 2016/05/20 by Bob.Tellez Experimenting with making UGS CIS not rebuild UBT when incremental building. Change 2985319 on 2016/05/20 by Bob.Tellez #UE4 Removing NumActorChannelsReadyDormant stat as it is somewhat expensive to calculate. Change 2985258 on 2016/05/20 by Billy.Bramer - Add GetFloatAttributeBase and GetFloatAttributeBaseFromAbilitySystemComponent to AbilitySystemBlueprintLibrary, allows querying for a base value of an attribute Change 2985157 on 2016/05/20 by Bob.Tellez Experimenting with non-unity CIS Change 2984664 on 2016/05/19 by Bob.Tellez #UE4 Pasting multiple cells into the property matrix no longer depends on your selected tiles, only your target cell. This is to match the behavior in Excel. Pasting a single cell into multiple cells remains unchanged. Change 2984663 on 2016/05/19 by Bob.Tellez #UE4 Fixed a crash in the property matrix involving going into edit mode on rows that include widgets that are not editable. Change 2984613 on 2016/05/19 by Bob.Tellez #UE4 You can now text import gameplay tags by directly using the tag string (i.e. Evolution.Hero.Soldier). This allows pasting these strings directly into the property matrix or other property-based editors. Change 2984508 on 2016/05/19 by Billy.Bramer - Add constructors for the new struct based attribute Change 2983883 on 2016/05/19 by Lukasz.Furman disabled movement mode in EQS testing pawn to prevent it from falling at PIE start #ue4 Change 2983770 on 2016/05/19 by Bob.Tellez #UE4 Fixed a bug where "OutputToScreen" BP messages would get stuck disabled after a screenshot (using a number of different codepaths). All screenshots now preserve the state of the "suppress messages" bool. #JIRA FORT-24303 Change 2982306 on 2016/05/18 by Bob.Tellez Also experimenting with not updating version files in UGS CIS. Change 2982154 on 2016/05/18 by Lukasz.Furman changed navwalking geometry conforming to use building prop special case #jira FORT-24215 Change 2982019 on 2016/05/18 by Bob.Tellez Trying out incremental CIS builds Change 2981192 on 2016/05/17 by Bob.Tellez #UE4 No longer staging movie files for dedicated server builds. Change 2981023 on 2016/05/17 by Lukasz.Furman added new mode for NavWalking geometry conforming: prefer height closer to current one this should allow standing on top of props or walking off them in lower LOD, instead of moving at ground level - needed for survivors on low cars Change 2980578 on 2016/05/17 by Lukasz.Furman added option for disabling path replan in crowd manager, turned it off in fortnite this must be handled through path update events and corridor assignment or else hotspot detection will break #jira FORT-24116 Change 2980364 on 2016/05/17 by Lukasz.Furman unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings #jira FORT-24045 Change 2980360 on 2016/05/17 by Lukasz.Furman more detailed logs for using custom navlinks #jira FORT-23990 Change 2979880 on 2016/05/16 by Bob.Tellez #UE4 Raising scalability threshold for high end machines to adjust for modern hardware. Change 2979522 on 2016/05/16 by Saul.Abreu #fortnite Added IsValid BP-exposed method for FGameplayAttribute (which is already a BP-exposed struct type), as there is no existing method of validating a gameplay attribute from blueprints. Useful for UI that represents an attribute. Change 2977690 on 2016/05/13 by Daniel.Broder Made most FBox functions FORCEINLINE to improve DebugGame performance. #Fortnite: This change (just on IsInsideOrOn()) improved DebugGame performance for one part of Wind performance in Fortnite by ~18%. #CodeReview Bob.Tellez #UE4 #ReleaseNotes Change 2977517 on 2016/05/13 by Daniel.Broder Added ForceInline to TIndexedContainerIterator<...>::operator!=(...). This change improved DebugGame performance of a for loop using ranged-based syntax by ~27%! #CodeReview Bob.Tellez #Fortnite Wind perf improvement in DebugGame builds. #UE4 #ReleaseNote Change 2974910 on 2016/05/11 by Bob.Tellez #UE4 More graceful handling of export class names in string asset references. Change 2974095 on 2016/05/11 by Bob.Tellez #UE4 Fixed a bug where the RenderTargetOutputFormat for velocity rendering when using r.BasePassOutputsVelocity=True was using the wrong output index. Change 2973663 on 2016/05/11 by John.Abercrombie [implemented by Ben.Marsh] UBT: Add a config setting to allow overriding the output directory for PCH files. To use, edit Engine\Saved\UnrealBuildTool\BuildConfiguration.xml and add: <BuildConfiguration> <PCHOutputDirectory>D:\TestOutputDir</PCHOutputDirectory> </BuildConfiguration> Change 2972603 on 2016/05/10 by Saad.Nader #Fort Added the catalyst to the requirements of an evolvable item. It will only disable the evolution button if there is a catalyst. Change 2971741 on 2016/05/09 by Bob.Tellez #UE4 Adding more context to an error message about serializing FUniqueNetIdRepl during cook. Change 2969838 on 2016/05/06 by Bob.Tellez #Fortnite Added FN PS4 to build scripts Change 2969542 on 2016/05/06 by Bob.Tellez #UE4 Fixed a crash that involved renaming SCS nodes during compile on load. #JIRA FORT-23754 Change 2969520 on 2016/05/06 by Billy.Bramer - Fix missing virtual destructor now that the initter struct has virtual members Change 2969467 on 2016/05/06 by Billy.Bramer - Change FAttributeSetInitter to only contain pure virtual functions in preparation for making it easier to provide a custom implementation per game - Change the existing example FAttributeSetInitter to be called FAttributeSetInitterDiscreteLevels, make it derive from FAttributeSetInitter (DiscreteLevels is now allocated by default for now) - Add support for the new struct-based attribute type to FAttributeSetInitterDiscreteLevels - Fix typos in the initter - Convert usages of FString in AbilitySystemGlobals to FStringAssetReference, where appropriate - Allow attribute init data to come from several curve tables instead of just one - Remove reimport bindings from attribute metadata and global curve table, as neither was in use Change 2969279 on 2016/05/06 by John.Abercrombie Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused Change 2966311 on 2016/05/04 by Rob.Cannaday Fix PS4 Orion players being able to whisper chat with non-Orion players #jira OR-20626 #tests chat with launcher, fortnite (From //Orion/Dev-General CL 2963555) Change 2966255 on 2016/05/04 by Bob.Tellez #UE4 Added an ensure to track down the cause of FORT-23604 and to gracefully recover from what would have been a crash. #JIRA FORT-23604 Change 2966083 on 2016/05/04 by Bob.Tellez #UE4 Adjusted material quality level for "Medium" settings to medium quality. High quality is still used in High and Epic scalability levels. Change 2965669 on 2016/05/04 by Nicholas.Davies Change the restricted platform ID to PSN to prevent Fortnite > PS4 paragon whisper chat #OPP-5268 Integrate PS4 Chat block Social and OSS code to Fortnite, UT, and Launcher #RB Antony.Carter Change 2965316 on 2016/05/03 by Ben.Zeigler #jira FORT-23600 Fix issue where stalled mcp queries never finished. This causes the query to properly fail Manual merge of CL #2907874: When MCP cancels a request due to its required auth failing, the http retry system would never kick off the complete delegates. This was due to the system only adding a request to its list once ProcessRequest was called, which does not happen in the above case. The fix is to add the request to the list when it is cancelled if we did not find it. Change 2965164 on 2016/05/03 by Bob.Tellez #UE4 Fix for Crash in WmfMedia for when the player is destroyed while loading media. Thanks MaxP! Change 2963754 on 2016/05/02 by Billy.Bramer - Switch ability system from binding to OnPostWorldCreation to PreLoadMap for its cleanup functions, as OnPostWorldCreation is called repeatedly with sublevels and can cause data loss - This is a bit of a stopgap, as where and when this happens should probably be configured per game (example: a long session game like an MMO would want to trigger these on something other than a map transition possibly) Change 2962922 on 2016/05/02 by Lukasz.Furman fixed gameplay debugger in "simulate in editor" mode Change 2959860 on 2016/04/28 by David.Nikdel #OGF #McpProfile - Add Profile Write Lock support to client API NOTE: Still need to finish backend support so haven't been able to test yet but this is enough for API hookup NOTE2: You may see a log message about "write lock unexpectedly released" when you do your first command after locking. This is expected because the backend isn't sending down the write lock timeout yet. #CodeReview: Ben.Zeigler Change 2959810 on 2016/04/28 by Jonathan.Lindquist A few more saftey measures to warn the user of incorrect