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UnrealEngineUWP/Engine/Source/Runtime/Projects/Private/ModuleDescriptor.cpp

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// Copyright 1998-2018 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 "ModuleDescriptor.h"
Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 3972172) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3821754 by Jamie.Dale [Python] Class property conversion now goes through NativizeClass/PythonizeClass This allows it to coerce from Python wrapped object types Change 3833107 by Patrick.Boutot Added functions to fill an existing DataTable from an existing CSV/JSON file. Change 3835044 by Aaron.Carlisle Exposure for asset_import_data (editor property) and it's functions: extract_filenames and get_first_filename. Change 3835466 by Patrick.Boutot Hide function from Python that need special compile command to be executed by the VM. Change 3839237 by Jamie.Dale Added a way to inspect the full chain of properties that are currently being serialized by an archive You used to only have access to the leaf-most property, and while you could use its outer chain to inspect other properties within the same object/struct, you couldn't always get the full chain (eg, if you had an object containing a struct). Change 3839974 by Jamie.Dale Make sure that SerializedProperty is copied correctly, as SetSerializedPropertyChain may set it to something else Change 3842311 by Jamie.Dale Fixing potential null level assert Change 3842313 by Jamie.Dale Updated settings editor to handle external properties Change 3842316 by Jamie.Dale Allowing a console command to be given to GEditor/GEngine even if there's a player CL# 1848982 said it was to prevent multiple execution of stat commands, however that no longer seems to be an issue. Change 3842867 by Jamie.Dale Added a way to generate diffs from editor transactions The notifications from these diffs are send to UObject::PostTransacted and FCoreUObjectDelegates::OnObjectTransacted. These notifications are typically generated when a transaction is "finalized", but can also be generated from "snapshots" (eg, to trap nodes being dragged in the world). They're also generated from normal undo/redo events. Change 3844428 by Patrick.Boutot Move the SetMaterial code from the StaticMeshEditor to StaticMesh to be reusable by script. Change 3845966 by Jamie.Dale Added support for minimal game RPC worlds These can be created in the editor and engine and exist to allow RPC communication via Unreal Networking in a way that is sandboxed from any other worlds that may be loaded (like the main game world) Change 3848844 by Patrick.Boutot Expose EComponentMobility to blueprint. Change 3854616 by Patrick.Boutot Add Custom way time step the engine loop. Will be used by the Synchronization of media for enterprise. Change 3856650 by Jamie.Dale Fixed a bug where transaction finalization could miss changes since the last snapshot Change 3864951 by Patrick.Boutot Fix ghost asset in Content Browser when an asset is added and renamed before the RecentlyAddedAssets list had a chance to be processed. Change 3867158 by JeanMichel.Dignard UBT - Added the ability for dll programs to export symbols. #jira UEENT-541 Change 3872342 by Jamie.Dale Merging static analysis fixes from 4.19 Change 3879305 by Jamie.Dale Improved the processing of py files from exec commands The old logic used to just test if the entire command was a .py file. The new logic extracts out the first token and sees if that's a .py file, and if it is, treats the remaining data as extra arguments. Change 3879306 by Jamie.Dale Added a minimal commandlet for invoking Python scripts Change 3881631 by Jamie.Dale Added basic RTTI to Python meta-data types Change 3885384 by Jamie.Dale [Python] Prevent glue code using reserved names Change 3888957 by Patrick.Boutot In MediaPlayer, only create a PlayerFacade & Playlist when it's not a ClassDefaultObject. The MediaPlayerFacade is a MediaTickable. That trigger the tick thread to be awake even if there is no Media playing. Change 3888961 by Patrick.Boutot Fix FInterval::IsValid return type. Change 3888980 by Patrick.Boutot Modification to Media and MediaAsset to support MediaSmith. The TInterval<int64> will be changed into TTinterval<FTimespan> UEENT-947. MediaSampleQueue's critical section will be change into an atomic operation UEENT-948. Change 3889165 by Patrick.Boutot Fix build. Missing include for Timespan. Introduce with CL 3888980. Change 3889261 by Jamie.Dale [Python] Fixing some more name conflicts in generated code Change 3889504 by Darren.Pegg Add option to change PreferredPixelFormat Change 3891193 by Patrick.Boutot Fix build. Missing include for Interval. Introduce with CL 3888980. Change 3897108 by Patrick.Boutot TTinterval use it own traits. Create a Interval traits for Timespan. #jira UEENT-947 Change 3899669 by Jamie.Dale Fixed Functions sometimes being exposed to Python as if they were Structs Change 3900692 by Jamie.Dale Removed some boilerplate associated with wrapping a basic type to Python You can now derive from TPyWrapperBasic to wrap a type that is simply a value copied into Python (see FPyWrapperName and FPyWrapperText for an example) Change 3901066 by conan.reis UE4 editor script bindings (Cobra) and helper functions for version control - exposed SourceControl class with common source control methods and associated SourceControlState structure - commands have smart file strings that can convert from any of fully qualified path, relative path, long package name, asset path or export text path (often stored on clipboard) - commands store any errors in a shared error text object which is optionally printed to the error log - renamed some calls across the UE4 codebase to USourceControlHelpers::CheckOutOrAddFile() from USourceControlHelpers::CheckOutFile() - included Python test script for source control commands including that auto-creates test files as needed and passes various types of files to test as command line arguments. Any unexpected results displays error messages. Change 3901388 by Jamie.Dale Minimal Slate hooks for Python Change 3901456 by Jamie.Dale Added missing file Change 3901549 by Jamie.Dale Removing some more Windows defines that were causing build issues Change 3904518 by conan.reis Source Control - ensured that "check if modified" flag is set whenver getting source control state in USourceControlHelpers::QueryFileState() which was needed when using Perforce source control provider Change 3905612 by Francis.Hurteau Optimize RemoveDuplicates somewhat using a TSet #jira UEENT-217 Change 3912626 by Jamie.Dale Fixed ShouldExcludeDerivedClasses option not working RecursiveClassesExclusionSet requires a base ClassNames entry to operate on when filtering. Change 3917739 by Jamie.Dale Output Log suggestions list is now clamped to the work area width of the monitor that hosts the widget Change 3917744 by Jamie.Dale Changed generated code to reference the UProperty and UFunction directly, rather than constantly look them up by name Names were originally used because UHT couldn't access the objects when it registered the glue code, but now that we generate at runtime via reflection, we already have the relevant objects available, and caching them the glue structs helps performance at both generation time and runtime. Change 3918832 by Jamie.Dale Removed field iteration from Python function calls We now cache the input and output parameters for all function calls (methods, get/set, and delegates) and use this rather than iterate the struct fields. Change 3920648 by Patrick.Boutot Remove the bottom right part of the windows border of the grabbed frame when in the editor. Tested in the standalone, windowed and full screen. Add option to request a FlushOnDraw on the viewport. Flushing in SDI output flow decreases the performance by ~10ms. SDI output is synchronized and the engine tick follows that synchronization. Change 3921396 by Jamie.Dale Split up the generated type data to correspond to the type being wrapped A lot of types can just use the minimal set, but classes and structs have some extra data. Change 3921619 by conan.reis - add delegate to FSourceControlWindows::ChoosePackagesToCheckin() that gives info for result, result description, files added, files checked in and flag indicating whether files were checked out again. - also added result info to FSourceControlWindows::PromptForCheckin() #jira UE-55255 Change 3921624 by conan.reis Removed Source Control common files from pre compiled header - main changes are in UnrealEdPrivatePCH.h, UnrealEdSharedPCH.h, SouceControlWindows.h and the added SouceControlWindows.cpp - remaining files have includes changed to accomodate Change 3921958 by conan.reis Fix attempt for incude file dependency needed by some build configurations (likely PCH disabled) caused by CL3921619 Change 3922740 by conan.reis Included SourceControlOperations.h and SourceControlHelpers.h back in ISourceControlProvider.h though it does not need them since other files that were including ISourceControlProvider.h have come to expect their inclusion. They were previously removed in CL3921624 Change 3923375 by Jamie.Dale Added optimized FString <-> icu::UnicodeString conversion for platforms using UTF-16 native strings Change 3926547 by Jamie.Dale Added support for struct method "hoisting" This allows you to tag a helper function that takes a struct as its first argument with the ScriptMethod meta-data (optionally providing a new name) to "hoist" that helper function to be a method of the struct it operates on when wrapped for Python. Change 3927050 by conan.reis Source control - ensured that ISourceControlProvider::Execute(FConnect, EConcurrency, FSourceControlOperationComplete) delegate is called on initial connection even if it fails immediately. Modified Perforce, Git and Subversion source control providers #JIRA UE-55256 Change 3929268 by conan.reis - fixed case in Perforce source control code where the server available flag was set even when the server was not successfully connected - removed Perforce error message about file folders outside of the workspace client mappings - clarified comments for ISourceControlProvider::IsEnabled() and ISourceControlModule::IsEnabled() #JIRA UE-55254 Change 3931024 by Rex.Hill Expose FBX and Texture import to python Change 3931273 by Rex.Hill Hide re-import slate notification pop-up during python automated asset import Change 3931368 by Jamie.Dale Stopped bools coercing to numeric types in Python nativization Change 3931374 by Jamie.Dale Added support for struct math operator "hoisting" This allows you to tag a helper function that takes a struct as its first argument with the ScriptMathOp meta-data (providing a potentially semi-colon separated list of operators to map to) to "hoist" that helper function to be a math operator of the struct it operates on when wrapped for Python. Change 3932586 by Rex.Hill Removed file read into unused memory buffer during Fbx import Change 3934308 by Jamie.Dale Added a public interface for the Python plugin Very basic, just lets you query if Python is compiled in, and lets you execute Python commands like you would via the Output Log. Change 3935088 by conan.reis - Added info/warning and error message storage to all the source control operation structures so additional information can be made available. - Added ISourceControlOperation::GetResultInfo() which returns the modified control structures (mentioned above) with appended info/warning messages and error messages and implemented its use in all source control operations in Perforce, Git and Subversion. #JIRA UE-55257 Change 3936668 by Rex.Hill #jira UE-55985 Avoid re-allocation of memory buffer holding file bytes during asset import Change 3940596 by Rex.Hill #jira UE-55989 Optimize skeletal mesh import performance scaling Overlapping vertex check was O (N^2) 100k vertex mesh took ~15 seconds to perform overlap step now takes 0.023 seconds Change 3942629 by Rex.Hill #jira UE-55995 Read fbx file only once during import Fixes a memory leak of FbxScene and reduces wait time during import. Change 3942884 by Rex.Hill Python asset import can now customize destination asset name Change 3946278 by Jamie.Dale Added stricter conversion for math operator arguments PyConversion now returns FPyConversionResult rather than bool, which will tell you not only whether a conversion succeeded or failed, but also whether type coercion was applied during the conversion. This allows the operator stack evaluation to run a first pass looking for an exact argument match, before falling back to a coerced match if available. This allows operators to apply correctly to coerced types (eg, int vs float overloads). Change 3948455 by Jamie.Dale Added generic Tick function to FPythonScriptPlugin This can also handle init logic for after the engine is fully initialized Change 3948888 by Jamie.Dale Added settings for the Python plugin You can now define start-up scripts to execute once the engine is initialized, additional system paths for Python, and whether you want to enable developer mode (which will enable things like deprecation warnings). Change 3948982 by Jamie.Dale Fixed Python 3 build error caused by CObject being removed in Python 3.2 Change 3949614 by Francis.Hurteau Create a camera cut track from the camera switcher camera index animation curve when importing a fbx in sequencer #jira UEENT-1053 Change 3950829 by Rex.Hill Update error message to be more specific when ENGINE_API keyword is found before 'static' keyword for a UFUNCTION Change 3953452 by Jamie.Dale Fixed some dependencies Change 3953645 by Jamie.Dale Fixed Python parameter packing treating bool output paramers as potential return values void GetState(bool& OutState) would have previously triggered the code for packing output for a function that returns a bool. Change 3953850 by Jamie.Dale Fixed doc string generation for a function with multiple output paramters and no return value Change 3954279 by Jamie.Dale Initial support for exposing deprecated properties and functions to Python This handles properties and functions that are directly deprecated. We still need to handle the cases where they're renamed and a redirector is left. Change 3954922 by Rex.Hill Expose UnloadPackages to python Change 3955209 by Jamie.Dale Initial support for exposing deprecated classes to Python Change 3955248 by Jamie.Dale Added a way to load Unreal modules via Python unreal.load_module("modulename") Change 3955561 by Rex.Hill Expose asset export to python Change 3956068 by Rex.Hill Linux compile fix. Change 3960449 by Rex.Hill Fix automated test using bCombineMeshes Change 3960495 by Patrick.Boutot Add a temporary menu to show the MetaData of an asset. The menu will need to be updated to have a look and feel of the Detail View and support edition at one point. Change 3961599 by Rex.Hill Reduced peak memory during import of meshes related to duplicate vertex tracking Change 3962104 by Rex.Hill Disable import mesh overlapping corners memory optimization to because it can change uv generation Change 3962507 by Rex.Hill Fix uv generation Change 3965285 by Rex.Hill Add support for FBX export as ASCII #jira UE-56465 Change 3965287 by Rex.Hill Forgotten file, fbx export as ascii Change 3966772 by Simon.Tourangeau Fix MaterialExpressionFunctions for ExternalTexture support Change 3967014 by Jamie.Dale Added a way to get the CDO in Python Wrapped objects now have a get_default_object class method Change 3967151 by Jamie.Dale Added stats to track Python generation time Change 3968006 by Simon.Therriault Media Samples - Removed Locks and Min/Max SampleTime from queues - Added methods to fetch NextSampleTime and SampleCount in queues - Added MediaSource base class for players that want to be time synchronized #jira UEENT-948 Change 3969119 by Patrick.Boutot Add delay functionnality to MediaPlayer to delay the frame by some time. It will allow more than one player to be start at the same time, played at the same frame but offset in relation to each other. [CL 3972277 by Simon Tourangeau in Main branch]
2018-03-29 13:32:35 -04:00
#include "Misc/App.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 "Misc/ScopedSlowTask.h"
#include "Dom/JsonObject.h"
#include "Modules/ModuleManager.h"
#define LOCTEXT_NAMESPACE "ModuleDescriptor"
ELoadingPhase::Type ELoadingPhase::FromString( const TCHAR *String )
{
ELoadingPhase::Type TestType = (ELoadingPhase::Type)0;
for(; TestType < ELoadingPhase::Max; TestType = (ELoadingPhase::Type)(TestType + 1))
{
const TCHAR *TestString = ToString(TestType);
if(FCString::Stricmp(String, TestString) == 0)
{
break;
}
}
return TestType;
}
const TCHAR* ELoadingPhase::ToString( const ELoadingPhase::Type Value )
{
switch( Value )
{
case Default:
return TEXT( "Default" );
case PostDefault:
return TEXT( "PostDefault" );
case PreDefault:
return TEXT( "PreDefault" );
case PostConfigInit:
return TEXT( "PostConfigInit" );
case PreEarlyLoadingScreen:
return TEXT("PreEarlyLoadingScreen");
case PreLoadingScreen:
return TEXT( "PreLoadingScreen" );
case PostEngineInit:
return TEXT( "PostEngineInit" );