settings and faulty meshes. (In response a licensee's question) Change 2959336 on 2016/04/28 by Bob.Tellez #UE4 Some improvements to asset save time: Added an early-out in PackageBackup to avoid inspecting files in cases where we don't care about the resutls. Also now using GetObjectsWithOuter when passing in a package list to GetObjectsInPackages (which probably should be renamed to GetAssetsInPackage) Change 2958942 on 2016/04/28 by Jonathan.Lindquist Wrote a new portion of pivot painter 2 that unifies edge normals across multiple static meshes Change 2958644 on 2016/04/27 by Jonathan.Lindquist lowering default recursive steps Change 2956612 on 2016/04/26 by Jonathan.Lindquist A few new saftey measures Change 2956197 on 2016/04/26 by Fred.Kimberley Fix a bug where a delegate won't be fired if the base value of an attribute has been changed and the attribute is the new type and doesn't have an aggregator. Fix a bug in gameplay effect tag matching where the deprecated tag is being checked but not the current one. Change 2955386 on 2016/04/25 by Jonathan.Lindquist Fixed a ui bug related to the first time path geo generator is run Pivot painter 2 has a new feature. It duplicates each model in a hierarchy, combines them and then welds their verts. Change 2955230 on 2016/04/25 by Billy.Bramer - Add a debug gameplay tag to string blueprint function, should only be used for debugging purposes Change 2954899 on 2016/04/25 by Fred.Kimberley Added a new backing data type for gameplay attributes. The new type holds both the current and base values. Currently, this new type can coexist with numeric types for gameplay attributes. Change 2953511 on 2016/04/22 by Bob.Tellez #UE4 Bumping up texture streaming pool allowance for min spec and redistributing mid an high to match. Also reduced mip bias at min spec. Change 2953496 on 2016/04/22 by Chris.Gagnon When the console closes it now properly restores the viewports input state (both focus and capture). Change 2952930 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks #jira FORT-23041 Change 2951765 on 2016/04/21 by John.Abercrombie Removed unused code when initializing attribute sets Change 2951617 on 2016/04/21 by Jonathan.Lindquist new elements to the grass shader to include wind influence also adding a test model and the latest version of canopy creator Change 2950861 on 2016/04/21 by Jonathan.Lindquist Submitting a new material for grass so that it may react to the wind New wind test maps Functions to support global wind a new "fuzzy" mat functions Adding wind to the rift portals Change 2950725 on 2016/04/20 by Bob.Tellez Fixups for non NewEC in GetLastSucceededCL Change 2950695 on 2016/04/20 by Bob.Tellez Adding a small helper function to get the last succeeded CL of a given node. Change 2950616 on 2016/04/20 by Maury.Mountain hook up the pivot (+ (0,-1,0)) section of material function that was causing offset motion from pivots Change 2950207 on 2016/04/20 by Bob.Tellez #UE4 NoTimeouts is now respected even in the initial connection timeout. This fixes a bug where a large stall when starting pie causes you to transition to the entry map. Change 2950162 on 2016/04/20 by Lukasz.Furman fixed processing of repath requests, added infinite loop protection #jira FORT-23090 Change 2949974 on 2016/04/20 by Lukasz.Furman another batch of fixes for hotspot tasks getting out of sync: abort move is now ignored if instigated by new task at goal, clearing hotspot data on dying while gameplay tasks are still accessible, ignoring move resume when controller is being destroyed Change 2949923 on 2016/04/20 by Rob.Cannaday FOnlineIdentityMcp: Cancel ClientAuthRequests and ExternalAuthRequests on shutdown #tests PIE start game / shutdown Change 2949210 on 2016/04/19 by Bob.Tellez #UE4 Removing all local players from the game instance when it is shut down. This ensures that local players are properly torn down and events related to the lifespan of the player or controller are fired when exiting the game normally. #JIRA FORT-23024 Change 2947381 on 2016/04/18 by Rob.Cannaday Change XMPP presence, pubsub, messages, multi user chat, and chat's ref counting to be thread safe #jira FORT-22861 #tests front end partying Change 2945301 on 2016/04/15 by Michael.Trepka Reset SyncStatus in FAvfMediaVideoTrack::SeekToTime to fix issues with video not updating after rewind Change 2944422 on 2016/04/14 by Michael.Trepka Fixed Mono compile errors in UAT Change 2944375 on 2016/04/14 by Fred.Kimberley Changed how we handle missing gameplay tags so we now ensure once per missing tag instead of only ensuring on the first missing gameplay tag. Change 2944040 on 2016/04/14 by Michael.Trepka Fixed a problem with CoreAudio AudioUnitGraph update caused by adding and deleting the same node in a single tick Change 2943864 on 2016/04/14 by Lukasz.Furman fixed initialization order of gameplay debugger replicators on client #jira FORT-22885 Change 2943228 on 2016/04/13 by Bob.Tellez #UE4 Moved the addition of the IsDataOnly tag out of the if (ParentClass) block. Tags should not be dynamically added like this or else they can not be discovered by the editor which relies on asking the CDO for the tags relevant to an asset type. Change 2942303 on 2016/04/13 by Daniel.Broder Added support to be able to set a CanvasRenderTarget2D NOT to clear to green whenever it's updated (so you can just draw pixels that have changed instead of always having to redraw everything. #RB Bob.Tellez #UE4 Change 2941919 on 2016/04/13 by Jonathan.Lindquist Adding a new maxscript that allows artists to procedurally generate trees. Change 2941816 on 2016/04/13 by Saul.Abreu Demoted errors regarding widget-bound properties when first compling a new created widget blueprint - otherwise an ensure occurs. Change 2941752 on 2016/04/12 by jonathan.lindquist adding a new function to optimize trees and fix a few issues Change 2941519 on 2016/04/12 by Jonathan.Lindquist submitting a new warning regarding file unit types Change 2940980 on 2016/04/12 by John.Abercrombie Turned Graphs off by default in the Visual Logger Change 2940134 on 2016/04/11 by Billy.Bramer - Add support for new overrideable function OnPostDataImport to FTableRowBase; Can be override to perform custom parsing, fix-up, etc. per struct type whenever a data table is imported or reimported - Change row struct combo box on the data table importer to be sorted alphabetically Change 2938828 on 2016/04/08 by David.Hunt #FN || Economy Rebuild Updating several code references to items and item paths that no longer exist, with Bob's help. This fixes FORT-22784 (hopefully for real) and several other build and item errors. It also indicates that the various redirector issues I have been experiencing were likely red herrings - they were C++ defaults that were showing up on items that had nothing set, as opposed to redirects that failed. #CodeReview Bob.Tellez, Ben.Zeigler, William.Ewen, Carlos.Cuello Change 2938675 on 2016/04/08 by Lukasz.Furman fixed gameplay debugger displaying paths of killed pawns #fortnite Change 2938426 on 2016/04/08 by Rob.Cannaday Implement new command line party invitation format into Fortnite #jira FORT-22685 #tests launch with command line party invite Integrate CLs 2908339 and 2917498 from Orion Change 2938367 on 2016/04/08 by Billy.Bramer - Mark the reimport data table factory with UNREALED_API for external use - Change CSVImportFactory to respect the class of existing data being reimported upon Change 2937319 on 2016/04/07 by Lukasz.Furman improved gameplay task info in gameplay debugger tool Change 2937178 on 2016/04/07 by Lukasz.Furman fixed aborting undermine tasks when player becomes reachable #jira FORT-22240, FORT-22077 Change 2937166 on 2016/04/07 by Saul.Abreu Fixed redundant typename in TPair that was causing clang compilation errors. Change 2937093 on 2016/04/07 by Saul.Abreu #fortnite Made ElementSetType protected again in the Map family. Change 2937044 on 2016/04/07 by Saul.Abreu Tweaked Set/Map family of data structures to expose the typedefs for their key, value, and pair types. Change 2936940 on 2016/04/07 by Bob.Tellez #UE4 Fixed a bug that prevented the log summary from being printed after a blueprint compile. Change 2936696 on 2016/04/07 by Bob.Tellez #UE4 Blueprint names are once again part of Blueprint compile log messages. Change 2936572 on 2016/04/07 by Lukasz.Furman added more debug logs for tracking rare NaN error in player movement #jira FORT-19426 Change 2934892 on 2016/04/06 by Lukasz.Furman fixed updating hotspot information after all tasks instigated by it are finished #jira FORT-22515 Change 2933664 on 2016/04/05 by Michael.Trepka Fixed a rare crash in USoundNodeLooping::NotifyWaveInstanceFinished Change 2933554 on 2016/04/05 by Lukasz.Furman fixed taker's portal move (priorities of gameplay tasks spawned by path following) #jira FORT-22482 Change 2933343 on 2016/04/05 by John.Abercrombie Changed FGameplayAbilityActorInfo's AnimInstance property to a SkeletalMeshComponent in case AnimInstances are ever changed on a SkeletalMeshComponent - AnimInstance can be used through an accessor Change 2933300 on 2016/04/05 by Lukasz.Furman fixed number of spawned AI in FTests using PreSpawnDelay #fortnite Change 2933171 on 2016/04/05 by Lukasz.Furman added PreSpawnDelay param to function test spawn sets #fortnite Change 2931072 on 2016/04/01 by Lukasz.Furman changed pawn actions to gameplay tasks #jira FORT-21314 Change 2930987 on 2016/04/01 by Billy.Bramer - Add method to data table to get all rows as a type - Add metadata tag for data table rows to report columns as DataTableImportOptional, at which point they will not be warned against if missing during import (this allows games to do custom post-import fix-up or synthesis of data w/o expecting it to be imported) - Use new method for getting all tags to fix FORT-20563 "Gameplay tag table import checks by numerical row name for no reason" Change 2929651 on 2016/03/31 by Nick.Cooper #Fortnite - Fixed Actor AttachmentReplication not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress #jira FORT-21330 #RB ben.zeigler Change 2929360 on 2016/03/31 by Daniel.Broder Fixed bug where CanvasRenderTarget2D assets would crash on load in editor due to trying to update the asset during post-load. Thanks to Bob for what I needed to check to early-out and avoid the crash. #RB Bob.Tellez #UE4 Change 2928845 on 2016/03/31 by Nicholas.Davies Add fix for chat text not clearing #jira FORT-22049 Textbox does not clear when text is sent through chat Change 2928574 on 2016/03/30 by Ben.Zeigler Fix issue with redirectors not working properly for blueprint function libraries. When a blueprint got regenerated it patched the old export, but failed to clear the "load failed" flag, so it would fail to find it when later pointed to by a redirect Change 2928572 on 2016/03/30 by Ben.Zeigler #Jira FORT-20763 Fix issue with "Server re-loading object" warning going off for deleted actors. It now only logs, and only for things that are going to successfully load Change 2928436 on 2016/03/30 by Bob.Tellez #UE4 Added Canvas Render Target factory and asset type actions so you can create them in the content browser and search for them after they are created. Change 2928372 on 2016/03/30 by Bob.Tellez #UE4 Added verbose message about animation assets that need to be resaved due to resetting the skeleton. Change 2926805 on 2016/03/29 by Bob.Tellez #UE4 Made SetOverallScalabilityLevel virtual so game-specific features can be updated based on a single-value level. Change 2926752 on 2016/03/29 by Bob.Tellez #UE4 Using DesiredScreenHeight is now optional. Often games use ResolutionQuality as purely a way to run better on slower machines so it should be controlled entirely by scalability. Change 2926189 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path Change 2924921 on 2016/03/28 by Lukasz.Furman removed log message showing as navmesh generation error when it skips over degenerated poly #fortnite Change 2924843 on 2016/03/28 by Lukasz.Furman added more debug logs for navmesh's failed triangulate() #jira FORT-22186 Change 2924719 on 2016/03/28 by Lukasz.Furman fixed offmesh link connection issue causing path portal edges to have duplicated data and breaking hotspot detection traces #jira FORT-22132 Change 2921698 on 2016/03/24 by Lukasz.Furman fixed EQS instancing queries by debug name instead of using unique one, fixed debug name on asset duplication #fortnite Change 2920395 on 2016/03/23 by Bob.Tellez #UE4 Added a call to FBaseServiceMcp::Shutdown() in FOnlineServiceAvailabilityMcp::Shutdown. The parent class doesnt do anything today, but this may fix a bug in the future. Change 2920343 on 2016/03/23 by Ben.Zeigler In ConvertScalarUPropertyToJsonValue, move the execution of the custom callback up above the specific property types. This is needed to allow us to override the TextProperty export, and allows overriding in general. It can have a performance implication if the custom callback is very slow #RB josh.markiewicz Change 2920310 on 2016/03/23 by Bob.Tellez #UE4 FOnlineServiceAvailabilityMcp::Init was not invoking the Superclass' Init Change 2920254 on 2016/03/23 by Aaron.McLeran FORT-22090 Re-disabling reverb. Will add an ini-based disabling ability but this CL quickly re-disables to resolve volume issue on FN and (hopefully) bypass crash mentioned in FORT-22037 Change 2920249 on 2016/03/23 by Rob.Cannaday Fix for crash in FOnlinePartySystemMcp::InternalCleanUpPartyMember Don't trigger "member left" type events if we are leaving the party #jira FORT-20422 #jira FORT-21726 Change 2920178 on 2016/03/23 by Bob.Tellez #UE4 Calling the platform-specific implementation of StackWalkAndDump when invoking StackWalkAndDumpEx. This fixes a bug in Windows where the first ensure does not produce a callstack. Change 2919858 on 2016/03/23 by Bob.Tellez #UE4 Fix for ensure about accessing a CVar in UParticleModuleLight on a non-game thread using GetValueOnGameThread. I changed this to GetValueOnAnyThread. Change 2919775 on 2016/03/23 by Bob.Tellez #UE4 Restoring enforced uniqueness in FUObjectAnnotationSparseSearchable and put all manipulations of InverseAnnotationMap in critical sections. This will make RemoveAnnotation fast again. Change 2919233 on 2016/03/22 by Bob.Tellez #UE4 Removing a warning that is pretty chatty in our cooked logs. Change 2919125 on 2016/03/22 by Bob.Tellez #UE4 Added ParticleLightQuality scalability setting since lower-end machines have trouble with particle lights. They are disabled on low and medium spec machines. HQ lights are only allowed on high-end machines. Change 2918831 on 2016/03/22 by Bob.Tellez #UE4 Fixed a bug where WinInet response headers were not properly being trimmed. #JIRA FORT-22054 Change 2917722 on 2016/03/21 by Ben.Zeigler Remove FortniteServer module and move those classes to FortniteGame. The engine doesn't support classes that only exist on servers but not clients, so this fixes a lot of error spam bugs, and should improve compile times Resave assets that directly referenced FortniteServer Change 2917588 on 2016/03/21 by Bob.Tellez #UE4 Fixed shadow variable that I introduced Change 2914169 on 2016/03/17 by Ben.Zeigler Disable extra logging that was added to track down Auth issues, they look to be resolved Change 2912626 on 2016/03/16 by Bob.Tellez #UE4 Success messages should not be warnings. Change 2911171 on 2016/03/15 by Bob.Tellez #UE4 Minor fix to correctly display GetBulkDataSize in the warning in FUntypedBulkData::WaitForAsyncLoading Change 2911170 on 2016/03/15 by Billy.Bramer #jira [FORT-6139] Trap models persist after destroying supporting structure in Outpost - Root issue was caused by error within network dormancy and queued bunches: If a dormant actor's open bunch ended up queued and a close bunch came in before the bunch was processed, the actor would never be properly destroyed client side as a result of not re-establishing the channel's actor pointer - Fix issue by changing close bunches to not be fully processed until their appropriate place in the queue. While this could cause superfluous execution (i.e. actor recreated just to be immediately destroyed), it should respect gameplay programming intent in regards to RPCs Change 2911009 on 2016/03/15 by Bob.Tellez #UE4 Fixed a bug in UHierarchicalInstancedStaticMeshComponent where RemoveInstances would not rebuild the ClusterTree, causing SortedInstances to contain incorect indices in GetInstancesOverlappingBox. This is the behavior of the singular RemoveInstance so this is what should also be done in the plural RemoveInstances. #JIRA FORT-21605 Change 2910295 on 2016/03/15 by Bob.Tellez #UE4 World thumbnails no longer cull primitives. This is because the camera is very far away and if terrain pieces are culled, the level is not visible. Change 2909324 on 2016/03/14 by Bob.Tellez #UE4 Since empty headers values cause GenerateHeaderBuffer to emit ERROR_HTTP_HEADER_NOT_FOUND, they are now omitted from the header buffer in WinInet. Change 2905920 on 2016/03/11 by Lukasz.Furman fixed crowd simulation getting stuck with invalid velocity (moonwalking husks) #fortnite Change 2905612 on 2016/03/11 by Bob.Tellez #UE4 Made the minimum quadtree size configurable in ProceduralFoliageSpawner. You need to reduce the minimum size a little if you are spawning very many small foliage meshes. [CL 3027184 by Bob Tellez in Main branch]