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2897738) ========================== MAJOR FEATURES + CHANGES ========================== Change 2875445 on 2016/02/22 by Matthew.Griffin Added UE4.natvis to Visual Studio Projects #jira UE-27153 Change 2875456 on 2016/02/22 by Keith.Judge Fix custom stencil shaders on Xbox One #jira UES-1387 Change 2875524 on 2016/02/22 by Robert.Manuszewski More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails. #jira UE-20945 Change 2875698 on 2016/02/22 by Rolando.Caloca UE4.11 - Add new bool for RHIs (unused currently) #jira UE-24967 Change 2875897 on 2016/02/22 by Taizyd.Korambayil #jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights Change 2875922 on 2016/02/22 by Mieszko.Zielinski Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4 #jira UE-25034 #rb Lukasz.Furman Change 2875960 on 2016/02/22 by Michael.Trepka Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking #jira UE-21895 Change 2875984 on 2016/02/22 by Michael.Schoell Split output struct pins will no longer give a warning about override pins being removed. #jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed. Change 2876169 on 2016/02/22 by Ben.Marsh Changes to support building UHT plugins with the binary release. * Add source code and target files for UHT to binary distribution * Fix UBT deleting build products if we're only compiling a single module. * Fix UBT exception setting up compile environment when a module doesn't have any source files set to build. * Include DLL import libraries for UHT in the build * Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins. Change 2876219 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2874609 #jira UE-24967 PC: Update D3D12 RHI - Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback - Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle - Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU. - Disable API shader blobs - Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios - Pool Fences to prevent creation and destruction every frame when using Async Compute - Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView Change 2876232 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2876173 #jira UE-24967 PC: Update D3D12 RHI - Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used. - Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue. - Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo() Change 2876366 on 2016/02/22 by Douglas.Copeland Adding Skeletal Meshes for Import Test Case #jira UE-24473 Change 2876401 on 2016/02/22 by Peter.Sauerbrei fix for WindowsClient build from UFE and Project Launcher #jira UE-23897 Change 2876456 on 2016/02/22 by Ben.Marsh Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>. Change 2876507 on 2016/02/22 by Nick.Shin use HOME (osx) and USERPROFILE (windows) on appropriate target platform #jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5 Change 2876537 on 2016/02/22 by Dan.Oconnor Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497 #jira UE-24891 Change 2876545 on 2016/02/22 by Chad.Taylor SteamVR camera late-update fix #jira UE-27254 Change 2876825 on 2016/02/22 by Dan.Oconnor Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing. #jira UE-25956 Change 2876878 on 2016/02/22 by Nick.Whiting PSVR HMD Server support #jira UE-27262 [CL 2905127 by Matthew Griffin in Main branch]
2016-03-11 09:55:03 -05:00
case None:
return TEXT( "None" );
default:
ensureMsgf( false, TEXT( "Unrecognized ELoadingPhase value: %i" ), Value );
return NULL;
}
}
EHostType::Type EHostType::FromString( const TCHAR *String )
{
EHostType::Type TestType = (EHostType::Type)0;
for(; TestType < EHostType::Max; TestType = (EHostType::Type)(TestType + 1))
{
const TCHAR *TestString = ToString(TestType);
if(FCString::Stricmp(String, TestString) == 0)
{
break;
}
}
return TestType;
}
const TCHAR* EHostType::ToString( const EHostType::Type Value )
{
switch( Value )
{
case Runtime:
return TEXT( "Runtime" );
case RuntimeNoCommandlet:
return TEXT( "RuntimeNoCommandlet" );
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3380068) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3358702 on 2017/03/22 by Marc.Audy Always mark child actors pending kill when in PostLoad as often the World is too early to have a WorldContext which causes issues in DestroyActor #jira UE-42679 Change 3358737 on 2017/03/22 by Mieszko.Zielinski Exposed UBrainComponent::IsRunning() and UBrainComponent::IsPaused() to Blueprint #UE4 Change 3359062 on 2017/03/22 by Michael.Noland Blueprints: Show the Save and Find in CB buttons when working with level script blueprints (they will save/show the map package) #jira UE-30748 Change 3359066 on 2017/03/22 by Michael.Noland PR #3348: Make fields of FAttributeMetaData editable (Contributed by hoelzl) #jira UE-42620 Change 3359069 on 2017/03/22 by Michael.Noland PR #3288: InverseLerp Blueprint Tooltips Clarification (Contributed by wunawuna) #jira UE-42250 Change 3359108 on 2017/03/22 by Michael.Noland Blueprints: Fix an issue where running the editor in a different culture could break pins on nodes that have optional arrays of pins (e.g., animation graph nodes like blend by layer) #jira UE-36232 Change 3359235 on 2017/03/22 by Marc.Audy Expose bShouldPerformFullTickWhenPaused to blueprints and details panel #jira UE-17286 Change 3359324 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Disable collision on NavModifierVolumes. Previously they had an OverlapAll response and generated overlap events. They are only supposed to be used for preventing nav mesh generation, but overlap events could affect gameplay, and also are bad for performance. (Integrate CL 3249525 from Odin). Change 3359326 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Optimization during attachment to check bool before expensive casts and body instance fetching. (Integrate CL 3261262 from Odin). Change 3359327 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make bSkipAgentHeightCheckWhenPickingNavData actually ignore height when picking data. (Integrate CL 3231908 from Odin) Change 3359328 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make a static FName in UMovementComponent::OverlapTest const and move it to a namespace. (Integrate CL 3259985 from Odin) Change 3359329 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix ProjectileMovementComponent continuing to simulate (and generate hit events) after it is deactivated during simulation. HasStoppedSimulation() should check if bIsActive is false. (Integrate CL 3260001 from Odin) Change 3359330 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix accumulated forces in CharacterMovement when movement mode or activation changes. - Added CharacterMovementComponent::ClearAccumulatedForces() - AddForce() and related functions now avoid adding the force if in MovementMode "None". When ticking in "None", forces are cleared so they don't pile up until the next valid movement mode. Forces are also cleared if the updated component changes or when the capsule simulates physics. - CharacterMovementComponent::Deactivate() implemented to stop movement and call ClearAccumulatedForces(). - ClearAccumulatedForces() now also clears pending launch velocity. - Exposed ClearAccumulatedForces() to blueprints. - AddForce() and AddImpulse() now also check that character movement is active (not deactivated, able to tick). - ApplyAccumulatedForces() does not call ClearAccumulatedForces(), since that would prevent pending launch. - SimulateMovement() handles pending launch and clears forces regardless of whether it's simulated proxy. Added note to investigate using ApplyAccumulatedForces() in SimulateMovement(). - Inlined ActorComponent::IsActive(). (Integrate CLs 3259933, 3266018 from Odin) Change 3359338 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) TickCharacterPose() and clear root motion before abandoning tick in UCharacterMovementComponent::PerformMovement() when movement mode is None. Prevents root motion building up until next valid movement mode. (Integrate CL 3271928 from Odin) Change 3359345 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix characters sliding when landing on slanted surfaces or stairs, when aggressive "Perch" settings could cause a line trace (from the center of a capsule) instead of capsule trace and thereby screw up the floor distance checks. (Integrate CL 3273026 from Odin) Change 3359381 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Performance tweak to ApplyRadialDamageWithFalloff(). Don't rebuild FRadialDamageEvent each loop over hit actors. Added stats for BreakHitResult()/MakeHitResult() under "stat game". (Integrate CLs 3275415, 3276810 from Odin). Change 3359422 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix build (CollisionProfile included). Change 3359442 on 2017/03/22 by Michael.Noland Blueprints: Prevent comment boxes from clipping the last letter of some words at the edge by increasing the padding on the wrap-at position Change 3359445 on 2017/03/22 by Michael.Noland PR #2989: Improved BP comment nodes (Contributed by projectgheist) #jira UE-36788 #jira UE-39118 Change 3359446 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Add support for FScopedMovementUpdate to be able to queue up overlaps that do not require reflexive bGenerateOverlapEvents. This allows custom inspection or processing of overlaps within a scoped move. Overlap events from the move will still only trigger in UpdateOverlaps() if bGenerateOverlapEvents is enabled on both components, as before. (Integrate CL 3278307 from Odin) Change 3359494 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make some data in FScopedMovementUpdate protected rather than private so it can easily be subclassed, and expose a new helper SetWorldLocationAndRotation(). (Integrated CL 3280775 from Odin). Change 3359506 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) MovementComponent::Deactivate() calls StopMovement() to clear cached velocity. It's silly that reactivation many seconds or frames later would restore that velocity. Some special handling in CharacterMovement to keep it acting as before (it cleared velocity, but did not clear the path request, leaving that alone). (Integrate CL 3287026 from Odin). Change 3359514 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Collision.ListComponentsWithResponseToProfile command includes pending kill objects. (Integrate CL 3293322 from Odin) Change 3359553 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Optimization in CharacterMovement tick to not extract transform values twice. (Integrate CL 3299098 from Odin). Change 3359554 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: optimize UKismetMathLibrary::GetForwardVector() (converts Rotator to forward direction). This way we avoid building a matrix, and avoids 1 more SinCos call. (Integrate CL 3296254 from Odin). Change 3359555 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Add OnComponentCollisionSettingsChangedEvent delegate to PrimitiveComponent. Fixed SkeletalMeshComponent not calling Super implementation. (Integrate CL 3295744 from Odin) Change 3359561 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: AActor::GetComponents() with generic type should *not* assume the output array needs space for the entire contents of OwnedComponents. If OwnedComponents.Num() > the array reserve size, this forces an allocation, even if few or no components of the requested type are found. (Integrate CL 3299111 from Odin) Change 3359573 on 2017/03/22 by dan.reynolds Added BP log to the Passive Mix Modifier test platform BP Change 3359593 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: avoid allocations during creation in AAIController::PostInitializeComponents() (in development builds). (Integrate CL 3299118 from Odin) Change 3359595 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: HasActiveCameraComponent() and HasActivePawnControlCameraComponent() don't need to fill in an array while searching for a certain component. Also see CL 3359561, which could cause each of these functions to always cause an allocation when filling in the array when num components > 24. (Integrate CL 3299116 from Odin) Change 3359602 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Clean up some of the new fast overlap code in PrimitiveComponent. Mostly some variable renaming, and CVar access optimization. (Integrate CL 3340622 from Odin) Change 3359616 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Added support for bIgnoreTouches to FCollisionQueryParams. MoveComponent uses this to avoid PhysX collision queries for overlaps in GeomSweepMulti when bGenerateOverlapEvents is off. (Integrate CL 3340635 from Odin) Change 3359864 on 2017/03/23 by Mieszko.Zielinski Added a safeguard to prevent crashes resulting from people trying to name their BB keys things longer than 1024 characters #UE4 #jira UE-43120 Change 3360884 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: AUDIO_MIXER_ENABLE_DEBUG_MODE turned off in Test builds. Shipping already had it off. (Integrate CL 3310724 from Odin) Change 3361045 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: new cvars to help with optimization: - au.DisableReverbSubmix - au.DisableEQSubmix - au.DisableParallelSourceProcessing - au.SetAudioChannelCount Also checked in some code to cut down on the amount of parameter setting in EQ (Integrate of CL 3303165 in Odin by Aaron.Mcleran) Change 3361172 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: added stat for HRTF. (Integrate CL 3310728 from Odin) Change 3361189 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) CVar to toggle HRTF for perf settings. Default is on. (Integrate CL 3310926 from Odin). Change 3361914 on 2017/03/23 by Aaron.McLeran UE-42649 Fixing crash in cleaning up active sound in sound concurrency -Handling edge case of an active sound not have a sound base ptr, which is possible. Change 3361924 on 2017/03/23 by Aaron.McLeran UE-41378 Fixing passive mix modifier bug Change 3361978 on 2017/03/23 by Aaron.McLeran UE-42627 Fix for when audio device is removed and getting a deadlock in computing audio clock Change 3361989 on 2017/03/23 by Aaron.McLeran PR #3010: Check for null GEngine on sound processing Change 3362053 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: Perf: Avoid thousands of Array.Add() calls during processing, which on shipping still does checks to see if the allocator has to grow, and updates ArrayCount. (Integrate CL 3311120 from Odin) Change 3362102 on 2017/03/23 by Aaron.McLeran PR #3182: Enabled SwitchOnEnum nodes for EAttenuationShape and EAttenuationDistanceModel Change 3362153 on 2017/03/23 by Aaron.McLeran UE-43286 Oculus audio plugin not working/available Change 3362162 on 2017/03/23 by Aaron.McLeran UE-42252 Frequent ensure in FLevelEditorViewportClient::UpdateAudioListener Change 3362206 on 2017/03/23 by Aaron.McLeran UE-43287 Fixing HRTF spatialization in editor viewport - Steam Audio doesn't support multiple audio devices at the moment - Instead of hard-coding all audio plugins to not work in main audio device (GDC temp fix), I allow audio plugins to specify if they should be used on main audio device Change 3362775 on 2017/03/24 by mason.seay Replaced deprecated node Change 3363024 on 2017/03/24 by Ben.Zeigler Fix regression in behavior of streamable manager where loading both a valid and null asset used to work but now fails. Instead added a warning for that case, but if only null are requested it still fails with an error Change 3363030 on 2017/03/24 by Zak.Middleton #ue4 - Lower default max sendrate for clients to 60Hz from 90Hz when net speed is high and player count is low. Throttled rate remains at 45Hz. This value has been tested in Paragon with no ill effect, and saves on bandwidth and server CPU when clients run at high framerate. Change 3363036 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: turned a float divide into a multiply. It happens at least 32k times per audio update. (Integrate CL 3311158 from Odin) Change 3363541 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: remove pointer indirection, and successive TArray Add()s in GetChannelMap(). (Integrate CL 3311169 from Odin) Change 3363642 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: Save ~5% total audio update time. Savings in "Source Output Buffers". - Removed function call overhead to updating channel map. 64,000 function calls... - Simplified FSourceParam::Update() to reduce branching and have 1 return site. - Added alternative to GetChannelMap() called UpdateChannelMap() that avoids copying out values to an array. The values can then be fetched from the channel data directly. (Integrate CL 3311235 from Odin) Change 3364441 on 2017/03/24 by Ben.Zeigler Fix issue where calling LoadLocalIniFile on a plugin file would result in an empty file. It was assuming engine/game dirs, now it instead pulls it out of GConfig if available. This fixes issue where iterative cooking would fail on plugin config files Add FindConfigFileWithBaseName to GConfig Change 3364652 on 2017/03/25 by Phillip.Kavan #jira UE-43210 - Fix a runtime VM crash upon removing an element from a set after consecutive add/remove iterations. Change summary: - Fixed FScriptSet::Add() to initialize the HashIndex member of the new element when the HashSize does not change. Change 3365609 on 2017/03/27 by Richard.Hinckley #jira UEDOC-4720 Fixed global enums being dropped from documentation after being extracted by Doxygen. Change 3365737 on 2017/03/27 by Marc.Audy Move setting of the ParentComponent property on an actor to PostRepNotifies instead of having a separate OnRep function. Change 3365795 on 2017/03/27 by Marc.Audy Fix compile error Change 3365894 on 2017/03/27 by Phillip.Kavan #jira UE-35507 - Fix for a GLEO when choosing an LSBP class as the default value for a class input pin in a non-LSBP graph. Change summary: - Modified FGraphPinFilter::IsClassAllowed() to disallow a given class if the type is contained within a map package that does not match the current graph context. Change 3366067 on 2017/03/27 by Marc.Audy Add UWorld* to PostLoadMap indicating which world has been loaded. Null if an error has occurred. #jira UE-40228 Change 3366097 on 2017/03/27 by Marc.Audy Fixed missed deprecation disable pairing for PostLadMap Change 3366170 on 2017/03/27 by Aaron.McLeran Fixing div by zero Change 3366221 on 2017/03/27 by Aaron.McLeran UE-43240 Removing dependency on component visualizers in runtime Phonon module. Change 3366698 on 2017/03/27 by Marc.Audy Fix Orion compile errors Change 3366782 on 2017/03/27 by Aaron.McLeran Bringing over optimizations from Odin to Dev-framework. Original CL 3311435 Change 3366818 on 2017/03/27 by Aaron.McLeran Bringing fix from Odin to Dev-Framework from CL 3304533 Fix for rare condition that stomps memory during source recycling. Change 3366984 on 2017/03/27 by Michael.Noland Blueprints: Downgraded a warning in the connection drawing policy to verbose to suppress it. It does no good to a typical user. #jira UE-41638 Change 3367085 on 2017/03/27 by Brent.Pease - Improve AudioMixer buffering so that only two buffers are needed instead of three, buffer submission and buffer processing are ovelapped, and a warning is issued if the audio processing thread can not keep up. - Added time critical thread priority so that audio processing is not starved which would produce clicks and popping - Allow the audio thread to not be created if a platform implements its own BeginGeneratingAudio() call (as happens on Android) Change 3367434 on 2017/03/28 by Marc.Audy Fix UT compile error Change 3368587 on 2017/03/28 by Mike.Beach Adding a "CookedOnly" plugin type (now used by the nativized Blueprint plugin). Change 3368724 on 2017/03/28 by Zak.Middleton #ue4 - MovementComponent does not ignore initial blocking overlaps when moving from SafeMoveUpdatedComponent(). Set "p.MoveIgnoreFirstBlockingOverlap" back to zero and add a new flag that prevents the depenetration test from generating hit events (to prevent