2016-06-24 16:58:12 -04:00
ReturnObject = AssetData.GetAsset();
}
else
{
FScopedSlowTask SlowTask(0, LOCTEXT("LoadingSelectedObject", "Loading selection..."));
SlowTask.MakeDialog();
ReturnObject = AssetData.GetAsset();
}
}
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3026859) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3016173 on 2016/06/16 by Lukasz.Furman fixed path updates in nested move tasks #jira FORT-25742 Change 3015722 on 2016/06/15 by Bob.Tellez #UE4 Avoiding a crash in FOnlinePartySystemMcp::PublishPartyInfoToPresence #JIRA OR-14102 Change 3015626 on 2016/06/15 by Bob.Tellez #UE4 Experimental fix for hitches involving spinlocks in windows. #JIRA FORT-25253 Change 3015473 on 2016/06/15 by Bob.Tellez #UE4 Compiling CrashReportClient in VS2013 instead of 2015 until we can figure out the appropriate way to install the redist on end-user machines. #JIRA FORT-25748 Change 3014721 on 2016/06/15 by Bob.Tellez #UE4 Returning false in cases where we want to skip replication of GameplayAbilities structures in NetDeltaSerialize. This fixes a bug where actors trying to become net dormant were not allowed because they were continuously reporting that they had data to replicate. #JIRA FORT-25689 Change 3014323 on 2016/06/15 by Rob.Cannaday When kicked from lobby beacon, restore the persistent party after leaving the previous persistent party #jira FORT-25407 #tests front end parties, being kicked from outpost lobby Change 3013712 on 2016/06/14 by Bob.Tellez #UE4 Fix DrawNetDriverDebug crash during map transitions Change 3013418 on 2016/06/14 by Mark.Satterthwaite Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU. #jira FORT-24510 Change 3013394 on 2016/06/14 by Mark.Satterthwaite Report Metal command-buffer failures in MetalQuery in the same way as MetalCommandList and make them fatal as well. This ensures that the game doesn't try to continue if the commands failed as that is unsafe. #jira FORT-24808 Change 3012977 on 2016/06/14 by Fred.Kimberley Add a blueprint exposed function to evaluate an attribute from a given base value. Change 3012755 on 2016/06/14 by Bob.Tellez #UE4 ExclusiveInternalFlags is now respected when passing in a null ObjectPackage in StaticFindObjectFastInternalThreadSafe #JIRA FORT-113 Change 3011948 on 2016/06/13 by Mark.Satterthwaite Workaround a Fortnite crash on launch for Mac OpenGL - one or more shaders are using the bit-cast operators (asuint(), asfloat()) that aren't available with GLSL version 150. In order to use them the GLSL version must be 330 which means switching the version tag at runtime. There will be Mac GPUs on 10.10.5 which don't correctly implement these instructions so this really isn't a fix - that would be to change shaders to not use SM5-level instructions. Change 3011659 on 2016/06/13 by Bob.Tellez #UE4 Better handling of checked state in SGameplayTagWidget::IsTagChecked. Checking direct child tags was not sufficient and also not needed since HasTag allows you to follow parent tags when checking for an explicit tag. Change 3011647 on 2016/06/13 by Rob.Cannaday Fix for multiple account login not kicking previous logins Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith #jira FORT-25452 #tests multiple account login, frontend only Change 3011436 on 2016/06/13 by Nick.Cooper #UE4 - Added bRelativeToInitialFOV option to UCameraAnim, defaulting to true. If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation #jira FORT-23606 Change 3010411 on 2016/06/12 by Bob.Tellez #UE4 Fix for a possible case where a reference to an async loading package that would contain a level gets replicated before the level it contains is fully serialized, causing network loading code client side to attempt to load the package even though it is not allowed to load maps. #jira FORT-113, FORT-22222 Change 3009885 on 2016/06/10 by Billy.Bramer #jira FORT-25361 [FORT-25361] Health and shield values are incorrect when slotting survivors with bonuses - Fix some resultant bugs from swapping attributes to be struct-based: - Fix issue wherein the initial creation of the client-side aggregator could be initialized with the computed final value from the server, resulting in incorrect client-side math - Fix issue where subsequent changes to the aggregator's base value on the client would be lost Change 3009514 on 2016/06/10 by Bob.Tellez #UE4 Remove final usage of the task graph in WmfMediaPlayer to dodge shutdown crashes. Change 3009197 on 2016/06/10 by Michael.Trepka Disabled reverb on Mac again. It's too expensive and doesn't fix FORT-22090 anyway Change 3008392 on 2016/06/09 by Ben.Zeigler #jira FORT-25244 Change it so application error codes like 400/404 do not cause the mcp to think it is disconnected from the backend. Only 408, 501, 502, and 504 now result in ServiceUnavailable. Change 3008106 on 2016/06/09 by Lukasz.Furman fixed cutting corners near navmesh obstacles in detour crowd's string pulling #jira FORT-24981 Change 3008039 on 2016/06/09 by Bob.Tellez #UE4 Fixed conversion of TAssetPtr to UObject* properties for the case where the referenced object is not already loaded. Change 3007864 on 2016/06/09 by Fred.Kimberley Updates to supporting attributes as structs. Adding functionality that makes them easier to use and override in projects. Change 3007682 on 2016/06/09 by Michael.Trepka Re-enabled reverb on Mac Change 3006971 on 2016/06/08 by Saul.Abreu #fortnite #jira FORT-25169 Added node costs types, cost amounts, and remaining balance for each cost type to the NodePurchase analytics event. Change 3006933 on 2016/06/08 by Chris.Gagnon Fixed up all the Power levle widget use cases. #Jira FORT-23472, FORT-24132, FORT-24144, FORT-24952, FORT-24924 Change 3006633 on 2016/06/08 by Dmitry.Rekman Linux: propagate ensure message to the CR (FORT-23030). - Without this, ensure() has a generic "SIGTRAP" error message, which is misleading for QA. #tests Tried "debug ensure" a few times, observed crash report (on the website) with the proper message #jira FORT-23030 Change 3006036 on 2016/06/08 by Rob.Cannaday Remove warning about missing "recentplayers" field. The absence of the field is gracefully handled in the client and is only absent if the list is absent on the server. #jira FORT-18687 Change 3005216 on 2016/06/07 by Bob.Tellez #UE4 Avoiding layout invalidation if you use SetEnabled to set an identical enabled state. This is the same as how SetVisibility works. Change 3004857 on 2016/06/07 by Rob.Cannaday Fix for incorrect reason displayed for inability to join party #jira FORT-13517 Change 3004811 on 2016/06/07 by Michael.Trepka Increased the number of input buses for CoreAudio 3D Mixer to support 64 audio channels. Also, added a warning to FAudioDevice::StartSources so it doesn't silently ignore sound source initialization failures. Change 3004553 on 2016/06/07 by Lukasz.Furman fixed AnySpawners activating before navmesh unlock & rebuild #jira FORT-25067 Change 3004083 on 2016/06/07 by Bob.Tellez #UE4 Fixing GenerateApplicationPath for monolithic games. Change 3003457 on 2016/06/06 by Bob.Tellez #UE4 Add a little info to a warning about failing to load a file for streaming. Change 3003256 on 2016/06/06 by Bob.Tellez #UE4 Fixed a bug where not having a crash report would cause CrashReportClient not not properly exit on Mac Change 3003146 on 2016/06/06 by jonathan.lindquist switching from a ceil and lerp technique to an if statement to provide better transform results. Change 3002048 on 2016/06/06 by Daniel.Broder Support for setting Scalar and Vector Materials by Index rather than by name on MIDs. This feature allows much better performance in cases where large numbers of parameters are being set per frame and where the indices can be cached by the calling code in an initialization step. #RB Stephan.Delmer #CodeReview Bob.Tellez #UE4 #ReleaseNote Change 3001315 on 2016/06/05 by Daniel.Broder Fixed crash that could occur when the FPhysScene* was null (the world has no PhysicsScene) in USkeletalMeshComponent::TermArticulated(). That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly. #RB Stephan.Delmer Ori, I wasn't sure if the whole line (and the line below it using PScene) should be moved within the if (PhysScene) block or not, but this change seems to fix it. If they can safely be moved, that would be presumably more efficeint though (since we'd only compare vs. nullptr once). #CodeReview Ori.Cohen #UE4 #Fortnite #BugFix Change 3001001 on 2016/06/04 by Fred.Kimberley Added meta data about attributes and a post serialize function so we can recover attributes that have changed their