the problem discovered in UE-39387). #jira UE-41613, UE-28610 Change 3368748 on 2017/03/28 by Dan.Oconnor Provide &FUObjectThreadContext::Get().ObjLoaded when using the compilation manager, add validation functions for finding REINST/TRASH references Change 3368852 on 2017/03/28 by Mike.Beach Fixing a CIS error before it happens - wrapping implementation in preprocessor defines to match declaration in header. Change 3368873 on 2017/03/28 by Dan.Oconnor Rather than collecting script object references, just use the ScriptObjectReferences array. This allows reference replacing archives to update ScriptObjectReferences. Change 3368998 on 2017/03/28 by Dan.Oconnor Setting CLASS_Interface early in the compilation process Change 3369494 on 2017/03/29 by Marc.Audy Fix UAT compile error Change 3369924 on 2017/03/29 by Zak.Middleton #ue4 - Allow CharacterMovement AdjustFloorHeight() to adjust using the line trace if in penetration. Force next floor check so it will check after it depenetrates. #jira UE-36973 Change 3369932 on 2017/03/29 by Ben.Zeigler #jira UE-19494 Finish asset auditing work by allowing reading back a cooked asset registry in the editor Split off FAssetRegistryState as the struct to hold serialization and accessors, to allow loading multiple platform states at once. Optimized runtime asset registry serialization to be around 1/3 as large as before. Dependencies are disabled by default for the runtime registry, you can re-enable with bSerializeDependencies in Engine.ini Add FAssetPackageData which is explicitly per-package and only updated on save/load time. File size is stored in here and is computed for both editor and cooked data Add code to AssetManagerEditorModule to allow loading pre-cooked asset registry files and reading cooked sizes. The Asset Audit window now has a platform drop down that allows reading from cooked data Rename ChunkManifestGenerator to AssetRegistryGenerator and change it to directly hold an FAssetRegistryState internally Add new experimental AssetRegistry mode for iterative cooking. This mode is much faster as it does not need to do it's own internal dependency checking and it can be enabled with bUseAssetRegistryForIteration Change it so during cooking it doesn't directly load string asset references, but instead cues them for cook and uses the asset registry to find and add redirector mappings that are used during save time Change 3370028 on 2017/03/29 by Ben.Zeigler CIS fix Change 3370360 on 2017/03/29 by Mike.Beach Adding an extra field to FPlatformInfo; a 'UBTTarget' identifier intended to sync up with UBT's UnrealTargetPlatform enum (needed for programatically generating plugin platform whitelists). Change 3370363 on 2017/03/29 by Ben.Zeigler Fix issue where loading out of date editor asset registry cache would throw pointless errors Change 3370414 on 2017/03/29 by Marc.Audy Remove autos Change 3370428 on 2017/03/29 by Ben.Zeigler Fix linux CIS issue, remove implicit conversion from FSavePackageResultStruct back to enum result as it was creating ambiguous operators Change 3370453 on 2017/03/29 by Marc.Audy CIS fix Change 3370548 on 2017/03/29 by Marc.Audy #rn Fix issues with seamless travel in PIE and shared sub levels between different parents. Change 3370564 on 2017/03/29 by Mieszko.Zielinski PR #3429: fix comment typo (Contributed by kayama-shift) Change 3370602 on 2017/03/29 by Mieszko.Zielinski Fixed FRecastTileGenerator::Modifiers being erroneously counted twice when stating memory #UE4 Change 3370615 on 2017/03/29 by Phillip.Kavan #jira UE-35515 - No longer crash when creating a new BP class from one or more selected Actors in which the root component is not Blueprint-spawnable. Change summary: - Modified FKismetEditorUtilities::AddComponentsToBlueprint() to handle deferred SceneComponent SCS node adds when the parent component was not also added (due to not being BP-spawnable). Change 3370693 on 2017/03/29 by Michael.Noland Fixing some bad indentation #rnx Change 3370740 on 2017/03/29 by Ben.Zeigler DLC/Mod Cooking fixes, the list of packages from release build as in uncooked filename format so fixed code and made this more obvious Fix Asset Registry to allow loading multiple source asset registries into the same state, by keeping a list of preallocated buffers Change 3370792 on 2017/03/29 by Michael.Noland Blueprints: Deleted some unversioned backwards compat. code that would only matter for assets older than VER_UE4_OLDEST_LOADABLE_PACKAGE Change 3370794 on 2017/03/29 by Michael.Noland PR #3190: Reduce some output logging - Reduced an Oculus log from Log to Verbose because it spams quite a bit - Corrected the spelling and the meaning of a blueprint warning when an invalid breakpoint is encountered - Treat UInputComponent::GetAxisValue(None) as not a warning - Switch FGenericSaveGameSystem::LoadGame to silently attempt to load the file, it returns success/failure and it isn't necessary to have a separate warning at the file i/o layer #jira UE-41446 Change 3370831 on 2017/03/29 by Dan.Oconnor Iteration on compilation manager - Fix Skeleton class compilation order - Pass ObjLoaded array to compilation manager to ensure all objects get PostLoaded - Make sure data only classes get reinstanced, so that UpdateCustomPropertyListForPostConstruction is run correctly Change 3370923 on 2017/03/29 by Michael.Noland Blueprints: Added an icon to indicate whether or not a macro contains latent actions - Note: The state of the icon is cached for performance reasons on request, with the cache being cleared when the BP containing the macro is modified or a macro graph is removed - This does mean that editing the inner macro of a nested macro to add/remove a latent action will not show up in visualization for the outer node until the editor is restarted or the outer macro is modified Change 3371039 on 2017/03/29 by Dan.Oconnor Hacky fix for dropping return params when a function's return node is culled Change 3371750 on 2017/03/30 by Richard.Hinckley Stencil write mask exposed. Adds nine new options (all bits, plus each bit individually - write on pass or depth fail). This allows stencil overlaps to be detected by mixing masks. Change 3372513 on 2017/03/30 by Ben.Zeigler #jira UE-43475 Fix cooker issues with string asset references to null packages. Fix redirector detection to follow recursive chains, and correctly strip object class from redirected string asset references. Change 3372565 on 2017/03/30 by Richard.Hinckley Rolling back stencil change, will be moved to Dev-Rendering. Change 3372764 on 2017/03/30 by Marc.Audy Do not create a duplicate sub object that is not in the annotation if a sub object of the same name and class already exists. #jira UE-43328 #rn Fixed cases where the blueprint of a class used as a child actor could be dirtied when compiling the owning blueprint. Change 3372847 on 2017/03/30 by Marc.Audy Fix missing include Change 3372994 on 2017/03/30 by Zak.Middleton #ue4 - Fix build in Debug (checkSlow using incorrect function params). Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3373320 on 2017/03/30 by mason.seay Basic for TM-Gameplay map (WIP) Change 3373448 on 2017/03/30 by Ben.Zeigler Fix recursive size display in audit window Improve asset manager comments Change 3373576 on 2017/03/30 by dan.reynolds AEOverview Update: Updated Passive Mix Modifier Test based on recent changes in behavior Also added Initial Delay Time timer to test Change 3373589 on 2017/03/30 by dan.reynolds AEOverview Passive Mix Mod Test Map update Change 3373624 on 2017/03/30 by Zak.Middleton #ue4 - Increase Pawn location replication precision to 2 decimal places from 0. Prevents replicated pawns from being inside geometry by a large amount. Removed CVars controlling CharacterMovement proxy shrink amount and made those instanced properties on the component. #jira UE-40420 Change 3374271 on 2017/03/31 by Marc.Audy Fix deprecation warning in new UT code Change 3374320 on 2017/03/31 by Marc.Audy Fix HTML5 compile. Change 3374413 on 2017/03/31 by Jeff.Farris Added ENGINE_API to 2 functions in PlanarReflection, so projects can subclass it. (Copied CL 3276454 from Robo Recall to Dev-Framework) Change 3374414 on 2017/03/31 by Jeff.Farris Added support for setting UNavigationSystem::bUpdateNavOctreeOnComponentChange (Copied CL 3267903 from RoboRecall to Dev-Framework) Change 3374616 on 2017/03/31 by Ben.Zeigler Copy of Fortnite CL #3312058 to add a missing redirector. I do not understand why this is not erroring on Main, I guess my minor cook changes somehow exposed this Change 3374664 on 2017/03/31 by Jeff.Farris Consted AIController::GetBrainComponent() (Copied 3239101 from Robo Recall to Dev-Framework) Change 3374665 on 2017/03/31 by Jeff.Farris PrimitiveComponent bIgnoreRadialImpulse and bIgnoreRadialForce are now exposed to BPs. bIgnoreRadialImpulse now respected when applying impulse to relevant movement components. (Coped CL 3242355 from Robo Recall to Dev-Framework) Change 3374779 on 2017/03/31 by Jeff.Farris Exposed SetAllPhysicsAngularVelocity to blueprints (Copied CL 3228390 from Robo Recall to Dev-Framework) Change 3374792 on 2017/03/31 by Ben.Zeigler #jira UE-42618 PR #3347: Improve support for FGameplayAttributeData properties in attribute sets (Contributed by hoelzl) Change 3374844 on 2017/03/31 by Ben.Zeigler #jira UE-42587 Fix issue where supressed gameplay effects that granted abilities would only work the first time, it now clears out of date ability handles Change 3374925 on 2017/03/31 by Marc.Audy Don't throw warning about missing world context for inactive worlds. #jira UE-42679 Change 3374927 on 2017/03/31 by Michael.Noland Editor: Added options for configuring the editor window background color and texture, which can be useful to visually distinguish the editor when switching between different branches or projects Change 3374995 on 2017/03/31 by Michael.Noland Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor: - CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass - CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor)) - Now shows each function as a separate button, placed in the category associated with the function - The button strip entry is now searchable by function name or tooltip - Prevented operating on functions that have parameters or return values, which would crash before - Removed the duplicate copies of properties placed in the Blutility section - Added a scoped transaction around CallInEditor execution - Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...) Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components Upgrade Note: Behavior has changed so that CallInEditor can be called on CDOs as well, this will probably be walked back in a subsequent update, at least for actors and components. Change 3375005 on 2017/03/31 by Michael.Noland Fixing incremental compilation error due to missing include #rnx Change 3375015 on 2017/03/31 by Michael.Noland Fixing incremental compilation error due to missing include (for real) #rnx Change 3375045 on 2017/03/31 by Marc.Audy Only calculate the streaming levels prefix during seamless travel if it is a PIE world #jira UE-43485 Change 3375053 on 2017/03/31 by Ben.Zeigler #jira UE-41988 Fix it so leaving PIE while gameplay debugger is active will disable HUD extensions properly, restoring ability to print messages to screen Change 3375057 on 2017/03/31 by Ben.Zeigler #jira UE-39226 Don't add to DrawDebug list for player controllers with no local player Change 3375121 on 2017/03/31 by Michael.Noland Added missing include for FScopedTransaction #rnx Change 3375222 on 2017/03/31 by mason.seay Submitting work done to TM-Gameplay. Still WIP Change 3375308 on 2017/03/31 by Michael.Noland Editor: Added back CDO filtering to CallInEditor, it's too easy to explode in the BP editor. May consider allowing opt-in behavior when we revisit Blutilities Change 3375321 on 2017/03/31 by Ben.Zeigler #jira UE-39062 Fix issue where using the level editor toolbar to modify blueprints was not properly marking the blueprints as modified, so the constructor links weren't being updated until manually compiling or resaving Always recompute post constructor links when calling MarkBlueprintAsModified, as it can be called from native and other places where we modified CDOs but don't have a property changed event Change 3375372 on 2017/03/31 by Ben.Zeigler #jira UE-39568 Change Components to specifically update LatentActions the same as Actors do, so they update properly if bUpdateWhilePaused is set Change 3375380 on 2017/03/31 by Marc.Audy Modify IsMainAudioDevice to deal with the case where no audio device has been created. Change 3375402 on 2017/03/31 by Marc.Audy Fix DuplicateWorldForPIE in the case that the OwningWorld is null. Change 3376037 on 2017/04/02 by Phillip.Kavan #jira UE-35332 - Preserve the least common ancestor pin type on object array function node inputs after a node refresh. Change summary: - Added UK2Node_CallArrayFunction::GetDynamicallyTypedPins() to consolidate the code that retrieves type-dependent parameter pins. - Added FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to consolidate the code that considers other linked pins when choosing which type to propagate to type-dependent parameter pins. - Added FBlueprintEditorUtils::PropagatePinTypeInfo() to consolidate the common code from UK2Node_CallArrayFunction::PropagateArrayTypeInfo(); this eliminated a redundant retrieval of the target pin set. - Refactored UK2Node_CallArrayFunction::PropagateArrayTypeInfo() to now call FBlueprintEditorUtils::PropagatePinTypeInfo() after retrieving the set of dynamically-typed pins. - Refactored UK2Node_CallArrayFunction::NotifyPinConnectionListChanged() to remove some unnecessary iteration passes and to ensure that we propagate the authoritative (least common ancestor) pin type for object- and struct-based types. Change 3376364 on 2017/04/03 by Richard.Hinckley UE-40920 Fix to Paper2D flipbook timeline editor. Previously, the timeline shown was one frame shorter than the animation. Now, the timeline shows the correct frame count. Change 3376366 on 2017/04/03 by Richard.Hinckley UE-40920 Bugfix to Paper2D flipbook editor. The red line indicating the current frame now adjusts properly if the timeline is longer than the editor window and the scroll bar is moved to the right. Change 3376517 on 2017/04/03 by Marc.Audy PR #3195: Added support for GamePad on RawInput Plugin (Contributed by katze7514) #jira UE-41499 Change 3376708 on 2017/04/03 by Mike.Beach Moving nativized plugins into a centralized folder (so we can use it as an additional plugin lookup dir) - this is so we can ultimately keep the generated code around for debugging purposes. Summary of changes: - nativized plugins now moved to ...\Intermediate\Plugins\<PLATFORM>\NativizedAssets - corresponding manifest files get saved inside the module and named to match the platform - nativized modules now whitelisted only for the platform they were generated for - cleanup on how we generate paths (now piping in platform name) and pass multi-cook process ids (for building manifest filenames) - extending the 'NativizeAssets' command line, so you can use it to specify the target plugin path (utilized by UAT to coordinate the plugin path between cook & build - was previously hardcoded in multiple places). Change 3376826 on 2017/04/03 by Phillip.Kavan #jira UE-43330 - Fix a crash when adding an input parameter to a Custom Event node after deleting a Function Graph containing a Create Event node. Change summary: - Modified UK2Node_CreateDelegate::HandleAnyChangeWithoutNotifying() to check for a valid blueprint before accessing it (since the accessor is now a checked operation). - Modified UK2Node_CreateDelegate::GetScopeClass() to also check for a valid blueprint before accessing it. - Switched 'NULL' to 'nullptr' in a few spots. Change 3376831 on 2017/04/03 by Ben.Zeigler #jira UE-43500, clean up UPackage when EDL/async loading fails. This restores EDL LoadPackage to work the same as non EDL and return NULL instead of an invalid empty package Change 3376846 on 2017/04/03 by Ben.Zeigler #jira UE-38760 Properly refresh exec pins when removing pin from a Switch on Int node Change 3376850 on 2017/04/03 by Dan.Oconnor Use authoritative class to mitigate compilation order issues Change 3376961 on 2017/04/03 by Ben.Zeigler #jira UE-43127 Add struct ops implementations for FIntVector and FBox2d, any blueprint type needs struct ops to avoid crashes Fix Box2d variable name in NoExportTypes Change 3376985 on 2017/04/03 by Ben.Zeigler #jira UE-43582 Remove Xbox-specific code from AssetRegistry because it won't work after my refactor. The serialization is much faster now and neither Bob nor I can conceive of a way this would take long enough to stall the main thread. If it it is somehow a problem, it should be wrapped in a slow task instead Change 3377009 on 2017/04/03 by Ben.Zeigler #jira UE-43036 Fix crash when right clicking blueprint with no parent class. Ensures are fine but crashes should be avoided so people can try to copy data out of them Change 3377054 on 2017/04/03 by Zak.Middleton #ue4 - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta. #jira UE-40344 #udn https://udn.unrealengine.com/questions/310497/large-delta-time-for-first-player-movement-update.html Change 3377061 on 2017/04/03 by Dan.Oconnor Fixes for issues exposed by cooking with compilation manager. When cooking we end up with more blueprints compiling at a single time, which highlighted issues reading from generated classes while they were actively regenerating. Note that EInternalCompilerFlags::PostponeLocalsGenerationUntilPhaseTwo has only been added to mitigate risk - there is no known reason that existing compilation flows can't postpone generatation of local variables. Change 3377073 on 2017/04/03 by Mike.Beach CIS fix - proper initialization ordering. Change 3377371 on 2017/04/03 by Ben.Zeigler #jira UE-43144 Disallow creating map of FText, like bool it is not hashable Change 3377395 on 2017/04/03 by Dan.Oconnor Build fix - make order in source match initialization order in artifact Change 3377417 on 2017/04/03 by Dan.Oconnor Speculative SA fix Change 3377496 on 2017/04/03 by Aaron.McLeran #jira UE-43558 Cleaning up shutdown code with audio plugins. Change 3377608 on 2017/04/03 by Zak.Middleton #ue4 - Added function ACharacter::CacheInitialMeshOffset() to cache initial mesh offset, used as the target for network smoothing. Added a call to this function from BeginPlay() in addition to the existing call from PostInitializeComponents(), and exposed this to blueprints as well. This fixes the case of people moving the mesh in BeginPlay rather than in the editor or construction script and not having the mesh offset reflected correctly in network games. #jira UE-38966 Change 3377880 on 2017/04/03 by Aaron.McLeran Audio bug fixes #jira UE-43600 Fixing sounds played by playsoundatlocation for audio volume calculations #jira UE-43601 Fixing listener volume interpolation #jida UE-43602 Fixing reverb/eq interpolation Change 3377908 on 2017/04/03 by Phillip.Kavan #jira UE-43565 - Fix a regression on type-dependent array function node pins that have more than one link. Change summary: - Added FBlueprintEditorUtils::FindLinkedPinWithMostDerivedPinType() - Modified FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to properly handle pins that have multiple links. Change 3377912 on 2017/04/03 by Dan.Oconnor Fix for missing SUBINSTANCE variables on anim BP skeletons. I elected to force SUBINSTANCE variable creation for the compilation manager codepath Change 3377946 on 2017/04/03 by Ben.Zeigler #jira UE-43594 Fix issue with streamable manager where a failed load would leave bAsyncLoadRequestOutstanding, which would confuse later calls to stream the same asset Lower some error verbosity now that I believe I have tracked down the issue Change 3377950 on 2017/04/03 by Michael.Noland Blueprints: Prevent merge tool from crashing in SVN when looking at a file with gaps in the revision history (May still not work correctly, but it won't crash; full fix covered by UE-43603) #jira UE-22428 Change 3377981 on 2017/04/03 by Michael.Noland PR #3416: UE-43005: Prevent crash due to too long name (Contributed by projectgheist) #jira UE-43291 #jira UE-43005 Change 3378039 on 2017/04/04 by Michael.Noland PhysX: Allowed the editor to compile when bRuntimePhysicsCooking is disabled (WITH_EDITOR is used in every place in C++ to force it in already) Change 3378041 on 2017/04/04 by Michael.Noland Paper2D: Adjusted under what circumstances CreatePhysicsMeshes is called on various Paper2D types to match UProceduralMeshComponent Change 3378081 on 2017/04/04 by Dan.Oconnor Fix Blueprint Context nodes so that they don't rely on Ar.IsBeingSaved() call before compilation 3x because of copy/paste Change 3378094 on 2017/04/04 by Dan.Oconnor Add missing preload call for compilation manager Change 3378917 on 2017/04/04 by Marc.Audy Fix static analysis (which is very dumb) Change 3378986 on 2017/04/04 by Dan.Oconnor Fix bad merge Change 3379100 on 2017/04/04 by Dan.Oconnor Fix missing CPF_ConstParm/CPF_ReferenceParm/CPF_OutParm logic in 'fast' skeleton path #jira UE-43629 Change 3379102 on 2017/04/04 by Ben.Zeigler Actually fix StreamableManager issues with cancelling a request messing up things in the future. We now always queue a request, even if it failed before or there is one in progress. This has to be done to avoid issues with cancelling the existing request or mounting new files after it's failed once Now that StreamableManager will retry missing files, add failed load packages to the known missing list so it won't spam errors over and over Change 3379147 on 2017/04/04 by Zak.Middleton #ue4 - Improve on CL 3377608: Made Character::CacheInitialMeshOffset() take location and rotation params so you can be explicit on the values, in case you try to change these during network smoothing, where reading the relative offsets would have been skewed. Change 3379254 on 2017/04/04 by Aaron.McLeran Fixing sounds in audio mixer when no EQ has been set. Change 3379760 on 2017/04/04 by Ben.Zeigler #jira UE-43647 Don't delete failed async packages that are rooted [CL 3380073 by Dan Oconnor in Main branch]
2017-04-04 20:49:52 -04:00
case CookedOnly:
return TEXT("CookedOnly");
case Developer:
return TEXT( "Developer" );
case Editor:
return TEXT( "Editor" );
case EditorNoCommandlet:
return TEXT( "EditorNoCommandlet" );
case Program:
return TEXT("Program");
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
case ServerOnly:
return TEXT("ServerOnly");
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3115282) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3114846 on 2016/09/06 by Bob.Tellez #UE4 The cooking process now respects the per-platform chunking manifest configuration in the game ini. If you specify -manifests it forces all platforms to generate a manifest. Change 3114805 on 2016/09/06 by Bob.Tellez #UE4 Attribute sets now work with their owning actor directly instead of asking the associated ability system component for the owning actor when updating the vis logger. #JIRA FORT-29511 Change 3112750 on 2016/09/02 by Bob.Tellez #UE4 bGenerateChunks from platform-specific Game.ini is now respected in pak generation code. Change 3108977 on 2016/08/31 by Jeff.Campeau Virtual keyboard support for Xbox One Text set by virtual keyboards is now submitted on the main thread through an internal tick Change 3108956 on 2016/08/31 by Chris.Gagnon Added "ClientOnly" module type to the build tools. Fixed "ServerOnly" which seems to have rotted, I assume it wasn't in use as it didn't work. Cleaned up some duplicated code which attributted to the rot most likely Change 3108879 on 2016/08/31 by Jeff.Campeau Eliminate binary renaming (allows side by side configs) Handle multiple binaries Temporary return of fixed extension SDK DLLs (required for multiplayer until they can be dynamically configured) Change 3108876 on 2016/08/31 by Jeff.Campeau Fix a manifest generation bug that was eating a character on conjoined values. Change 3108511 on 2016/08/31 by Billy.Bramer - Submit change from JoshM at my desk to make cloud mcp requests use shared pointers for net ids, enabling the use of AsShared on cloud-related callbacks which pass net ids as parameters - Note that this change does not have any validity checking as of yet Change 3108199 on 2016/08/31 by Ben.Woodhouse Disable r.lightshaftrendertoseparatetranslucency to 0 by default, but enable in fortnite via defaultEngine.ini. Change 3107825 on 2016/08/31 by Ben.Woodhouse Lightshaft rendering - add support for rendering the lightshafts to separate translucency (via the r.LightShaftRenderToSeparateTranslucency). This ensures postprocess materials with BL_BeforeTranslucency are rendered before lightshafts are applied. This fixes issues with the skin postprocess appearing too bright where it overlaps with lightshafts #jira UE-35359 Change 3107197 on 2016/08/30 by Chris.Gagnon Added ClientOnly option for Modules: ... "Modules" : [ { "Name" : "PluginName", "Type" : "ClientOnly", "LoadingPhase" : "Default" } ] ... (example taken from a plugin definition) Change 3104551 on 2016/08/29 by Lukasz.Furman potential fix for crash in ability cancelling #jira FORT-29200 Change 3104469 on 2016/08/29 by Lukasz.Furman added iteration limit to navmesh raycast loop to protect against invalid navmesh links creating an infinite loops #jira FORT-29198 Change 3103529 on 2016/08/26 by Jeff.Campeau Xbox One keyboard shift is sometimes unresponsive Change 3103523 on 2016/08/26 by Jeff.Campeau Aug XDK era launch bug fixed Change 3103183 on 2016/08/26 by Jeff.Campeau August XDK support Change 3102360 on 2016/08/26 by James.Hopkin Removed another load of float casts - these ones weren't causing problems, but are no longer necessary. Change 3099375 on 2016/08/24 by Lukasz.Furman added sanity check to UAnimInstance::Montage_Play #jira FORT-28140 Change 3097832 on 2016/08/23 by Chad.Garyet moving set_latest_build out of notifications section, was put there accidentally Change 3097139 on 2016/08/22 by Aaron.McLeran FORT-28502 Hard crash occurs on Win10 when locking computer and then unplugging audio device - Fix is modification of CL 3062338. Moving the checking of state change to head of audio update, adding new thread safe bool to immediately halt creatiing new voices if audio device changed. - Current theory is the xaudio2 in win10 doesn't properly handle audio device remove so this is a workaround till we update to XAudio2 2.8 -#rb Bob.Tellez #tests run game, lock computer, then disable or unplug audio device used by game, audio should stop gracefully without crashing Change 3096552 on 2016/08/22 by Ben.Marsh Fix killing adb.exe instead of notepad.exe. Change 3096473 on 2016/08/22 by Ben.Marsh Kill any ADB processes after a UAT command completes. The Android target platform in the editor spawns instances of ADB, and that spawns a background process to handle this and future requests. It can keep open handles to stdout, preventing the EC postprocessor from terminating. Change 3096459 on 2016/08/22 by Ben.Marsh Remove taskkill call for now. Change 3096450 on 2016/08/22 by Ben.Marsh Use system function instead of backticks to prevent errors killing job. Change 3096449 on 2016/08/22 by Ben.Marsh Kill ADB instances after running UAT; attempt to fix handle to stdout being kept open at the end of builds. Change 3096272 on 2016/08/22 by Chad.Garyet trying to remove postpfilter to see if that might be the stdout/err issue Change 3095369 on 2016/08/19 by Ben.Zeigler #Jira FORT-28683 Fix it so when using SimulateInEditor with Online PIE enabled, it disables trying to use the online service. Before it would half create the online instances, leading to issues in gameplay code when using simulate This will need updating when merging to Main to deal with the module changes Change 3095002 on 2016/08/19 by James.Hopkin Fixed another case of integers being cast to floats before being written to JSON. #jira FORT-28694 Change 3094834 on 2016/08/19 by Chad.Garyet trying a close of stdout and stderr to see if that remedies the ai test issue Change 3094719 on 2016/08/19 by John.Abercrombie Force a net update on the Avatar Actor whenever we start or stop a new Montage Change 3094487 on 2016/08/19 by James.Hopkin JSON writing of session settings no longer casts ints to floats (was causing INT_MIN to be written incorrectly). Change 3092389 on 2016/08/17 by Chad.Garyet more caveman debugging, skipping email notification if node is the fortnite ai test node. Change 3090898 on 2016/08/16 by Aaron.McLeran FORT-25911 Live OT7 crash in FVorbisAudioInfo::ReadCompressedData Implementing CL 3080958 in FN Change 3090761 on 2016/08/16 by Chris.Gagnon Added initial pass of safe zone suport to the front end. Change 3090734 on 2016/08/16 by John.Abercrombie Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage Here's the issue in the version of the code prior to this checkin: - UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped - When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value - So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick - It also means if we were playing a montage, and then stop, we'll start ticking - Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing Change 3090405 on 2016/08/16 by Chad.Garyet checking in caveman debugging for fortnite ai test node Change 3089743 on 2016/08/15 by Ben.Zeigler #jira FORT-28235 When a UWidget is added/removed from a UPanelWidget, invalidate layout. This fixes issues where removing a widget leaves it still visible on screen. There may be a better slate-level solution to this issue Change 3088178 on 2016/08/12 by Saul.Abreu Fixed bug in wrap box layout logic that would cause the inner slot vertical padding to only be added *after* the second row. Change 3087372 on 2016/08/12 by James.Hopkin Added a float overload from TJsonWriter::WriteValue - ever since I made doubles ultra precise to allow large numbers to be read properly, floats have been written with garbage on the end. Also removed 100 lines worth of code duplication while I was there. Automation tests still pass. Change 3084836 on 2016/08/10 by Lina.Halper Fix crash with retargeting additive anim montage Change 3083188 on 2016/08/09 by Bob.Tellez #UE4 UEnvQueryItemType_Point expects a FNavLocation instead of an FVector. Since passing an FVector in AddItemData() causes an assertion failure and the template specialization for FNavLocation has linkage problems, it is now required to pass in a FNavLocation instead of an FVector explicitly. Change 3082835 on 2016/08/09 by Bob.Tellez #UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances. Change 3082621 on 2016/08/09 by Lukasz.Furman fixed accessing empty navigation data in crowd's path processing #jira FORT-27847 Change 3081749 on 2016/08/08 by Saul.Abreu #jira UE-34104 Implemented a customizable snapshot delay in the widget reflector - particularly handy for getting snapshots of tooltips. Change 3081596 on 2016/08/08 by John.Abercrombie Added a tick prerequisite for the mesh's primary actor tick of the FortGameState when a movement comp registers to be ticked by the game state Backed out change to CharacterMovementComponent to check to see if the pose had been ticked this frame. Tested root motion in PIE ded, PIE non-ded, and client/server configuration and it all looked good. (Basically it looks like there's some tick ordering issue with root motion in the engine, and I don't have the time right now to investigate it. This works.) #jira FORT-28139 - Hero's animation hitches when performing any action besides walking and jumping Change 3081536 on 2016/08/08 by Daniel.Broder Fixed bug in FGameplayTagContainer::AppendTags() where it was not reserving the correct amount of space for all of the tags it is about to add. #UE4 #NoReleaseNotes Change 3080679 on 2016/08/08 by Simon.Tovey Increased threshold to ignore stall warning on partilce async work. Increased precision of error message. May still fire and still needs looking into properly. If it does fire still I'll make it a higher priority. Change 3080652 on 2016/08/08 by Chad.Garyet Merging token scripts from ue4 main to fortnite changed fornite main json scheduled builds to all use skiptargetswithouttickets Change 3079357 on 2016/08/05 by John.Abercrombie Character movement components can now be throttled - This can be enabled/disabled by using the FortniteChar.ServerTickMovementAtNetUpdateRate console variable - game should be restarted after toggling it - Character movement components are throttled based on their current NetUpdateRate All character movement components are updated by the Game State - This can be enabled/disabled by using the FortniteChar.CentralCharMovementTick console variable - game should be restarted after toggling it Change 3078666 on 2016/08/05 by Simon.Tovey Disabling some log spam for particles. Change 3072992 on 2016/08/01 by Jonathan.Lindquist Fixing a bug related to weld object seams Change 3070991 on 2016/07/29 by Fred.Kimberley Allow aggregators to perform calculations while ignoring multiple GEs. Change 3070518 on 2016/07/29 by Bob.Tellez #UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad. Change 3069605 on 2016/07/28 by Bob.Tellez #UE4 SScrollBox now works with invalidation panels. Change 3069600 on 2016/07/28 by Bob.Tellez #UE4 SMenuAnchor now works with invalidation panels. Change 3069583 on 2016/07/28 by Bob.Tellez #UE4 Added some code to warn and recover from some invalid accounting of render instances in HierarchicalInstancedStaticMesh, if it exists in the future. Change 3068935 on 2016/07/28 by Bob.Tellez [AUTOMERGE] #UE4 Added a CVar to disable stencils on metal since they are very expensive right now. This is believed to be much better in OSX 10.12. #JIRA FORT-27836 -------- Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3068932 by Bob.Tellez on 2016/07/28 15:50:40. Change 3068422 on 2016/07/28 by John.Pollard Fix FORT-27840 - Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player #tests Live game + replays Change 3067537 on 2016/07/27 by Bob.Tellez [AUTOMERGE] #UE4 Nullifying HierarchicalInstancedStaticMesh instances that were neither in the PerInstanceSMData list nor in the RemovedInstances list. #JIRA FORT-26696 -------- Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3065681 by Bob.Tellez on 2016/07/26 21:02:55. Change 3065138 on 2016/07/26 by Josh.Markiewicz #UE4 - fixed rare case where CreateSession would crash (duplicate of Dev-Networking fix) - DestroySession now always adds a task to the async queue and never tries to complete its work within the same call - *BUG REPRO* - if CreateSession was called leaving a session in the Creating state followed by a call to DestroySession before session left Creating state this could happen - DestroySession would remove the named session while the previous CreateSession was in flight - A new CreateSession could be called afterward because the previous named session was removed - the first CreateSession would finish and give the session a valid SessionInfo - the second CreateSession would finish and assert that the SessionInfo should be invalid #tests contrived Create,Destroy,Create in same frame and saw crash, fixed code, crashes no more Change 3064932 on 2016/07/26 by Tim.Tillotson Fix for editor crash when loading unreal stats in the session frontend. Was a results of modifying EventMetadata while using a copy of the data. #JIRA UE-33426 Change 3064743 on 2016/07/26 by Mark.Satterthwaite Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash. #jira FORT-27685 Change 3063870 on 2016/07/25 by Lukasz.Furman fixed navlink area class assignment, again custom link definitions were exporting from CDO without initializing data first #jira FORT-27713 Change 3063747 on 2016/07/25 by Bob.Tellez #Fortnite Fixed XB1 compile error due to use of DeviceDetails in XAudio2. Also removed a redundant #if XAUDIO_SUPPORTS_DEVICE_DETAILS #JIRA Change 3063500 on 2016/07/25 by Bob.Tellez #UE4 Fixing static analysis warning about not checking the return value of CoInitialize. Also initializing DeviceEnumerator to nullptr in case CoCreateInstance fails. Change 3063317 on 2016/07/25 by Lukasz.Furman fixed navlink deprecation in engine module, temporarily changed deprecation to private access since macro doesn't work with auto generated constructors #fortnite Change 3063224 on 2016/07/25 by Bob.Tellez #UE4 Unshelved change from Nick.Darnell. This is the less-invasive version of 3062014. Avoid adding widgets to the hittest grid more than once. Change 3063188 on 2016/07/25 by Lukasz.Furman removed all raw class pointers from link & area nav modifiers and replaced them with weak object pointers #jira FORT-27186 Change 3062338 on 2016/07/22 by Aaron.McLeran FORT-26470 Adding ability to stop sounds and switch audio engine into a no-sound mode when audio device is disabled/unplugged. #tests run game, disable or unplug audio device used by game, audio should stop gracefully without crashing Change 3061806 on 2016/07/22 by Ben.Zeigler #jira FORT-27519 Change error from moving a non registered component to an