type. Adding Fortnite specific attribute type specialization. This type enforces minimum and maximum values for attributes. Change 3000613 on 2016/06/03 by Sam.Spiro #fort online 24747 Take change from SamZ to get connection change delegates firing correctly Add a delegate to the frontend player controller to logout if the connection goes bad (when all retries have failed) #RB Ben.Zeigler Change 3000482 on 2016/06/03 by Rob.Cannaday Fix problem where newly added friends don't recognize party invitations #jira FORT-19415 From CL 2953432: Ignore presence updates for local user with different resources #jira OR-19929 #tests front end party invites Change 2998044 on 2016/06/02 by Lukasz.Furman fixed path box intersection test used to verify if hotspot is still required for updated path #jira FORT-24422 Change 2997948 on 2016/06/02 by Eric.Newman Moved ProdCom to bottom of file w/ deprecation comment, and clarified deprecation criteria. Will probably need to be removed in //UE4 first and check for any fallout from EC jobs failing Change 2997660 on 2016/06/02 by Chris.Wood Changed Linux server crash handler to force CRC log paths to match main engine log. [UE-30259] - Some server crashes are missing from crashreporter database Should allow us to have CRC logs uploaded to S3 along with main logs easily. Change 2996702 on 2016/06/01 by Bob.Tellez #UE4 You can now use Edit Asset on Level assets in the reference viewer. Change 2996683 on 2016/06/01 by Tim.Tillotson #fortnite Fix analytics comments, changed a few NULL to nullptr, and removed stale code. #JIRA FORT-23833 Change 2996548 on 2016/06/01 by Bob.Tellez #Fortnite Fixing up or deleting remaining references to homebase buildings. HBOnboarding_BuildHeroBuilding is the last reference now and it will be removed soon. Change 2996322 on 2016/06/01 by Bob.Tellez #UE4 Fix for specifying more than one ini override on the command line Change 2996306 on 2016/06/01 by Bob.Tellez #UE4 Delete unneeded and broken script to unlock files in xcode. Does not work since XCode 6.3. Change 2995634 on 2016/06/01 by Jonathan.Lindquist imrpoving the wind magnitude and noise texture Change 2995249 on 2016/05/31 by Bob.Tellez #UE4 Importing "INVALID" in FUniqueNetIdRepl no longer triggers the warning about using ImportText during cook. Change 2992135 on 2016/05/26 by Bob.Tellez #UE4 extern for GuardedMain in LaunchLinux to fix nonunity Change 2991912 on 2016/05/26 by jonathan.lindquist moved a texture sample into a new grouping Change 2991738 on 2016/05/26 by Bob.Tellez #UE4 Level SaveAs now duplicates the world before saving it. This fixes a problem where level assets had the same guids for objects saved in them, which causes LazyObjectPtr issues when they are both in memory at the same time since they can not be uniquely identified. Change 2991449 on 2016/05/26 by Lukasz.Furman AI Ftests will now delay spawning until navmesh is ready #fortnite Change 2990705 on 2016/05/25 by Chris.Gagnon New stats panel, upon stat changes there is a delta pop up. New Squads Tab. Navigation from nodes to squad slots working. Added GetAnimationCurrentTime() to UMG Animation API. #RB Fred.Kimberley, Saul.Abreu Change 2990286 on 2016/05/25 by Bob.Tellez #UE4 Fix logging error regarding max tag container replication size Change 2990285 on 2016/05/25 by Bob.Tellez #UE4 Fix for crash when using "ShowDebug Game" client side Change 2989977 on 2016/05/25 by Lukasz.Furman auto generating navigation bounds from building grid data, UnitNavMeshBounds volume is no longer required #fortnite Change 2989174 on 2016/05/24 by Bob.Tellez #UE4 Added GC reason to the log message declaring that we are doing a GC during the cook commandlet. Change 2988571 on 2016/05/24 by Jonathan.Lindquist submitting a fix for grass-like hierarchy layouts Change 2985428 on 2016/05/20 by Bob.Tellez Experimenting with making UGS CIS not rebuild UBT when incremental building. Change 2985319 on 2016/05/20 by Bob.Tellez #UE4 Removing NumActorChannelsReadyDormant stat as it is somewhat expensive to calculate. Change 2985258 on 2016/05/20 by Billy.Bramer - Add GetFloatAttributeBase and GetFloatAttributeBaseFromAbilitySystemComponent to AbilitySystemBlueprintLibrary, allows querying for a base value of an attribute Change 2985157 on 2016/05/20 by Bob.Tellez Experimenting with non-unity CIS Change 2984664 on 2016/05/19 by Bob.Tellez #UE4 Pasting multiple cells into the property matrix no longer depends on your selected tiles, only your target cell. This is to match the behavior in Excel. Pasting a single cell into multiple cells remains unchanged. Change 2984663 on 2016/05/19 by Bob.Tellez #UE4 Fixed a crash in the property matrix involving going into edit mode on rows that include widgets that are not editable. Change 2984613 on 2016/05/19 by Bob.Tellez #UE4 You can now text import gameplay tags by directly using the tag string (i.e. Evolution.Hero.Soldier). This allows pasting these strings directly into the property matrix or other property-based editors. Change 2984508 on 2016/05/19 by Billy.Bramer - Add constructors for the new struct based attribute Change 2983883 on 2016/05/19 by Lukasz.Furman disabled movement mode in EQS testing pawn to prevent it from falling at PIE start #ue4 Change 2983770 on 2016/05/19 by Bob.Tellez #UE4 Fixed a bug where "OutputToScreen" BP messages would get stuck disabled after a screenshot (using a number of different codepaths). All screenshots now preserve the state of the "suppress messages" bool. #JIRA FORT-24303 Change 2982306 on 2016/05/18 by Bob.Tellez Also experimenting with not updating version files in UGS CIS. Change 2982154 on 2016/05/18 by Lukasz.Furman changed navwalking geometry conforming to use building prop special case #jira FORT-24215 Change 2982019 on 2016/05/18 by Bob.Tellez Trying out incremental CIS builds Change 2981192 on 2016/05/17 by Bob.Tellez #UE4 No longer staging movie files for dedicated server builds. Change 2981023 on 2016/05/17 by Lukasz.Furman added new mode for NavWalking geometry conforming: prefer height closer to current one this should allow standing on top of props or walking off them in lower LOD, instead of moving at ground level - needed for survivors on low cars Change 2980578 on 2016/05/17 by Lukasz.Furman added option for disabling path replan in crowd manager, turned it off in fortnite this must be handled through path update events and corridor assignment or else hotspot detection will break #jira FORT-24116 Change 2980364 on 2016/05/17 by Lukasz.Furman unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings #jira FORT-24045 Change 2980360 on 2016/05/17 by Lukasz.Furman more detailed logs for using custom navlinks #jira FORT-23990 Change 2979880 on 2016/05/16 by Bob.Tellez #UE4 Raising scalability threshold for high end machines to adjust for modern hardware. Change 2979522 on 2016/05/16 by Saul.Abreu #fortnite Added IsValid BP-exposed method for FGameplayAttribute (which is already a BP-exposed struct type), as there is no existing method of validating a gameplay attribute from blueprints. Useful for UI that represents an attribute. Change 2977690 on 2016/05/13 by Daniel.Broder Made most FBox functions FORCEINLINE to improve DebugGame performance. #Fortnite: This change (just on IsInsideOrOn()) improved DebugGame performance for one part of Wind performance in Fortnite by ~18%. #CodeReview Bob.Tellez #UE4 #ReleaseNotes Change 2977517 on 2016/05/13 by Daniel.Broder Added ForceInline to TIndexedContainerIterator<...>::operator!=(...). This change improved DebugGame performance of a for loop using ranged-based syntax by ~27%! #CodeReview Bob.Tellez #Fortnite Wind perf improvement in DebugGame builds. #UE4 #ReleaseNote Change 2974910 on 2016/05/11 by Bob.Tellez #UE4 More graceful handling of export class names in string asset references. Change 2974095 on 2016/05/11 by Bob.Tellez #UE4 Fixed a bug where the RenderTargetOutputFormat for velocity rendering when using r.BasePassOutputsVelocity=True was using the wrong output index. Change 2973663 on 2016/05/11 by John.Abercrombie [implemented by Ben.Marsh] UBT: Add a config setting to allow overriding the output directory for PCH files. To use, edit Engine\Saved\UnrealBuildTool\BuildConfiguration.xml and add: <BuildConfiguration> <PCHOutputDirectory>D:\TestOutputDir</PCHOutputDirectory> </BuildConfiguration> Change 2972603 on 2016/05/10 by Saad.Nader #Fort Added the catalyst to the requirements of an evolvable item. It will only disable the evolution button if there is a catalyst. Change 2971741 on 2016/05/09 by Bob.Tellez #UE4 Adding more context to an error message about serializing FUniqueNetIdRepl during cook. Change 2969838 on 2016/05/06 by Bob.Tellez #Fortnite Added FN PS4 to build scripts Change 2969542 on 2016/05/06 by Bob.Tellez #UE4 Fixed a crash that involved renaming SCS nodes during compile on load. #JIRA FORT-23754 Change 2969520 on 2016/05/06 by Billy.Bramer - Fix missing virtual destructor now that the initter struct has virtual members Change 2969467 on 2016/05/06 by Billy.Bramer - Change FAttributeSetInitter to only contain pure virtual functions in preparation for making it easier to provide a custom implementation per game - Change the existing example FAttributeSetInitter to be called FAttributeSetInitterDiscreteLevels, make it derive from FAttributeSetInitter (DiscreteLevels is now allocated by default for now) - Add support for the new struct-based attribute type to FAttributeSetInitterDiscreteLevels - Fix typos in the initter - Convert usages of FString in AbilitySystemGlobals to FStringAssetReference, where appropriate - Allow attribute init data to come from several curve tables instead of just one - Remove reimport bindings from attribute metadata and global curve table, as neither was in use Change 2969279 on 2016/05/06 by John.Abercrombie Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused Change 2966311 on 2016/05/04 by Rob.Cannaday Fix PS4 Orion players being able to whisper chat with non-Orion players #jira OR-20626 #tests chat with launcher, fortnite (From //Orion/Dev-General CL 2963555) Change 2966255 on 2016/05/04 by Bob.Tellez #UE4 Added an ensure to track down the cause of FORT-23604 and to gracefully recover from what would have been a crash. #JIRA FORT-23604 Change 2966083 on 2016/05/04 by Bob.Tellez #UE4 Adjusted material quality level for "Medium" settings to medium quality. High quality is still used in High and Epic scalability levels. Change 2965669 on 2016/05/04 by Nicholas.Davies Change the restricted platform ID to PSN to prevent Fortnite > PS4 paragon whisper chat #OPP-5268 Integrate PS4 Chat block Social and OSS code to Fortnite, UT, and Launcher #RB Antony.Carter Change 2965316 on 2016/05/03 by Ben.Zeigler #jira FORT-23600 Fix issue where stalled mcp queries never finished. This causes the query to properly fail Manual merge of CL #2907874: When MCP cancels a request due to its required auth failing, the http retry system would never kick off the complete delegates. This was due to the system only adding a request to its list once ProcessRequest was called, which does not happen in the above case. The fix is to add the request to the list when it is cancelled if we did not find it. Change 2965164 on 2016/05/03 by Bob.Tellez #UE4 Fix for Crash in WmfMedia for when the player is destroyed while loading media. Thanks MaxP! Change 2963754 on 2016/05/02 by Billy.Bramer - Switch ability system from binding to OnPostWorldCreation to PreLoadMap for its cleanup functions, as OnPostWorldCreation is called repeatedly with sublevels and can cause data loss - This is a bit of a stopgap, as where and when this happens should probably be configured per game (example: a long session game like an MMO would want to trigger these on something other than a map transition possibly) Change 2962922 on 2016/05/02 by Lukasz.Furman fixed gameplay debugger in "simulate in editor" mode Change 2959860 on 2016/04/28 by David.Nikdel #OGF #McpProfile - Add Profile Write Lock support to client API NOTE: Still need to finish backend support so haven't been able to test yet but this is enough for API hookup NOTE2: You may see a log message about "write lock unexpectedly released" when you do your first command after locking. This is expected because the backend isn't sending down the write lock timeout yet. #CodeReview: Ben.Zeigler Change 2959810 on 2016/04/28 by Jonathan.Lindquist A few more saftey measures to warn the user of incorrect settings and faulty meshes. (In response a licensee's question) Change 2959336 on 2016/04/28 by Bob.Tellez #UE4 Some improvements to asset save time: Added an early-out in PackageBackup to avoid inspecting files in cases where we don't care about the resutls. Also now using GetObjectsWithOuter when passing in a package list to GetObjectsInPackages (which probably should be renamed to GetAssetsInPackage) Change 2958942 on 2016/04/28 by Jonathan.Lindquist Wrote a new portion of pivot painter 2 that unifies edge normals across multiple static meshes Change 2958644 on 2016/04/27 by Jonathan.Lindquist lowering default recursive steps Change 2956612 on 2016/04/26 by Jonathan.Lindquist A few new saftey measures Change 2956197 on 2016/04/26 by Fred.Kimberley Fix a bug where a delegate won't be fired if the base value of an attribute has been changed and the attribute is the new type and doesn't have an aggregator. Fix a bug in gameplay effect tag matching where the deprecated tag is being checked but not the current one. Change 2955386 on 2016/04/25 by Jonathan.Lindquist Fixed a ui bug related to the first time path geo generator is run Pivot painter 2 has a new feature. It duplicates each model in a hierarchy, combines them and then welds their verts. Change 2955230 on 2016/04/25 by Billy.Bramer - Add a debug gameplay tag to string blueprint function, should only be used for debugging purposes Change 2954899 on 2016/04/25 by Fred.Kimberley Added a new backing data type for gameplay attributes. The new type holds both the current and base values. Currently, this new type can coexist with numeric types for gameplay attributes. Change 2953511 on 2016/04/22 by Bob.Tellez #UE4 Bumping up texture streaming pool allowance for min spec and redistributing mid an high to match. Also reduced mip bias at min spec. Change 2953496 on 2016/04/22 by Chris.Gagnon When the console closes it now properly restores the viewports input state (both focus and capture). Change 2952930 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks #jira FORT-23041 Change 2951765 on 2016/04/21 by John.Abercrombie Removed unused code when initializing attribute sets Change 2951617 on 2016/04/21 by Jonathan.Lindquist new elements to the grass shader to include wind influence also adding a test model and the latest version of canopy creator Change 2950861 on 2016/04/21 by Jonathan.Lindquist Submitting a new material for grass so that it may react to the wind New wind test maps Functions to support global wind a new "fuzzy" mat functions Adding wind to the rift portals Change 2950725 on 2016/04/20 by Bob.Tellez Fixups for non NewEC in GetLastSucceededCL Change 2950695 on 2016/04/20 by Bob.Tellez Adding a small helper function to get the last succeeded CL of a given node. Change 2950616 on 2016/04/20 by Maury.Mountain hook up the pivot (+ (0,-1,0)) section of material function that was causing offset motion from pivots Change 2950207 on 2016/04/20 by Bob.Tellez #UE4 NoTimeouts is now respected even in the initial connection timeout. This fixes a bug where a large stall when starting pie causes you to transition to the entry map. Change 2950162 on 2016/04/20 by Lukasz.Furman fixed processing of repath requests, added infinite loop protection #jira FORT-23090 Change 2949974 on 2016/04/20 by Lukasz.Furman another batch of fixes for hotspot tasks getting out of sync: abort move is now ignored if instigated by new task at goal, clearing hotspot data on dying while gameplay tasks are still accessible, ignoring move resume when controller is being destroyed Change 2949923 on 2016/04/20 by Rob.Cannaday FOnlineIdentityMcp: Cancel ClientAuthRequests and ExternalAuthRequests on shutdown #tests PIE start game / shutdown Change 2949210 on 2016/04/19 by Bob.Tellez #UE4 Removing all local players from the game instance when it is shut down. This ensures that local players are properly torn down and events related to the lifespan of the player or controller are fired when exiting the game normally. #JIRA FORT-23024 Change 2947381 on 2016/04/18 by Rob.Cannaday Change XMPP presence, pubsub, messages, multi user chat, and chat's ref counting to be thread safe #jira FORT-22861 #tests front end partying Change 2945301 on 2016/04/15 by Michael.Trepka Reset SyncStatus in FAvfMediaVideoTrack::SeekToTime to fix issues with video not updating after rewind Change 2944422 on 2016/04/14 by Michael.Trepka Fixed Mono compile errors in UAT Change 2944375 on 2016/04/14 by Fred.Kimberley Changed how we handle missing gameplay tags so we now ensure once per missing tag instead of only ensuring on the first missing gameplay tag. Change 2944040 on 2016/04/14 by Michael.Trepka Fixed a problem with CoreAudio AudioUnitGraph update caused by adding and deleting the same node in a single tick Change 2943864 on 2016/04/14 by Lukasz.Furman fixed initialization order