ensure instead of a fatal crash, this error is very old and I'm not sure what would cause it, but it went off without giving us a stack Change 3061790 on 2016/07/22 by Ben.Zeigler #jira FORT-26136 Stop a shipping game without blueprint guard enabled from printing useless stacks without an accompanying error message. This was slowing down shipping builds with no benefit Related to changes made on Orion in CL #2878992 Change 3060590 on 2016/07/21 by Mark.Satterthwaite Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D. Change 3060542 on 2016/07/21 by Bob.Tellez #UE4 Made SetIsEnabled and SetVisibility virtual. Change 3058876 on 2016/07/20 by Aaron.McLeran FORT-25593 Mac crash when idling in zone with screen locked Adding logging when failing to update AuGraph and not asserting. Change 3058653 on 2016/07/20 by Bob.Tellez #UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects. Change 3058568 on 2016/07/20 by Bob.Tellez #UE4 Added an optional flag to IAssetRegistry::GetAssetByObjectPath to ignore in-memory assets for maxiumum performance. Change 3058203 on 2016/07/20 by Bob.Tellez #UE4 Clearing pin links for fixed up BT nodes so they are not asymmetrical by the time the node gets destroyed, causing an ensure to fail. Also removing the replaced nodes so they are no longer saved in the package. Change 3056767 on 2016/07/19 by Bob.Tellez #UE4 Speculative DetachLinker crash fix. #JIRA FORT-27335 Change 3056665 on 2016/07/19 by John.Abercrombie Fixed UPathFollowingComponent::HasReached not using the Goal's Radius when bUseNavAgentGoalLocation is false - When bUseNavAgentGoalLocation is true, we want to avoid using the Goal's location on the Nav Mesh, but the acceptability of a radius should be based on the Goal's radius Change 3054368 on 2016/07/18 by Lina.Halper - moved removing notifies to end of montage event - that way between blending out to terminate, it still can trigger notifies. #code review: Martin.Wilson, John.Abercrombie Change 3054109 on 2016/07/18 by Bob.Tellez #UE4 Fixed a bug where IAssetRegistry::GetAllAssets would not return data about live objects when passing bIncludeOnlyOnDiskAssets = false. Change 3053831 on 2016/07/18 by Lina.Halper #Anim montage recursive issue: Make sure to check valid before additive #code review: Bob.Tellez Change 3052641 on 2016/07/15 by Bob.Tellez #UE4 Fix a crash in OpusAudioInfo when InSrcBufferData is null. Change 3052601 on 2016/07/15 by Daniel.Broder EnvQueryInstanceBlueprintWrapper is now blueprintable, so you can make blueprints that allow more complex 'wrapper' behavior when using the blueprint node RunEQSQuery (on the EnvQueryManager). #ReleaseNoteAbove^^ Also, made EEnvQueryStatus a blueprint type, which makes it much easier to work with in blueprints. #UE4 #ReleaseNote! Change 3052201 on 2016/07/15 by Rob.Cannaday Fix for broken party state when timeout on receiving leave request response Execute delegate after marking the party in a disconnected state #jira FORT-25362 Change 3050944 on 2016/07/14 by Bob.Tellez #UE4 Fix an ensure that was incorrectly triggering when the number of hitches in a session is 0 Change 3050352 on 2016/07/14 by Olaf.Piesche #jira UE-32058 Making sure owned pointer to CurrentMaterial is set to RenderMaterial if we choose default material because of missing flags for particle systems. Change 3049049 on 2016/07/13 by Bob.Tellez #UE4 Fix an ensure and a crash in ParticleTrail2EmitterInstance for Ribbon particles. #JIRA FORT-27030 Change 3048186 on 2016/07/13 by John.Abercrombie Selecting Geometry trace mode will no longer project onto the nav mesh first in ProjectedPoints EQS generators Change 3046531 on 2016/07/12 by Bob.Tellez #UE4 Added more information to an ensure about BeginPlay being called on an actor that has already begun play. #JIRA FORT-26683 Change 3046134 on 2016/07/12 by Ian.Fox #UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin Change 3045544 on 2016/07/11 by Bob.Tellez #UE4 Made Attribute fixup code only execute when loading the data from disk as it was intended. Change 3045101 on 2016/07/11 by Fred.Kimberley Changed PostSerialize logic to always use the attribute data if it is valid. Updated the details customization to set the owner and name properties when the attribute is changed. Change 3045035 on 2016/07/11 by John.Abercrombie UpdateMoveFocus will only clear the focus if the path following component is idle - Keeps the AI rotated in the correct direction when movements get paused Change 3044883 on 2016/07/11 by Mark.Satterthwaite Avoid FORT-26879 - when rendering into the viewport back-buffer the scene-viewport sets a null render-target array which MetalRHI wasn't handing, so add the necessary branches to clear the render-target array in MetalStateCache. #jira FORT-26879 Change 3044819 on 2016/07/11 by Carlos.Cuello Setting LOCKED_REPLAY_VERSION to 0 so that replays have valid changelists associated with them in ReplayMGR Change 3044683 on 2016/07/11 by Bob.Tellez #UE4 ActorPosition is now set to your AttachmentRootActor's position instead of your owning actor's position. Change 3044581 on 2016/07/11 by Nick.Cooper #UE4 - Added bSuppressStackingCues to UGameplayEffect, to allow the option avoid sending a GameplayCue RPC for each instance of a stacking UGameplayEffect #jira FORT-23140 Change 3043726 on 2016/07/08 by Billy.Bramer - Add ability for custom UGameplayModMagnitudeCalculations to specify that they have gameplay-code dependencies external to the ability system that can invalidate them aside from just routine attribute capture - UGameplayModMagnitudeCalculations can specify an external multicast delegate that the ability system component can bind to for notification of when the mod calculations are dirty and need to be refreshed - Add advanced support for UGameplayModMagnitudeCalculations opting into allowing this feature to work on client machines as well; Advanced feature to really only be used by games utilizing network dormancy on attributes that they don't mind the client attempting to calculate (ones that won't have gameplay impact); Client-based feature cannot work in tandem with attribute capture - Rename FGameplayEffectModifierMagnitude::AttemptRecalculateMagnitudeFromDependentChange to AttemptRecalculateMagnitudeFromDependentAggregatorChange to alleviate possible confusion from the newly added support for external dependencies - Rename FActiveGameplayEffectsContainer::PreDestroy to Uninitialize and move its call site from the destructor of the owning ASC to UnitializeComponents, where it can have enough information to be useful - Misc ability system cleanup (fix typos, etc.) Change 3043152 on 2016/07/08 by Daniel.Broder Re-enabled EQS details table on screen by default. (This matches the actual description of the variable, which says that enabled is the default. Also, we really need this as the default since those details are critical for debugging.) #UE4 #NoReleaseNotes Change 3041765 on 2016/07/07 by John.Abercrombie Fixed basing whether the AI should turn or not by comparing the current desired rotation vs the last update's desired rotation - The AI should be turning based on whether or not the current desired rotation is different from the rotation of the Pawn Change 3041664 on 2016/07/07 by Bob.Tellez #UE4 Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #JIRA FORT-25983 Change 3040645 on 2016/07/06 by Bob.Tellez #UE4 Added a cvar to disable OpenGL support on Mac. If a mac that does not support Metal launches while this cvar is set to 1 then they will get a dialog box describing that they do not support metal and the process will close. Change 3039969 on 2016/07/06 by Billy.Bramer - Fix for non-snapshotted, attribute-based modifiers potentially not replicating correctly - When dependency magnitude results in a magnitude recalculation, mark the active effect dirty and wake the owner from dormancy, as the client is incapable of recalculating the value properly Change 3036256 on 2016/07/01 by Bob.Tellez #UE4 RequestExit(true) on Mac now exits without triggering exception handling, just like on Windows. Change 3036173 on 2016/07/01 by Ben.Salem Get FTests running sequentially. And, actually, running at all in non-editor. Known issues: Filename lookup needs to be changed to use asset registry instead of packages in directory. Will be worked on next. Change 3035551 on 2016/07/01 by John.Abercrombie Reworked use of the Montage pointer of the AnimNotifyEvent in UAnimInstance::OnMontageInstanceStopped based on Lina's feedback - CL 3034853 contained the original change Change 3035152 on 2016/06/30 by Daniel.Broder Added new API function for DrawDebugSolidBox, which takes an FBox instead of a Center and Extent. It also allows specifying a transform as well (but defaults to using the identity transform for convenience). #ReleaseNoteAbove The new version of DrawDebugSolidBox is more convenient and more efficient if you already have an FBox! No need to calculate the Center and Extent just to use them to recalculate the Box. Made the previous two versions of DrawDebugSolidBox call to the new one that takes an FBox and FTransform. This change keeps the implementation details more manageable for any future changes. Also, fixed typos in parameter names for DrawDebugSolidBox and DrawDebugBox versions where Extent was erroneously named "Box". NOTE: In the future, we should probably make the same changes to the DrawDebugBox API that were made for DrawDebugSolidBox, as well as similar changes for other shapes (such as DrawDebugSphere, Cylinder, etc.), which currently don't have versions that take the shape class directly/ #UE4 #ReleaseNoteAtTop Change 3034918 on 2016/06/30 by William.Ewen Updating Null RHI's max texture dimensions and max texture mip count to avoid a warning and match up with d3d11 and metal. Change 3034853 on 2016/06/30 by John.Abercrombie When a Montage is stopped we send out any anim notify state end notifications related to the Montage, and remove it from the list Change 3033507 on 2016/06/29 by Ben.Zeigler #jira UE-32651 Fix crash I had while auto saving a map with a reflection capture component. This has happened fairly often to licensees as well so we may want to merge it to a release branch Change 3033413 on 2016/06/29 by Daniel.Wright Added DistanceFieldBias to StaticMesh BuildSettings for mesh distance fields * Useful for reducing self shadowing on meshes that have ambient animation Change 3033343 on 2016/06/29 by Billy.Bramer - Fix typo in ability system: FMinimapReplicationTagCountMap should be FMinimalReplicationTagCountMap (it has nothing to do with minimaps!) Change 3032888 on 2016/06/29 by Billy.Bramer - Add ability to base a gameplay effect modifier's magnitude off of the magnitude of an attribute evaluated only up to a certain channel when using attribute-based modifiers Change 3031800 on 2016/06/28 by Jonathan.Lindquist new exr texture Change 3030807 on 2016/06/28 by Lukasz.Furman added more debug logs for rare navmesh raycast crash #jira FORT-22373 Change 3030624 on 2016/06/28 by Lukasz.Furman switching navgraph to use FMetaNavMeshPath #fortnite Change 3030002 on 2016/06/27 by Ben.Zeigler Fix crash I got in SGraphPin::OnDragEnter when the pin did not have an outer. GetOuter now calls the Unchecked version I'm not sure why it was allowed to be null here, but it was clearly supported on purpose before and was crashing with the pin changes. Change 3029720 on 2016/06/27 by Ben.Zeigler Fix TextFilterTests to pass the parameters in the correct order for > operators, and add tests that actually verify this. The real use cases were correct, only the test was broken Change 3029574 on 2016/06/27 by Bob.Tellez #UE4 Fixed a crash caused by attempting to render shadows while r.ShadowQuality was 0. Change 3027275 on 2016/06/24 by Billy.Bramer - First pass of adding evaluation channel support to non-instant gameplay effects - Evaluation channels allow for game-specific control over the order of modifier evaluation - Channels evaluate in order, with the output of one channel acting as the base value/input into the next channel in sequential order - Example: Sample Attribute: Base Value 100. Multiplicative Mod 1.1 in channel 0 and multplicative mod 1.1 in channel 1 will evaluate as ((100 * 1.1) * 1.1) instead of (100 * 1.2) - By default, evaluation channels are disabled (everything evaluates at channel 0), but a game can opt into using channels via INI - Game must specify bAllowGameplayModEvaluationChannels=true, as well as provide name aliases for the channels that the game is allowed to use via GameplayModEvaluationChannelAliases array - Game can also specify the DefaultGameplayModEvaluationChannel via INI; Gameplay effect modifiers will default into that channel - Evaluation channels show up per modifier (and per scoped modifier) in a new property on gameplay effects - Misc. clean-up and refactors within the ability system as a result of changes to support evaluation channels; Begin process of trying to remove heavy reliance on friend classes Change 3022931 on 2016/06/22 by Nick.Cooper #UE4 - Prevent camera anims without an FOV track from making any modifications to the camera FOV Change 3021845 on 2016/06/21 by Carlos.Cuello Fix for crash at startup on Mac, was asserting on !bPerformingOperation but there are codepaths where that wasn't being set to false at the end of an operation in failure cases. Fixed up those codepaths and changed the check() to an ensure() so we can still track where these cases happen but won't affect our shipping build. #jira Fort-25978 Change 3021800 on 2016/06/21 by Lukasz.Furman adding function to query if navmesh was initialized in given radius #jira FORT-24487 Change 3021777 on 2016/06/21 by Martin.Mittring UE-31921 The sub surface profile shader seems to be incorrectly ignoring post processes content that used SkyLight OcclusionTint feature will look different and might need a retweak. a brighter (~ 3-4 times) and less vibrant color results in a similar look #code_review:Jonathan.Lindquist [CL 3123852 by Bob Tellez in Main branch]
2016-09-13 18:15:38 -04:00
case ClientOnly:
return TEXT("ClientOnly");
default:
ensureMsgf( false, TEXT( "Unrecognized EModuleType value: %i" ), Value );
return NULL;
}
}
FModuleDescriptor::FModuleDescriptor(const FName InName, EHostType::Type InType, ELoadingPhase::Type InLoadingPhase)
: Name(InName)
, Type(InType)
, LoadingPhase(InLoadingPhase)
{
}
bool FModuleDescriptor::Read(const FJsonObject& Object, FText& OutFailReason)
{
// Read the module name
TSharedPtr<FJsonValue> NameValue = Object.TryGetField(TEXT("Name"));
if(!NameValue.IsValid() || NameValue->Type != EJson::String)
{
OutFailReason = LOCTEXT("ModuleWithoutAName", "Found a 'Module' entry with a missing 'Name' field");
return false;
}
Name = FName(*NameValue->AsString());
// Read the module type
TSharedPtr<FJsonValue> TypeValue = Object.TryGetField(TEXT("Type"));
if(!TypeValue.IsValid() || TypeValue->Type != EJson::String)
{
OutFailReason = FText::Format( LOCTEXT( "ModuleWithoutAType", "Found Module entry '{0}' with a missing 'Type' field" ), FText::FromName(Name) );
return false;
}
Type = EHostType::FromString(*TypeValue->AsString());
if(Type == EHostType::Max)
{
OutFailReason = FText::Format( LOCTEXT( "ModuleWithInvalidType", "Module entry '{0}' specified an unrecognized module Type '{1}'" ), FText::FromName(Name), FText::FromString(TypeValue->AsString()) );
return false;
}
// Read the loading phase
TSharedPtr<FJsonValue> LoadingPhaseValue = Object.TryGetField(TEXT("LoadingPhase"));
if(LoadingPhaseValue.IsValid() && LoadingPhaseValue->Type == EJson::String)
{
LoadingPhase = ELoadingPhase::FromString(*LoadingPhaseValue->AsString());
if(LoadingPhase == ELoadingPhase::Max)
{
OutFailReason = FText::Format( LOCTEXT( "ModuleWithInvalidLoadingPhase", "Module entry '{0}' specified an unrecognized module LoadingPhase '{1}'" ), FText::FromName(Name), FText::FromString(LoadingPhaseValue->AsString()) );
return false;
}
}
// Read the whitelisted platforms
TSharedPtr<FJsonValue> WhitelistPlatformsValue = Object.TryGetField(TEXT("WhitelistPlatforms"));
if(WhitelistPlatformsValue.IsValid() && WhitelistPlatformsValue->Type == EJson::Array)
{
const TArray< TSharedPtr< FJsonValue > >& PlatformsArray = WhitelistPlatformsValue->AsArray();
for(int Idx = 0; Idx < PlatformsArray.Num(); Idx++)
{
WhitelistPlatforms.Add(PlatformsArray[Idx]->AsString());
}
}
// Read the blacklisted platforms
TSharedPtr<FJsonValue> BlacklistPlatformsValue = Object.TryGetField(TEXT("BlacklistPlatforms"));
if(BlacklistPlatformsValue.IsValid() && BlacklistPlatformsValue->Type == EJson::Array)
{
const TArray< TSharedPtr< FJsonValue > >& PlatformsArray = BlacklistPlatformsValue->AsArray();
for(int Idx = 0; Idx < PlatformsArray.Num(); Idx++)
{
BlacklistPlatforms.Add(PlatformsArray[Idx]->AsString());
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
// Read the whitelisted targets
TSharedPtr<FJsonValue> WhitelistTargetsValue = Object.TryGetField(TEXT("WhitelistTargets"));
if (WhitelistTargetsValue.IsValid() && WhitelistTargetsValue->Type == EJson::Array)
{
const TArray< TSharedPtr< FJsonValue > >& TargetsArray = WhitelistTargetsValue->AsArray();
for (int Idx = 0; Idx < TargetsArray.Num(); Idx++)
{
WhitelistTargets.Add(TargetsArray[Idx]->AsString());
}
}
// Read the blacklisted targets
TSharedPtr<FJsonValue> BlacklistTargetsValue = Object.TryGetField(TEXT("BlacklistTargets"));
if (BlacklistTargetsValue.IsValid() && BlacklistTargetsValue->Type == EJson::Array)
{
const TArray< TSharedPtr< FJsonValue > >& TargetsArray = BlacklistTargetsValue->AsArray();
for (int Idx = 0; Idx < TargetsArray.Num(); Idx++)
{
BlacklistTargets.Add(TargetsArray[Idx]->AsString());
}
}
Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 3972172) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3821754 by Jamie.Dale [Python] Class property conversion now goes through NativizeClass/PythonizeClass This allows it to coerce from Python wrapped object types Change 3833107 by Patrick.Boutot Added functions to fill an existing DataTable from an existing CSV/JSON file. Change 3835044 by Aaron.Carlisle Exposure for asset_import_data (editor property) and it's functions: extract_filenames and get_first_filename. Change 3835466 by Patrick.Boutot Hide function from Python that need special compile command to be executed by the VM. Change 3839237 by Jamie.Dale Added a way to inspect the full chain of properties that are currently being serialized by an archive You used to only have access to the leaf-most property, and while you could use its outer chain to inspect other properties within the same object/struct, you couldn't always get the full chain (eg, if you had an object containing a struct). Change 3839974 by Jamie.Dale Make sure that SerializedProperty is copied correctly, as SetSerializedPropertyChain may set it to something else Change 3842311 by Jamie.Dale Fixing potential null level assert Change 3842313 by Jamie.Dale Updated settings editor to handle external properties Change 3842316 by Jamie.Dale Allowing a console command to be given to GEditor/GEngine even if there's a player CL# 1848982 said it was to prevent multiple execution of stat commands, however that no longer seems to be an issue. Change 3842867 by Jamie.Dale Added a way to generate diffs from editor transactions The notifications from these diffs are send to UObject::PostTransacted and FCoreUObjectDelegates::OnObjectTransacted. These notifications are typically generated when a transaction is "finalized", but can also be generated from "snapshots" (eg, to trap nodes being dragged in the world). They're also generated from normal undo/redo events. Change 3844428 by Patrick.Boutot Move the SetMaterial code from the StaticMeshEditor to StaticMesh to be reusable by script. Change 3845966 by Jamie.Dale Added support for minimal game RPC worlds These can be created in the editor and engine and exist to allow RPC communication via Unreal Networking in a way that is sandboxed from any other worlds that may be loaded (like the main game world) Change 3848844 by Patrick.Boutot Expose EComponentMobility to blueprint. Change 3854616 by Patrick.Boutot Add Custom way time step the engine loop. Will be used by the Synchronization of media for enterprise. Change 3856650 by Jamie.Dale Fixed a bug where transaction finalization could miss changes since the last snapshot Change 3864951 by Patrick.Boutot Fix ghost asset in Content Browser when an asset is added and renamed before the RecentlyAddedAssets list had a chance to be processed. Change 3867158 by JeanMichel.Dignard UBT - Added the ability for dll programs to export symbols. #jira UEENT-541 Change 3872342 by Jamie.Dale Merging static analysis fixes from 4.19 Change 3879305 by Jamie.Dale Improved the processing of py files from exec commands The old logic used to just test if the entire command was a .py file. The new logic extracts out the first token and sees if that's a .py file, and if it is, treats the remaining data as extra arguments. Change 3879306 by Jamie.Dale Added a minimal commandlet for invoking Python scripts Change 3881631 by Jamie.Dale Added basic RTTI to Python meta-data types Change 3885384 by Jamie.Dale [Python] Prevent glue code using reserved names Change 3888957 by Patrick.Boutot In MediaPlayer, only create a PlayerFacade & Playlist when it's not a ClassDefaultObject. The MediaPlayerFacade is a MediaTickable. That trigger the tick thread to be awake even if there is no Media playing. Change 3888961 by Patrick.Boutot Fix FInterval::IsValid return type. Change 3888980 by Patrick.Boutot Modification to Media and MediaAsset to support MediaSmith. The TInterval<int64> will be changed into TTinterval<FTimespan> UEENT-947. MediaSampleQueue's critical section will be change into an atomic operation UEENT-948. Change 3889165 by Patrick.Boutot Fix build. Missing include for Timespan. Introduce with CL 3888980. Change 3889261 by Jamie.Dale [Python] Fixing some more name conflicts in generated code Change 3889504 by Darren.Pegg Add option to change PreferredPixelFormat Change 3891193 by Patrick.Boutot Fix build. Missing include for Interval. Introduce with CL 3888980. Change 3897108 by Patrick.Boutot TTinterval use it own traits. Create a Interval traits for Timespan. #jira UEENT-947 Change 3899669 by Jamie.Dale Fixed Functions sometimes being exposed to Python as if they were Structs Change 3900692 by Jamie.Dale Removed some boilerplate associated with wrapping a basic type to Python You can now derive from TPyWrapperBasic to wrap a type that is simply a value copied into Python (see FPyWrapperName and FPyWrapperText for an example) Change 3901066 by conan.reis UE4 editor script bindings (Cobra) and helper functions for version control - exposed SourceControl class with common source control methods and associated SourceControlState structure - commands have smart file strings that can convert from any of fully qualified path, relative path, long package name, asset path or export text path (often stored on clipboard) - commands store any errors in a shared error text object which is optionally printed to the error log - renamed some calls across the UE4 codebase to USourceControlHelpers::CheckOutOrAddFile() from USourceControlHelpers::CheckOutFile() - included Python test script for source control commands including that auto-creates test files as needed and passes various types of files to test as command line arguments. Any unexpected results displays error messages. Change 3901388 by Jamie.Dale Minimal Slate hooks for Python Change 3901456 by Jamie.Dale Added missing file Change 3901549 by Jamie.Dale Removing some more Windows defines that were causing build issues Change 3904518 by conan.reis Source Control - ensured that "check if modified" flag is set whenver getting source control state in USourceControlHelpers::QueryFileState() which was needed when using Perforce source control provider Change 3905612 by Francis.Hurteau Optimize RemoveDuplicates somewhat using a TSet #jira UEENT-217 Change 3912626 by Jamie.Dale Fixed ShouldExcludeDerivedClasses option not working RecursiveClassesExclusionSet requires a base ClassNames entry to operate on when filtering. Change 3917739 by Jamie.Dale Output Log suggestions list is now clamped to the work area width of the monitor that hosts the widget Change 3917744 by Jamie.Dale Changed generated code to reference the UProperty and UFunction directly, rather than constantly look them up by name Names were originally used because UHT couldn't access the objects when it registered the glue code, but now that we generate at runtime via reflection, we already have the relevant objects available, and caching them the glue structs helps performance at both generation time and runtime. Change 3918832 by Jamie.Dale Removed field iteration from Python function calls We now cache the input and output parameters for all function calls (methods, get/set, and delegates) and use this rather than iterate the struct fields. Change 3920648 by Patrick.Boutot Remove the bottom right part of the windows border of the grabbed frame when in the editor. Tested in the standalone, windowed and full screen. Add option to request a FlushOnDraw on the viewport. Flushing in SDI output flow decreases the performance by ~10ms. SDI output is synchronized and the engine tick follows that synchronization. Change 3921396 by Jamie.Dale Split up the generated type data to correspond to the type being wrapped A lot of types can just use the minimal set, but classes and structs have some extra data. Change 3921619 by conan.reis - add delegate to FSourceControlWindows::ChoosePackagesToCheckin() that gives info for result, result description, files added, files checked in and flag indicating whether files were checked out again. - also added result info to FSourceControlWindows::PromptForCheckin() #jira UE-55255 Change 3921624 by conan.reis Removed Source Control common files from pre compiled header - main changes are in UnrealEdPrivatePCH.h, UnrealEdSharedPCH.h, SouceControlWindows.h and the added SouceControlWindows.cpp - remaining files have includes changed to accomodate Change 3921958 by conan.reis Fix attempt for incude file dependency needed by some build configurations (likely PCH disabled) caused by CL3921619 Change 3922740 by conan.reis Included SourceControlOperations.h and SourceControlHelpers.h back in ISourceControlProvider.h though it does not need them since other files that were including ISourceControlProvider.h have come to expect their inclusion. They were previously removed in CL3921624 Change 3923375 by Jamie.Dale Added optimized FString <-> icu::UnicodeString conversion for platforms using UTF-16 native strings Change 3926547 by Jamie.Dale Added support for struct method "hoisting" This allows you to tag a helper function that takes a struct as its first argument with the ScriptMethod meta-data (optionally providing a new name) to "hoist" that helper function to be a method of the struct it operates on when wrapped for Python. Change 3927050 by conan.reis Source control - ensured that ISourceControlProvider::Execute(FConnect, EConcurrency, FSourceControlOperationComplete) delegate is called on initial connection even if it fails immediately. Modified Perforce, Git and Subversion source control providers #JIRA UE-55256 Change 3929268 by conan.reis - fixed case in Perforce source control code where the server available flag was set even when the server was not successfully connected - removed Perforce error message about file folders outside of the workspace client mappings - clarified comments for ISourceControlProvider::IsEnabled() and ISourceControlModule::IsEnabled() #JIRA UE-55254 Change 3931024 by Rex.Hill Expose FBX and Texture import to python Change 3931273 by Rex.Hill Hide re-import slate notification pop-up during python automated asset import Change 3931368 by Jamie.Dale Stopped bools coercing to numeric types in Python nativization Change 3931374 by Jamie.Dale Added support for struct math operator "hoisting" This allows you to tag a helper function that takes a struct as its first argument with the ScriptMathOp meta-data (providing a potentially semi-colon separated list of operators to map to) to "hoist" that helper function to be a math operator of the struct it operates on when wrapped for Python. Change 3932586 by Rex.Hill Removed file read into unused memory buffer during Fbx import Change 3934308 by Jamie.Dale Added a public interface for the Python plugin Very basic, just lets you query if Python is compiled in, and lets you execute Python commands like you would via the Output Log. Change 3935088 by conan.reis - Added info/warning and error message storage to all the source control operation structures so additional information can be made available. - Added ISourceControlOperation::GetResultInfo() which returns the modified control structures (mentioned above) with appended info/warning messages and error messages and implemented its use in all source control operations in Perforce, Git and Subversion. #JIRA UE-55257 Change 3936668 by Rex.Hill #jira UE-55985 Avoid re-allocation of memory buffer holding file bytes during asset import Change 3940596 by Rex.Hill #jira UE-55989 Optimize skeletal mesh import performance scaling Overlapping vertex check was O (N^2) 100k vertex mesh took ~15 seconds to perform overlap step now takes 0.023 seconds Change 3942629 by Rex.Hill #jira UE-55995 Read fbx file only once during import Fixes a memory leak of FbxScene and reduces wait time during import. Change 3942884 by Rex.Hill Python asset import can now customize destination asset name Change 3946278 by Jamie.Dale Added stricter conversion for math operator arguments PyConversion now returns FPyConversionResult rather than bool, which will tell you not only whether a conversion succeeded or failed, but also whether type coercion was applied during the conversion. This allows the operator stack evaluation to run a first pass looking for an exact argument match, before falling back to a coerced match if available. This allows operators to apply correctly to coerced types (eg, int vs float overloads). Change 3948455 by Jamie.Dale Added generic Tick function to FPythonScriptPlugin This can also handle init logic for after the engine is fully initialized Change 3948888 by Jamie.Dale Added settings for the Python plugin You can now define start-up scripts to execute once the engine is initialized, additional system paths for Python, and whether you want to enable developer mode (which will enable things like deprecation warnings). Change 3948982 by Jamie.Dale Fixed Python 3 build error caused by CObject being removed in Python 3.2 Change 3949614 by Francis.Hurteau Create a camera cut track from the camera switcher camera index animation curve when importing a fbx in sequencer #jira UEENT-1053 Change 3950829 by Rex.Hill Update error message to be more specific when ENGINE_API keyword is found before 'static' keyword for a UFUNCTION Change 3953452 by Jamie.Dale Fixed some dependencies Change 3953645 by Jamie.Dale Fixed Python parameter packing treating bool output paramers as potential return values void GetState(bool& OutState) would have previously triggered the code for packing output for a function that returns a bool. Change 3953850 by Jamie.Dale Fixed doc string generation for a function with multiple output paramters and no return value Change 3954279 by Jamie.Dale Initial support for exposing deprecated properties and functions to Python This handles properties and functions that are directly deprecated. We still need to handle the cases where they're renamed and a redirector is left. Change 3954922 by Rex.Hill Expose UnloadPackages to python Change 3955209 by Jamie.Dale Initial support for exposing deprecated classes to Python Change 3955248 by Jamie.Dale Added a way to load Unreal modules via Python unreal.load_module("modulename") Change 3955561 by Rex.Hill Expose asset export to python Change 3956068 by Rex.Hill Linux compile fix. Change 3960449 by Rex.Hill Fix automated test using bCombineMeshes Change 3960495 by Patrick.Boutot Add a temporary menu to show the MetaData of an asset. The menu will need to be updated to have a look and feel of the Detail View and support edition at one point. Change 3961599 by Rex.Hill Reduced peak memory during import of meshes related to duplicate vertex tracking Change 3962104 by Rex.Hill Disable import mesh overlapping corners memory optimization to because it can change uv generation Change 3962507 by Rex.Hill Fix uv generation Change 3965285 by Rex.Hill Add support for FBX export as ASCII #jira UE-56465 Change 3965287 by Rex.Hill Forgotten file, fbx export as ascii Change 3966772 by Simon.Tourangeau Fix MaterialExpressionFunctions for ExternalTexture support Change 3967014 by Jamie.Dale Added a way to get the CDO in Python Wrapped objects now have a get_default_object class method Change 3967151 by Jamie.Dale Added stats to track Python generation time Change 3968006 by Simon.Therriault Media Samples - Removed Locks and Min/Max SampleTime from queues - Added methods to fetch NextSampleTime and SampleCount in queues - Added MediaSource base class for players that want to be time synchronized #jira UEENT-948 Change 3969119 by Patrick.Boutot Add delay functionnality to MediaPlayer to delay the frame by some time. It will allow more than one player to be start at the same time, played at the same frame but offset in relation to each other. [CL 3972277 by Simon Tourangeau in Main branch]
2018-03-29 13:32:35 -04:00
// Read the whitelisted target configurations
TSharedPtr<FJsonValue> WhitelistTargetConfigurationsValue = Object.TryGetField(TEXT("WhitelistTargetConfigurations"));
if (WhitelistTargetConfigurationsValue.IsValid() && WhitelistTargetConfigurationsValue->Type == EJson::Array)
{
const TArray< TSharedPtr< FJsonValue > >& ConfigsArray = WhitelistTargetConfigurationsValue->AsArray();
for (int Idx = 0; Idx < ConfigsArray.Num(); Idx++)
{
WhitelistTargetConfigurations.Add(ConfigsArray[Idx]->AsString());
}
}
// Read the blacklisted target configurations
TSharedPtr<FJsonValue> BlacklistTargetConfigurationsValue = Object.TryGetField(TEXT("BlacklistTargetConfigurations"));
if (BlacklistTargetConfigurationsValue.IsValid() && BlacklistTargetConfigurationsValue->Type == EJson::Array)
{
const TArray< TSharedPtr< FJsonValue > >& ConfigsArray = BlacklistTargetConfigurationsValue->AsArray();
for (int Idx = 0; Idx < ConfigsArray.Num(); Idx++)
{
BlacklistTargetConfigurations.Add(ConfigsArray[Idx]->AsString());
}
}
// Read the supported programs
TSharedPtr<FJsonValue> WhitelistProgramsValue = Object.TryGetField(TEXT("WhitelistPrograms"));
if (WhitelistProgramsValue.IsValid() && WhitelistProgramsValue->Type == EJson::Array)
{
const TArray< TSharedPtr< FJsonValue > >& ProgramsArray = WhitelistProgramsValue->AsArray();
for (int Idx = 0; Idx < ProgramsArray.Num(); Idx++)
{
WhitelistPrograms.Add(ProgramsArray[Idx]->AsString());
}
}
// Read the additional dependencies
TSharedPtr<FJsonValue> AdditionalDependenciesValue = Object.TryGetField(TEXT("AdditionalDependencies"));
if (AdditionalDependenciesValue.IsValid() && AdditionalDependenciesValue->Type == EJson::Array)
{
const TArray< TSharedPtr< FJsonValue > >& DepArray = AdditionalDependenciesValue->AsArray();
for (int Idx = 0; Idx < DepArray.Num(); Idx++)
{
AdditionalDependencies.Add(DepArray[Idx]->AsString());
}
}
return true;
}
bool FModuleDescriptor::ReadArray(const FJsonObject& Object, const TCHAR* Name, TArray<FModuleDescriptor>& OutModules, FText& OutFailReason)
{
bool bResult = true;
TSharedPtr<FJsonValue> ModulesArrayValue = Object.TryGetField(Name);
if(ModulesArrayValue.IsValid() && ModulesArrayValue->Type == EJson::Array)
{
const TArray< TSharedPtr< FJsonValue > >& ModulesArray = ModulesArrayValue->AsArray();
for(int Idx = 0; Idx < ModulesArray.Num(); Idx++)
{
const TSharedPtr<FJsonValue>& ModuleValue = ModulesArray[Idx];
if(ModuleValue.IsValid() && ModuleValue->Type == EJson::Object)
{
FModuleDescriptor Descriptor;
if(Descriptor.Read(*ModuleValue->AsObject().Get(), OutFailReason))
{
OutModules.Add(Descriptor);
}
else
{
bResult = false;
}
}
else
{
OutFailReason = LOCTEXT( "ModuleWithInvalidModulesArray", "The 'Modules' array has invalid contents and was not able to be loaded." );
bResult = false;
}
}
}
return bResult;
}
void FModuleDescriptor::Write(TJsonWriter<>& Writer) const
{
Writer.WriteObjectStart();
Writer.WriteValue(TEXT("Name"), Name.ToString());
Writer.WriteValue(TEXT("Type"), FString(EHostType::ToString(Type)));
Writer.WriteValue(TEXT("LoadingPhase"), FString(ELoadingPhase::ToString(LoadingPhase)));
if (WhitelistPlatforms.Num() > 0)
{
Writer.WriteArrayStart(TEXT("WhitelistPlatforms"));
for(int Idx = 0; Idx < WhitelistPlatforms.Num(); Idx++)
{
Writer.WriteValue(WhitelistPlatforms[Idx]);
}
Writer.WriteArrayEnd();
}
if (BlacklistPlatforms.Num() > 0)
{
Writer.WriteArrayStart(TEXT("BlacklistPlatforms"));
for(int Idx = 0; Idx < BlacklistPlatforms.Num(); Idx++)
{
Writer.WriteValue(BlacklistPlatforms[Idx]);
}
Writer.WriteArrayEnd();
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