of gameplay debugger replicators on client #jira FORT-22885 Change 2943228 on 2016/04/13 by Bob.Tellez #UE4 Moved the addition of the IsDataOnly tag out of the if (ParentClass) block. Tags should not be dynamically added like this or else they can not be discovered by the editor which relies on asking the CDO for the tags relevant to an asset type. Change 2942303 on 2016/04/13 by Daniel.Broder Added support to be able to set a CanvasRenderTarget2D NOT to clear to green whenever it's updated (so you can just draw pixels that have changed instead of always having to redraw everything. #RB Bob.Tellez #UE4 Change 2941919 on 2016/04/13 by Jonathan.Lindquist Adding a new maxscript that allows artists to procedurally generate trees. Change 2941816 on 2016/04/13 by Saul.Abreu Demoted errors regarding widget-bound properties when first compling a new created widget blueprint - otherwise an ensure occurs. Change 2941752 on 2016/04/12 by jonathan.lindquist adding a new function to optimize trees and fix a few issues Change 2941519 on 2016/04/12 by Jonathan.Lindquist submitting a new warning regarding file unit types Change 2940980 on 2016/04/12 by John.Abercrombie Turned Graphs off by default in the Visual Logger Change 2940134 on 2016/04/11 by Billy.Bramer - Add support for new overrideable function OnPostDataImport to FTableRowBase; Can be override to perform custom parsing, fix-up, etc. per struct type whenever a data table is imported or reimported - Change row struct combo box on the data table importer to be sorted alphabetically Change 2938828 on 2016/04/08 by David.Hunt #FN || Economy Rebuild Updating several code references to items and item paths that no longer exist, with Bob's help. This fixes FORT-22784 (hopefully for real) and several other build and item errors. It also indicates that the various redirector issues I have been experiencing were likely red herrings - they were C++ defaults that were showing up on items that had nothing set, as opposed to redirects that failed. #CodeReview Bob.Tellez, Ben.Zeigler, William.Ewen, Carlos.Cuello Change 2938675 on 2016/04/08 by Lukasz.Furman fixed gameplay debugger displaying paths of killed pawns #fortnite Change 2938426 on 2016/04/08 by Rob.Cannaday Implement new command line party invitation format into Fortnite #jira FORT-22685 #tests launch with command line party invite Integrate CLs 2908339 and 2917498 from Orion Change 2938367 on 2016/04/08 by Billy.Bramer - Mark the reimport data table factory with UNREALED_API for external use - Change CSVImportFactory to respect the class of existing data being reimported upon Change 2937319 on 2016/04/07 by Lukasz.Furman improved gameplay task info in gameplay debugger tool Change 2937178 on 2016/04/07 by Lukasz.Furman fixed aborting undermine tasks when player becomes reachable #jira FORT-22240, FORT-22077 Change 2937166 on 2016/04/07 by Saul.Abreu Fixed redundant typename in TPair that was causing clang compilation errors. Change 2937093 on 2016/04/07 by Saul.Abreu #fortnite Made ElementSetType protected again in the Map family. Change 2937044 on 2016/04/07 by Saul.Abreu Tweaked Set/Map family of data structures to expose the typedefs for their key, value, and pair types. Change 2936940 on 2016/04/07 by Bob.Tellez #UE4 Fixed a bug that prevented the log summary from being printed after a blueprint compile. Change 2936696 on 2016/04/07 by Bob.Tellez #UE4 Blueprint names are once again part of Blueprint compile log messages. Change 2936572 on 2016/04/07 by Lukasz.Furman added more debug logs for tracking rare NaN error in player movement #jira FORT-19426 Change 2934892 on 2016/04/06 by Lukasz.Furman fixed updating hotspot information after all tasks instigated by it are finished #jira FORT-22515 Change 2933664 on 2016/04/05 by Michael.Trepka Fixed a rare crash in USoundNodeLooping::NotifyWaveInstanceFinished Change 2933554 on 2016/04/05 by Lukasz.Furman fixed taker's portal move (priorities of gameplay tasks spawned by path following) #jira FORT-22482 Change 2933343 on 2016/04/05 by John.Abercrombie Changed FGameplayAbilityActorInfo's AnimInstance property to a SkeletalMeshComponent in case AnimInstances are ever changed on a SkeletalMeshComponent - AnimInstance can be used through an accessor Change 2933300 on 2016/04/05 by Lukasz.Furman fixed number of spawned AI in FTests using PreSpawnDelay #fortnite Change 2933171 on 2016/04/05 by Lukasz.Furman added PreSpawnDelay param to function test spawn sets #fortnite Change 2931072 on 2016/04/01 by Lukasz.Furman changed pawn actions to gameplay tasks #jira FORT-21314 Change 2930987 on 2016/04/01 by Billy.Bramer - Add method to data table to get all rows as a type - Add metadata tag for data table rows to report columns as DataTableImportOptional, at which point they will not be warned against if missing during import (this allows games to do custom post-import fix-up or synthesis of data w/o expecting it to be imported) - Use new method for getting all tags to fix FORT-20563 "Gameplay tag table import checks by numerical row name for no reason" Change 2929651 on 2016/03/31 by Nick.Cooper #Fortnite - Fixed Actor AttachmentReplication not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress #jira FORT-21330 #RB ben.zeigler Change 2929360 on 2016/03/31 by Daniel.Broder Fixed bug where CanvasRenderTarget2D assets would crash on load in editor due to trying to update the asset during post-load. Thanks to Bob for what I needed to check to early-out and avoid the crash. #RB Bob.Tellez #UE4 Change 2928845 on 2016/03/31 by Nicholas.Davies Add fix for chat text not clearing #jira FORT-22049 Textbox does not clear when text is sent through chat Change 2928574 on 2016/03/30 by Ben.Zeigler Fix issue with redirectors not working properly for blueprint function libraries. When a blueprint got regenerated it patched the old export, but failed to clear the "load failed" flag, so it would fail to find it when later pointed to by a redirect Change 2928572 on 2016/03/30 by Ben.Zeigler #Jira FORT-20763 Fix issue with "Server re-loading object" warning going off for deleted actors. It now only logs, and only for things that are going to successfully load Change 2928436 on 2016/03/30 by Bob.Tellez #UE4 Added Canvas Render Target factory and asset type actions so you can create them in the content browser and search for them after they are created. Change 2928372 on 2016/03/30 by Bob.Tellez #UE4 Added verbose message about animation assets that need to be resaved due to resetting the skeleton. Change 2926805 on 2016/03/29 by Bob.Tellez #UE4 Made SetOverallScalabilityLevel virtual so game-specific features can be updated based on a single-value level. Change 2926752 on 2016/03/29 by Bob.Tellez #UE4 Using DesiredScreenHeight is now optional. Often games use ResolutionQuality as purely a way to run better on slower machines so it should be controlled entirely by scalability. Change 2926189 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path Change 2924921 on 2016/03/28 by Lukasz.Furman removed log message showing as navmesh generation error when it skips over degenerated poly #fortnite Change 2924843 on 2016/03/28 by Lukasz.Furman added more debug logs for navmesh's failed triangulate() #jira FORT-22186 Change 2924719 on 2016/03/28 by Lukasz.Furman fixed offmesh link connection issue causing path portal edges to have duplicated data and breaking hotspot detection traces #jira FORT-22132 Change 2921698 on 2016/03/24 by Lukasz.Furman fixed EQS instancing queries by debug name instead of using unique one, fixed debug name on asset duplication #fortnite Change 2920395 on 2016/03/23 by Bob.Tellez #UE4 Added a call to FBaseServiceMcp::Shutdown() in FOnlineServiceAvailabilityMcp::Shutdown. The parent class doesnt do anything today, but this may fix a bug in the future. Change 2920343 on 2016/03/23 by Ben.Zeigler In ConvertScalarUPropertyToJsonValue, move the execution of the custom callback up above the specific property types. This is needed to allow us to override the TextProperty export, and allows overriding in general. It can have a performance implication if the custom callback is very slow #RB josh.markiewicz Change 2920310 on 2016/03/23 by Bob.Tellez #UE4 FOnlineServiceAvailabilityMcp::Init was not invoking the Superclass' Init Change 2920254 on 2016/03/23 by Aaron.McLeran FORT-22090 Re-disabling reverb. Will add an ini-based disabling ability but this CL quickly re-disables to resolve volume issue on FN and (hopefully) bypass crash mentioned in FORT-22037 Change 2920249 on 2016/03/23 by Rob.Cannaday Fix for crash in FOnlinePartySystemMcp::InternalCleanUpPartyMember Don't trigger "member left" type events if we are leaving the party #jira FORT-20422 #jira FORT-21726 Change 2920178 on 2016/03/23 by Bob.Tellez #UE4 Calling the platform-specific implementation of StackWalkAndDump when invoking StackWalkAndDumpEx. This fixes a bug in Windows where the first ensure does not produce a callstack. Change 2919858 on 2016/03/23 by Bob.Tellez #UE4 Fix for ensure about accessing a CVar in UParticleModuleLight on a non-game thread using GetValueOnGameThread. I changed this to GetValueOnAnyThread. Change 2919775 on 2016/03/23 by Bob.Tellez #UE4 Restoring enforced uniqueness in FUObjectAnnotationSparseSearchable and put all manipulations of InverseAnnotationMap in critical sections. This will make RemoveAnnotation fast again. Change 2919233 on 2016/03/22 by Bob.Tellez #UE4 Removing a warning that is pretty chatty in our cooked logs. Change 2919125 on 2016/03/22 by Bob.Tellez #UE4 Added ParticleLightQuality scalability setting since lower-end machines have trouble with particle lights. They are disabled on low and medium spec machines. HQ lights are only allowed on high-end machines. Change 2918831 on 2016/03/22 by Bob.Tellez #UE4 Fixed a bug where WinInet response headers were not properly being trimmed. #JIRA FORT-22054 Change 2917722 on 2016/03/21 by Ben.Zeigler Remove FortniteServer module and move those classes to FortniteGame. The engine doesn't support classes that only exist on servers but not clients, so this fixes a lot of error spam bugs, and should improve compile times Resave assets that directly referenced FortniteServer Change 2917588 on 2016/03/21 by Bob.Tellez #UE4 Fixed shadow variable that I introduced Change 2914169 on 2016/03/17 by Ben.Zeigler Disable extra logging that was added to track down Auth issues, they look to be resolved Change 2912626 on 2016/03/16 by Bob.Tellez #UE4 Success messages should not be warnings. Change 2911171 on 2016/03/15 by Bob.Tellez #UE4 Minor fix to correctly display GetBulkDataSize in the warning in FUntypedBulkData::WaitForAsyncLoading Change 2911170 on 2016/03/15 by Billy.Bramer #jira [FORT-6139] Trap models persist after destroying supporting structure in Outpost - Root issue was caused by error within network dormancy and queued bunches: If a dormant actor's open bunch ended up queued and a close bunch came in before the bunch was processed, the actor would never be properly destroyed client side as a result of not re-establishing the channel's actor pointer - Fix issue by changing close bunches to not be fully processed until their appropriate place in the queue. While this could cause superfluous execution (i.e. actor recreated just to be immediately destroyed), it should respect gameplay programming intent in regards to RPCs Change 2911009 on 2016/03/15 by Bob.Tellez #UE4 Fixed a bug in UHierarchicalInstancedStaticMeshComponent where RemoveInstances would not rebuild the ClusterTree, causing SortedInstances to contain incorect indices in GetInstancesOverlappingBox. This is the behavior of the singular RemoveInstance so this is what should also be done in the plural RemoveInstances. #JIRA FORT-21605 Change 2910295 on 2016/03/15 by Bob.Tellez #UE4 World thumbnails no longer cull primitives. This is because the camera is very far away and if terrain pieces are culled, the level is not visible. Change 2909324 on 2016/03/14 by Bob.Tellez #UE4 Since empty headers values cause GenerateHeaderBuffer to emit ERROR_HTTP_HEADER_NOT_FOUND, they are now omitted from the header buffer in WinInet. Change 2905920 on 2016/03/11 by Lukasz.Furman fixed crowd simulation getting stuck with invalid velocity (moonwalking husks) #fortnite Change 2905612 on 2016/03/11 by Bob.Tellez #UE4 Made the minimum quadtree size configurable in ProceduralFoliageSpawner. You need to reduce the minimum size a little if you are spawning very many small foliage meshes. [CL 3027184 by Bob Tellez in Main branch]
2016-06-24 16:58:12 -04:00
return ReturnObject;
}
Copying up to CL#2909284 //UE4/Fortnite-Staging to //UE4/Main This is CL#2904759 from //Fortnite/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2904398 on 2016/03/10 by Bob.Tellez #UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons. #rb Josh.Markiewicz #codreview Josh.Markiewicz #JIRA FORT-20703 Change 2904339 on 2016/03/10 by Daniel.Broder Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes). One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs). Change made after discussion with Bob. #CodeReview Bob.Tellez #UE4 Change 2903020 on 2016/03/10 by John.Abercrombie Added blueprint function to set named params for use when running an EQS query from BP - Phil is going to test this out for me. #rb me (Mieszko wrote this) #codereview Phil.Cole, Mieszko.Zielinski Change 2902440 on 2016/03/09 by Ben.Zeigler #Jira FORT-20149 Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized. #codereview john.pollard #RB bob.tellez Change 2900138 on 2016/03/08 by Bob.Tellez #UE4 Updated the following Parameter value functions to respect the bOverride flag GetStaticSwitchParameterValue GetStaticComponentMaskParameterValue GetTerrainLayerWeightParameterValue #rb Nick.Penwarden Change 2899839 on 2016/03/08 by Lukasz.Furman fixed navmesh projection on actors with overlap response to world channels #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2899743 on 2016/03/08 by Lukasz.Furman fixed handling multiple blocking hits in navwalking's geometry conforming blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response #fortnite FORT-21546 #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2898194 on 2016/03/07 by Chris.Gagnon Added the ability to filter DataTable Assets by their row using the metadata. meta = (RowType=MyRowName) #RB Saad.Nader #codereview Saad.Nader, Jamie.Dale Change 2895102 on 2016/03/04 by Ben.Zeigler #JIRA FORT-20290 Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main #codereview josh.markiewicz Change 2891302 on 2016/03/02 by Bob.Tellez #UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason. #rb Ben.Zeigler #codereview Lukasz.Furman Change 2887908 on 2016/03/01 by Chris.Gagnon Added Event Track to UMG Sequencer. Added PlayTo functionality for targeting the end point of a played animation. #RB Frank.Fella #codereview Frank.Fella, Nick.Darnell Change 2887686 on 2016/03/01 by Joel.Crabbe Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value. #codereview Ben.Zeigler Change 2886847 on 2016/02/29 by Bob.Tellez #UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms. #codereview Richard.TalbotWatkin Change 2886414 on 2016/02/29 by Lukasz.Furman fixed start point of composite path's update #fortnite FORT-21380 #rb Mieszko.Zielinski Change 2886250 on 2016/02/29 by Bob.Tellez #UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup. #codereview Robert.Manuszewski Change 2885942 on 2016/02/29 by Bob.Tellez #UE4 Disabling per-instance mesh painting on instanced static mesh components. #rb Jack.Porter [CL 2909292 by Bob Tellez in Main branch]
2016-03-14 21:21:09 -04:00
void SReferenceViewer::GetPackageNamesFromSelectedNodes(TSet<FName>& OutNames) const
{
TSet<UObject*> SelectedNodes = GraphEditorPtr->GetSelectedNodes();
for (UObject* Node : SelectedNodes)
{
UEdGraphNode_Reference* ReferenceNode = Cast<UEdGraphNode_Reference>(Node);
if (ReferenceNode)
{
TArray<FName> NodePackageNames;
ReferenceNode->GetAllPackageNames(NodePackageNames);
OutNames.Append(NodePackageNames);
}
}
}
bool SReferenceViewer::HasExactlyOneNodeSelected() const
{
if ( GraphEditorPtr.IsValid() )
{
return GraphEditorPtr->GetSelectedNodes().Num() == 1;
}
return false;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
bool SReferenceViewer::HasExactlyOnePackageNodeSelected() const
{
if (GraphEditorPtr.IsValid())
{
if (GraphEditorPtr->GetSelectedNodes().Num() != 1)
{
return false;
}
TSet<UObject*> SelectedNodes = GraphEditorPtr->GetSelectedNodes();
for (UObject* Node : SelectedNodes)
{
UEdGraphNode_Reference* ReferenceNode = Cast<UEdGraphNode_Reference>(Node);
if (ReferenceNode)
{
if (ReferenceNode->IsPackage())
{
return true;
}
}
return false;
}
}
return false;
}
bool SReferenceViewer::HasAtLeastOnePackageNodeSelected() const
{
if ( GraphEditorPtr.IsValid() )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
TSet<UObject*> SelectedNodes = GraphEditorPtr->GetSelectedNodes();
for (UObject* Node : SelectedNodes)
{
UEdGraphNode_Reference* ReferenceNode = Cast<UEdGraphNode_Reference>(Node);
if (ReferenceNode)
{
if (ReferenceNode->IsPackage())
{
return true;
}
}
}
}
return false;
}
void SReferenceViewer::OnInitialAssetRegistrySearchComplete()
{
if ( GraphObj )
{
GraphObj->RebuildGraph();
}
}
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