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Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 3972172) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3821754 by Jamie.Dale [Python] Class property conversion now goes through NativizeClass/PythonizeClass This allows it to coerce from Python wrapped object types Change 3833107 by Patrick.Boutot Added functions to fill an existing DataTable from an existing CSV/JSON file. Change 3835044 by Aaron.Carlisle Exposure for asset_import_data (editor property) and it's functions: extract_filenames and get_first_filename. Change 3835466 by Patrick.Boutot Hide function from Python that need special compile command to be executed by the VM. Change 3839237 by Jamie.Dale Added a way to inspect the full chain of properties that are currently being serialized by an archive You used to only have access to the leaf-most property, and while you could use its outer chain to inspect other properties within the same object/struct, you couldn't always get the full chain (eg, if you had an object containing a struct). Change 3839974 by Jamie.Dale Make sure that SerializedProperty is copied correctly, as SetSerializedPropertyChain may set it to something else Change 3842311 by Jamie.Dale Fixing potential null level assert Change 3842313 by Jamie.Dale Updated settings editor to handle external properties Change 3842316 by Jamie.Dale Allowing a console command to be given to GEditor/GEngine even if there's a player CL# 1848982 said it was to prevent multiple execution of stat commands, however that no longer seems to be an issue. Change 3842867 by Jamie.Dale Added a way to generate diffs from editor transactions The notifications from these diffs are send to UObject::PostTransacted and FCoreUObjectDelegates::OnObjectTransacted. These notifications are typically generated when a transaction is "finalized", but can also be generated from "snapshots" (eg, to trap nodes being dragged in the world). They're also generated from normal undo/redo events. Change 3844428 by Patrick.Boutot Move the SetMaterial code from the StaticMeshEditor to StaticMesh to be reusable by script. Change 3845966 by Jamie.Dale Added support for minimal game RPC worlds These can be created in the editor and engine and exist to allow RPC communication via Unreal Networking in a way that is sandboxed from any other worlds that may be loaded (like the main game world) Change 3848844 by Patrick.Boutot Expose EComponentMobility to blueprint. Change 3854616 by Patrick.Boutot Add Custom way time step the engine loop. Will be used by the Synchronization of media for enterprise. Change 3856650 by Jamie.Dale Fixed a bug where transaction finalization could miss changes since the last snapshot Change 3864951 by Patrick.Boutot Fix ghost asset in Content Browser when an asset is added and renamed before the RecentlyAddedAssets list had a chance to be processed. Change 3867158 by JeanMichel.Dignard UBT - Added the ability for dll programs to export symbols. #jira UEENT-541 Change 3872342 by Jamie.Dale Merging static analysis fixes from 4.19 Change 3879305 by Jamie.Dale Improved the processing of py files from exec commands The old logic used to just test if the entire command was a .py file. The new logic extracts out the first token and sees if that's a .py file, and if it is, treats the remaining data as extra arguments. Change 3879306 by Jamie.Dale Added a minimal commandlet for invoking Python scripts Change 3881631 by Jamie.Dale Added basic RTTI to Python meta-data types Change 3885384 by Jamie.Dale [Python] Prevent glue code using reserved names Change 3888957 by Patrick.Boutot In MediaPlayer, only create a PlayerFacade & Playlist when it's not a ClassDefaultObject. The MediaPlayerFacade is a MediaTickable. That trigger the tick thread to be awake even if there is no Media playing. Change 3888961 by Patrick.Boutot Fix FInterval::IsValid return type. Change 3888980 by Patrick.Boutot Modification to Media and MediaAsset to support MediaSmith. The TInterval<int64> will be changed into TTinterval<FTimespan> UEENT-947. MediaSampleQueue's critical section will be change into an atomic operation UEENT-948. Change 3889165 by Patrick.Boutot Fix build. Missing include for Timespan. Introduce with CL 3888980. Change 3889261 by Jamie.Dale [Python] Fixing some more name conflicts in generated code Change 3889504 by Darren.Pegg Add option to change PreferredPixelFormat Change 3891193 by Patrick.Boutot Fix build. Missing include for Interval. Introduce with CL 3888980. Change 3897108 by Patrick.Boutot TTinterval use it own traits. Create a Interval traits for Timespan. #jira UEENT-947 Change 3899669 by Jamie.Dale Fixed Functions sometimes being exposed to Python as if they were Structs Change 3900692 by Jamie.Dale Removed some boilerplate associated with wrapping a basic type to Python You can now derive from TPyWrapperBasic to wrap a type that is simply a value copied into Python (see FPyWrapperName and FPyWrapperText for an example) Change 3901066 by conan.reis UE4 editor script bindings (Cobra) and helper functions for version control - exposed SourceControl class with common source control methods and associated SourceControlState structure - commands have smart file strings that can convert from any of fully qualified path, relative path, long package name, asset path or export text path (often stored on clipboard) - commands store any errors in a shared error text object which is optionally printed to the error log - renamed some calls across the UE4 codebase to USourceControlHelpers::CheckOutOrAddFile() from USourceControlHelpers::CheckOutFile() - included Python test script for source control commands including that auto-creates test files as needed and passes various types of files to test as command line arguments. Any unexpected results displays error messages. Change 3901388 by Jamie.Dale Minimal Slate hooks for Python Change 3901456 by Jamie.Dale Added missing file Change 3901549 by Jamie.Dale Removing some more Windows defines that were causing build issues Change 3904518 by conan.reis Source Control - ensured that "check if modified" flag is set whenver getting source control state in USourceControlHelpers::QueryFileState() which was needed when using Perforce source control provider Change 3905612 by Francis.Hurteau Optimize RemoveDuplicates somewhat using a TSet #jira UEENT-217 Change 3912626 by Jamie.Dale Fixed ShouldExcludeDerivedClasses option not working RecursiveClassesExclusionSet requires a base ClassNames entry to operate on when filtering. Change 3917739 by Jamie.Dale Output Log suggestions list is now clamped to the work area width of the monitor that hosts the widget Change 3917744 by Jamie.Dale Changed generated code to reference the UProperty and UFunction directly, rather than constantly look them up by name Names were originally used because UHT couldn't access the objects when it registered the glue code, but now that we generate at runtime via reflection, we already have the relevant objects available, and caching them the glue structs helps performance at both generation time and runtime. Change 3918832 by Jamie.Dale Removed field iteration from Python function calls We now cache the input and output parameters for all function calls (methods, get/set, and delegates) and use this rather than iterate the struct fields. Change 3920648 by Patrick.Boutot Remove the bottom right part of the windows border of the grabbed frame when in the editor. Tested in the standalone, windowed and full screen. Add option to request a FlushOnDraw on the viewport. Flushing in SDI output flow decreases the performance by ~10ms. SDI output is synchronized and the engine tick follows that synchronization. Change 3921396 by Jamie.Dale Split up the generated type data to correspond to the type being wrapped A lot of types can just use the minimal set, but classes and structs have some extra data. Change 3921619 by conan.reis - add delegate to FSourceControlWindows::ChoosePackagesToCheckin() that gives info for result, result description, files added, files checked in and flag indicating whether files were checked out again. - also added result info to FSourceControlWindows::PromptForCheckin() #jira UE-55255 Change 3921624 by conan.reis Removed Source Control common files from pre compiled header - main changes are in UnrealEdPrivatePCH.h, UnrealEdSharedPCH.h, SouceControlWindows.h and the added SouceControlWindows.cpp - remaining files have includes changed to accomodate Change 3921958 by conan.reis Fix attempt for incude file dependency needed by some build configurations (likely PCH disabled) caused by CL3921619 Change 3922740 by conan.reis Included SourceControlOperations.h and SourceControlHelpers.h back in ISourceControlProvider.h though it does not need them since other files that were including ISourceControlProvider.h have come to expect their inclusion. They were previously removed in CL3921624 Change 3923375 by Jamie.Dale Added optimized FString <-> icu::UnicodeString conversion for platforms using UTF-16 native strings Change 3926547 by Jamie.Dale Added support for struct method "hoisting" This allows you to tag a helper function that takes a struct as its first argument with the ScriptMethod meta-data (optionally providing a new name) to "hoist" that helper function to be a method of the struct it operates on when wrapped for Python. Change 3927050 by conan.reis Source control - ensured that ISourceControlProvider::Execute(FConnect, EConcurrency, FSourceControlOperationComplete) delegate is called on initial connection even if it fails immediately. Modified Perforce, Git and Subversion source control providers #JIRA UE-55256 Change 3929268 by conan.reis - fixed case in Perforce source control code where the server available flag was set even when the server was not successfully connected - removed Perforce error message about file folders outside of the workspace client mappings - clarified comments for ISourceControlProvider::IsEnabled() and ISourceControlModule::IsEnabled() #JIRA UE-55254 Change 3931024 by Rex.Hill Expose FBX and Texture import to python Change 3931273 by Rex.Hill Hide re-import slate notification pop-up during python automated asset import Change 3931368 by Jamie.Dale Stopped bools coercing to numeric types in Python nativization Change 3931374 by Jamie.Dale Added support for struct math operator "hoisting" This allows you to tag a helper function that takes a struct as its first argument with the ScriptMathOp meta-data (providing a potentially semi-colon separated list of operators to map to) to "hoist" that helper function to be a math operator of the struct it operates on when wrapped for Python. Change 3932586 by Rex.Hill Removed file read into unused memory buffer during Fbx import Change 3934308 by Jamie.Dale Added a public interface for the Python plugin Very basic, just lets you query if Python is compiled in, and lets you execute Python commands like you would via the Output Log. Change 3935088 by conan.reis - Added info/warning and error message storage to all the source control operation structures so additional information can be made available. - Added ISourceControlOperation::GetResultInfo() which returns the modified control structures (mentioned above) with appended info/warning messages and error messages and implemented its use in all source control operations in Perforce, Git and Subversion. #JIRA UE-55257 Change 3936668 by Rex.Hill #jira UE-55985 Avoid re-allocation of memory buffer holding file bytes during asset import Change 3940596 by Rex.Hill #jira UE-55989 Optimize skeletal mesh import performance scaling Overlapping vertex check was O (N^2) 100k vertex mesh took ~15 seconds to perform overlap step now takes 0.023 seconds Change 3942629 by Rex.Hill #jira UE-55995 Read fbx file only once during import Fixes a memory leak of FbxScene and reduces wait time during import. Change 3942884 by Rex.Hill Python asset import can now customize destination asset name Change 3946278 by Jamie.Dale Added stricter conversion for math operator arguments PyConversion now returns FPyConversionResult rather than bool, which will tell you not only whether a conversion succeeded or failed, but also whether type coercion was applied during the conversion. This allows the operator stack evaluation to run a first pass looking for an exact argument match, before falling back to a coerced match if available. This allows operators to apply correctly to coerced types (eg, int vs float overloads). Change 3948455 by Jamie.Dale Added generic Tick function to FPythonScriptPlugin This can also handle init logic for after the engine is fully initialized Change 3948888 by Jamie.Dale Added settings for the Python plugin You can now define start-up scripts to execute once the engine is initialized, additional system paths for Python, and whether you want to enable developer mode (which will enable things like deprecation warnings). Change 3948982 by Jamie.Dale Fixed Python 3 build error caused by CObject being removed in Python 3.2 Change 3949614 by Francis.Hurteau Create a camera cut track from the camera switcher camera index animation curve when importing a fbx in sequencer #jira UEENT-1053 Change 3950829 by Rex.Hill Update error message to be more specific when ENGINE_API keyword is found before 'static' keyword for a UFUNCTION Change 3953452 by Jamie.Dale Fixed some dependencies Change 3953645 by Jamie.Dale Fixed Python parameter packing treating bool output paramers as potential return values void GetState(bool& OutState) would have previously triggered the code for packing output for a function that returns a bool. Change 3953850 by Jamie.Dale Fixed doc string generation for a function with multiple output paramters and no return value Change 3954279 by Jamie.Dale Initial support for exposing deprecated properties and functions to Python This handles properties and functions that are directly deprecated. We still need to handle the cases where they're renamed and a redirector is left. Change 3954922 by Rex.Hill Expose UnloadPackages to python Change 3955209 by Jamie.Dale Initial support for exposing deprecated classes to Python Change 3955248 by Jamie.Dale Added a way to load Unreal modules via Python unreal.load_module("modulename") Change 3955561 by Rex.Hill Expose asset export to python Change 3956068 by Rex.Hill Linux compile fix. Change 3960449 by Rex.Hill Fix automated test using bCombineMeshes Change 3960495 by Patrick.Boutot Add a temporary menu to show the MetaData of an asset. The menu will need to be updated to have a look and feel of the Detail View and support edition at one point. Change 3961599 by Rex.Hill Reduced peak memory during import of meshes related to duplicate vertex tracking Change 3962104 by Rex.Hill Disable import mesh overlapping corners memory optimization to because it can change uv generation Change 3962507 by Rex.Hill Fix uv generation Change 3965285 by Rex.Hill Add support for FBX export as ASCII #jira UE-56465 Change 3965287 by Rex.Hill Forgotten file, fbx export as ascii Change 3966772 by Simon.Tourangeau Fix MaterialExpressionFunctions for ExternalTexture support Change 3967014 by Jamie.Dale Added a way to get the CDO in Python Wrapped objects now have a get_default_object class method Change 3967151 by Jamie.Dale Added stats to track Python generation time Change 3968006 by Simon.Therriault Media Samples - Removed Locks and Min/Max SampleTime from queues - Added methods to fetch NextSampleTime and SampleCount in queues - Added MediaSource base class for players that want to be time synchronized #jira UEENT-948 Change 3969119 by Patrick.Boutot Add delay functionnality to MediaPlayer to delay the frame by some time. It will allow more than one player to be start at the same time, played at the same frame but offset in relation to each other. [CL 3972277 by Simon Tourangeau in Main branch]
2018-03-29 13:32:35 -04:00
if (WhitelistTargetConfigurations.Num() > 0)
{
Writer.WriteArrayStart(TEXT("WhitelistTargetConfigurations"));
for (int Idx = 0; Idx < WhitelistTargetConfigurations.Num(); Idx++)
{
Writer.WriteValue(WhitelistTargetConfigurations[Idx]);
}
Writer.WriteArrayEnd();
}
if (BlacklistTargetConfigurations.Num() > 0)
{
Writer.WriteArrayStart(TEXT("BlacklistTargetConfigurations"));
for (int Idx = 0; Idx < BlacklistTargetConfigurations.Num(); Idx++)
{
Writer.WriteValue(BlacklistTargetConfigurations[Idx]);
}
Writer.WriteArrayEnd();
}
if (WhitelistPrograms.Num() > 0)
{
Writer.WriteArrayStart(TEXT("WhitelistPrograms"));
for (int Idx = 0; Idx < WhitelistPrograms.Num(); Idx++)
{
Writer.WriteValue(WhitelistPrograms[Idx]);
}
Writer.WriteArrayEnd();
}
if (AdditionalDependencies.Num() > 0)
{
Writer.WriteArrayStart(TEXT("AdditionalDependencies"));
for (int Idx = 0; Idx < AdditionalDependencies.Num(); Idx++)
{
Writer.WriteValue(AdditionalDependencies[Idx]);
}
Writer.WriteArrayEnd();
}
Writer.WriteObjectEnd();
}
void FModuleDescriptor::WriteArray(TJsonWriter<>& Writer, const TCHAR* Name, const TArray<FModuleDescriptor>& Modules)
{
if(Modules.Num() > 0)
{
Writer.WriteArrayStart(Name);
for(int Idx = 0; Idx < Modules.Num(); Idx++)
{
Modules[Idx].Write(Writer);
}
Writer.WriteArrayEnd();
}
}
bool FModuleDescriptor::IsCompiledInCurrentConfiguration() const
{
// Cache the string for the current platform
Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 3972172) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3821754 by Jamie.Dale [Python] Class property conversion now goes through NativizeClass/PythonizeClass This allows it to coerce from Python wrapped object types Change 3833107 by Patrick.Boutot Added functions to fill an existing DataTable from an existing CSV/JSON file. Change 3835044 by Aaron.Carlisle Exposure for asset_import_data (editor property) and it's functions: extract_filenames and get_first_filename. Change 3835466 by Patrick.Boutot Hide function from Python that need special compile command to be executed by the VM. Change 3839237 by Jamie.Dale Added a way to inspect the full chain of properties that are currently being serialized by an archive You used to only have access to the leaf-most property, and while you could use its outer chain to inspect other properties within the same object/struct, you couldn't always get the full chain (eg, if you had an object containing a struct). Change 3839974 by Jamie.Dale Make sure that SerializedProperty is copied correctly, as SetSerializedPropertyChain may set it to something else Change 3842311 by Jamie.Dale Fixing potential null level assert Change 3842313 by Jamie.Dale Updated settings editor to handle external properties Change 3842316 by Jamie.Dale Allowing a console command to be given to GEditor/GEngine even if there's a player CL# 1848982 said it was to prevent multiple execution of stat commands, however that no longer seems to be an issue. Change 3842867 by Jamie.Dale Added a way to generate diffs from editor transactions The notifications from these diffs are send to UObject::PostTransacted and FCoreUObjectDelegates::OnObjectTransacted. These notifications are typically generated when a transaction is "finalized", but can also be generated from "snapshots" (eg, to trap nodes being dragged in the world). They're also generated from normal undo/redo events. Change 3844428 by Patrick.Boutot Move the SetMaterial code from the StaticMeshEditor to StaticMesh to be reusable by script. Change 3845966 by Jamie.Dale Added support for minimal game RPC worlds These can be created in the editor and engine and exist to allow RPC communication via Unreal Networking in a way that is sandboxed from any other worlds that may be loaded (like the main game world) Change 3848844 by Patrick.Boutot Expose EComponentMobility to blueprint. Change 3854616 by Patrick.Boutot Add Custom way time step the engine loop. Will be used by the Synchronization of media for enterprise. Change 3856650 by Jamie.Dale Fixed a bug where transaction finalization could miss changes since the last snapshot Change 3864951 by Patrick.Boutot Fix ghost asset in Content Browser when an asset is added and renamed before the RecentlyAddedAssets list had a chance to be processed. Change 3867158 by JeanMichel.Dignard UBT - Added the ability for dll programs to export symbols. #jira UEENT-541 Change 3872342 by Jamie.Dale Merging static analysis fixes from 4.19 Change 3879305 by Jamie.Dale Improved the processing of py files from exec commands The old logic used to just test if the entire command was a .py file. The new logic extracts out the first token and sees if that's a .py file, and if it is, treats the remaining data as extra arguments. Change 3879306 by Jamie.Dale Added a minimal commandlet for invoking Python scripts Change 3881631 by Jamie.Dale Added basic RTTI to Python meta-data types Change 3885384 by Jamie.Dale [Python] Prevent glue code using reserved names Change 3888957 by Patrick.Boutot In MediaPlayer, only create a PlayerFacade & Playlist when it's not a ClassDefaultObject. The MediaPlayerFacade is a MediaTickable. That trigger the tick thread to be awake even if there is no Media playing. Change 3888961 by Patrick.Boutot Fix FInterval::IsValid return type. Change 3888980 by Patrick.Boutot Modification to Media and MediaAsset to support MediaSmith. The TInterval<int64> will be changed into TTinterval<FTimespan> UEENT-947. MediaSampleQueue's critical section will be change into an atomic operation UEENT-948. Change 3889165 by Patrick.Boutot Fix build. Missing include for Timespan. Introduce with CL 3888980. Change 3889261 by Jamie.Dale [Python] Fixing some more name conflicts in generated code Change 3889504 by Darren.Pegg Add option to change PreferredPixelFormat Change 3891193 by Patrick.Boutot Fix build. Missing include for Interval. Introduce with CL 3888980. Change 3897108 by Patrick.Boutot TTinterval use it own traits. Create a Interval traits for Timespan. #jira UEENT-947 Change 3899669 by Jamie.Dale Fixed Functions sometimes being exposed to Python as if they were Structs Change 3900692 by Jamie.Dale Removed some boilerplate associated with wrapping a basic type to Python You can now derive from TPyWrapperBasic to wrap a type that is simply a value copied into Python (see FPyWrapperName and FPyWrapperText for an example) Change 3901066 by conan.reis UE4 editor script bindings (Cobra) and helper functions for version control - exposed SourceControl class with common source control methods and associated SourceControlState structure - commands have smart file strings that can convert from any of fully qualified path, relative path, long package name, asset path or export text path (often stored on clipboard) - commands store any errors in a shared error text object which is optionally printed to the error log - renamed some calls across the UE4 codebase to USourceControlHelpers::CheckOutOrAddFile() from USourceControlHelpers::CheckOutFile() - included Python test script for source control commands including that auto-creates test files as needed and passes various types of files to test as command line arguments. Any unexpected results displays error messages. Change 3901388 by Jamie.Dale Minimal Slate hooks for Python Change 3901456 by Jamie.Dale Added missing file Change 3901549 by Jamie.Dale Removing some more Windows defines that were causing build issues Change 3904518 by conan.reis Source Control - ensured that "check if modified" flag is set whenver getting source control state in USourceControlHelpers::QueryFileState() which was needed when using Perforce source control provider Change 3905612 by Francis.Hurteau Optimize RemoveDuplicates somewhat using a TSet #jira UEENT-217 Change 3912626 by Jamie.Dale Fixed ShouldExcludeDerivedClasses option not working RecursiveClassesExclusionSet requires a base ClassNames entry to operate on when filtering. Change 3917739 by Jamie.Dale Output Log suggestions list is now clamped to the work area width of the monitor that hosts the widget Change 3917744 by Jamie.Dale Changed generated code to reference the UProperty and UFunction directly, rather than constantly look them up by name Names were originally used because UHT couldn't access the objects when it registered the glue code, but now that we generate at runtime via reflection, we already have the relevant objects available, and caching them the glue structs helps performance at both generation time and runtime. Change 3918832 by Jamie.Dale Removed field iteration from Python function calls We now cache the input and output parameters for all function calls (methods, get/set, and delegates) and use this rather than iterate the struct fields. Change 3920648 by Patrick.Boutot Remove the bottom right part of the windows border of the grabbed frame when in the editor. Tested in the standalone, windowed and full screen. Add option to request a FlushOnDraw on the viewport. Flushing in SDI output flow decreases the performance by ~10ms. SDI output is synchronized and the engine tick follows that synchronization. Change 3921396 by Jamie.Dale Split up the generated type data to correspond to the type being wrapped A lot of types can just use the minimal set, but classes and structs have some extra data. Change 3921619 by conan.reis - add delegate to FSourceControlWindows::ChoosePackagesToCheckin() that gives info for result, result description, files added, files checked in and flag indicating whether files were checked out again. - also added result info to FSourceControlWindows::PromptForCheckin() #jira UE-55255 Change 3921624 by conan.reis Removed Source Control common files from pre compiled header - main changes are in UnrealEdPrivatePCH.h, UnrealEdSharedPCH.h, SouceControlWindows.h and the added SouceControlWindows.cpp - remaining files have includes changed to accomodate Change 3921958 by conan.reis Fix attempt for incude file dependency needed by some build configurations (likely PCH disabled) caused by CL3921619 Change 3922740 by conan.reis Included SourceControlOperations.h and SourceControlHelpers.h back in ISourceControlProvider.h though it does not need them since other files that were including ISourceControlProvider.h have come to expect their inclusion. They were previously removed in CL3921624 Change 3923375 by Jamie.Dale Added optimized FString <-> icu::UnicodeString conversion for platforms using UTF-16 native strings Change 3926547 by Jamie.Dale Added support for struct method "hoisting" This allows you to tag a helper function that takes a struct as its first argument with the ScriptMethod meta-data (optionally providing a new name) to "hoist" that helper function to be a method of the struct it operates on when wrapped for Python. Change 3927050 by conan.reis Source control - ensured that ISourceControlProvider::Execute(FConnect, EConcurrency, FSourceControlOperationComplete) delegate is called on initial connection even if it fails immediately. Modified Perforce, Git and Subversion source control providers #JIRA UE-55256 Change 3929268 by conan.reis - fixed case in Perforce source control code where the server available flag was set even when the server was not successfully connected - removed Perforce error message about file folders outside of the workspace client mappings - clarified comments for ISourceControlProvider::IsEnabled() and ISourceControlModule::IsEnabled() #JIRA UE-55254 Change 3931024 by Rex.Hill Expose FBX and Texture import to python Change 3931273 by Rex.Hill Hide re-import slate notification pop-up during python automated asset import Change 3931368 by Jamie.Dale Stopped bools coercing to numeric types in Python nativization Change 3931374 by Jamie.Dale Added support for struct math operator "hoisting" This allows you to tag a helper function that takes a struct as its first argument with the ScriptMathOp meta-data (providing a potentially semi-colon separated list of operators to map to) to "hoist" that helper function to be a math operator of the struct it operates on when wrapped for Python. Change 3932586 by Rex.Hill Removed file read into unused memory buffer during Fbx import Change 3934308 by Jamie.Dale Added a public interface for the Python plugin Very basic, just lets you query if Python is compiled in, and lets you execute Python commands like you would via the Output Log. Change 3935088 by conan.reis - Added info/warning and error message storage to all the source control operation structures so additional information can be made available. - Added ISourceControlOperation::GetResultInfo() which returns the modified control structures (mentioned above) with appended info/warning messages and error messages and implemented its use in all source control operations in Perforce, Git and Subversion. #JIRA UE-55257 Change 3936668 by Rex.Hill #jira UE-55985 Avoid re-allocation of memory buffer holding file bytes during asset import Change 3940596 by Rex.Hill #jira UE-55989 Optimize skeletal mesh import performance scaling Overlapping vertex check was O (N^2) 100k vertex mesh took ~15 seconds to perform overlap step now takes 0.023 seconds Change 3942629 by Rex.Hill #jira UE-55995 Read fbx file only once during import Fixes a memory leak of FbxScene and reduces wait time during import. Change 3942884 by Rex.Hill Python asset import can now customize destination asset name Change 3946278 by Jamie.Dale Added stricter conversion for math operator arguments PyConversion now returns FPyConversionResult rather than bool, which will tell you not only whether a conversion succeeded or failed, but also whether type coercion was applied during the conversion. This allows the operator stack evaluation to run a first pass looking for an exact argument match, before falling back to a coerced match if available. This allows operators to apply correctly to coerced types (eg, int vs float overloads). Change 3948455 by Jamie.Dale Added generic Tick function to FPythonScriptPlugin This can also handle init logic for after the engine is fully initialized Change 3948888 by Jamie.Dale Added settings for the Python plugin You can now define start-up scripts to execute once the engine is initialized, additional system paths for Python, and whether you want to enable developer mode (which will enable things like deprecation warnings). Change 3948982 by Jamie.Dale Fixed Python 3 build error caused by CObject being removed in Python 3.2 Change 3949614 by Francis.Hurteau Create a camera cut track from the camera switcher camera index animation curve when importing a fbx in sequencer #jira UEENT-1053 Change 3950829 by Rex.Hill Update error message to be more specific when ENGINE_API keyword is found before 'static' keyword for a UFUNCTION Change 3953452 by Jamie.Dale Fixed some dependencies Change 3953645 by Jamie.Dale Fixed Python parameter packing treating bool output paramers as potential return values void GetState(bool& OutState) would have previously triggered the code for packing output for a function that returns a bool. Change 3953850 by Jamie.Dale Fixed doc string generation for a function with multiple output paramters and no return value Change 3954279 by Jamie.Dale Initial support for exposing deprecated properties and functions to Python This handles properties and functions that are directly deprecated. We still need to handle the cases where they're renamed and a redirector is left. Change 3954922 by Rex.Hill Expose UnloadPackages to python Change 3955209 by Jamie.Dale Initial support for exposing deprecated classes to Python Change 3955248 by Jamie.Dale Added a way to load Unreal modules via Python unreal.load_module("modulename") Change 3955561 by Rex.Hill Expose asset export to python Change 3956068 by Rex.Hill Linux compile fix. Change 3960449 by Rex.Hill Fix automated test using bCombineMeshes Change 3960495 by Patrick.Boutot Add a temporary menu to show the MetaData of an asset. The menu will need to be updated to have a look and feel of the Detail View and support edition at one point. Change 3961599 by Rex.Hill Reduced peak memory during import of meshes related to duplicate vertex tracking Change 3962104 by Rex.Hill Disable import mesh overlapping corners memory optimization to because it can change uv generation Change 3962507 by Rex.Hill Fix uv generation Change 3965285 by Rex.Hill Add support for FBX export as ASCII #jira UE-56465 Change 3965287 by Rex.Hill Forgotten file, fbx export as ascii Change 3966772 by Simon.Tourangeau Fix MaterialExpressionFunctions for ExternalTexture support Change 3967014 by Jamie.Dale Added a way to get the CDO in Python Wrapped objects now have a get_default_object class method Change 3967151 by Jamie.Dale Added stats to track Python generation time Change 3968006 by Simon.Therriault Media Samples - Removed Locks and Min/Max SampleTime from queues - Added methods to fetch NextSampleTime and SampleCount in queues - Added MediaSource base class for players that want to be time synchronized #jira UEENT-948 Change 3969119 by Patrick.Boutot Add delay functionnality to MediaPlayer to delay the frame by some time. It will allow more than one player to be start at the same time, played at the same frame but offset in relation to each other. [CL 3972277 by Simon Tourangeau in Main branch]
2018-03-29 13:32:35 -04:00
static const FString UBTPlatform = FPlatformMisc::GetUBTPlatform();
static const FString UBTTarget = FPlatformMisc::GetUBTTarget();
static const FString UBTTargetConfiguration = EBuildConfigurations::ToString(FApp::GetBuildConfiguration());
// Check the platform is whitelisted
if(WhitelistPlatforms.Num() > 0 && !WhitelistPlatforms.Contains(UBTPlatform))
{
return false;
}
// Check the platform is not blacklisted
if(BlacklistPlatforms.Num() > 0 && BlacklistPlatforms.Contains(UBTPlatform))
{
return false;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
// Check the target is whitelisted
if (WhitelistTargets.Num() > 0 && !WhitelistTargets.Contains(UBTTarget))
{
return false;
}
// Check the target is not blacklisted
if (BlacklistTargets.Num() > 0 && BlacklistTargets.Contains(UBTTarget))
{
return false;
}
Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 3972172) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3821754 by Jamie.Dale [Python] Class property conversion now goes through NativizeClass/PythonizeClass This allows it to coerce from Python wrapped object types Change 3833107 by Patrick.Boutot Added functions to fill an existing DataTable from an existing CSV/JSON file. Change 3835044 by Aaron.Carlisle Exposure for asset_import_data (editor property) and it's functions: extract_filenames and get_first_filename. Change 3835466 by Patrick.Boutot Hide function from Python that need special compile command to be executed by the VM. Change 3839237 by Jamie.Dale Added a way to inspect the full chain of properties that are currently being serialized by an archive You used to only have access to the leaf-most property, and while you could use its outer chain to inspect other properties within the same object/struct, you couldn't always get the full chain (eg, if you had an object containing a struct). Change 3839974 by Jamie.Dale Make sure that SerializedProperty is copied correctly, as SetSerializedPropertyChain may set it to something else Change 3842311 by Jamie.Dale Fixing potential null level assert Change 3842313 by Jamie.Dale Updated settings editor to handle external properties Change 3842316 by Jamie.Dale Allowing a console command to be given to GEditor/GEngine even if there's a player CL# 1848982 said it was to prevent multiple execution of stat commands, however that no longer seems to be an issue. Change 3842867 by Jamie.Dale Added a way to generate diffs from editor transactions The notifications from these diffs are send to UObject::PostTransacted and FCoreUObjectDelegates::OnObjectTransacted. These notifications are typically generated when a transaction is "finalized", but can also be generated from "snapshots" (eg, to trap nodes being dragged in the world). They're also generated from normal undo/redo events. Change 3844428 by Patrick.Boutot Move the SetMaterial code from the StaticMeshEditor to StaticMesh to be reusable by script. Change 3845966 by Jamie.Dale Added support for minimal game RPC worlds These can be created in the editor and engine and exist to allow RPC communication via Unreal Networking in a way that is sandboxed from any other worlds that may be loaded (like the main game world) Change 3848844 by Patrick.Boutot Expose EComponentMobility to blueprint. Change 3854616 by Patrick.Boutot Add Custom way time step the engine loop. Will be used by the Synchronization of media for enterprise. Change 3856650 by Jamie.Dale Fixed a bug where transaction finalization could miss changes since the last snapshot Change 3864951 by Patrick.Boutot Fix ghost asset in Content Browser when an asset is added and renamed before the RecentlyAddedAssets list had a chance to be processed. Change 3867158 by JeanMichel.Dignard UBT - Added the ability for dll programs to export symbols. #jira UEENT-541 Change 3872342 by Jamie.Dale Merging static analysis fixes from 4.19 Change 3879305 by Jamie.Dale Improved the processing of py files from exec commands The old logic used to just test if the entire command was a .py file. The new logic extracts out the first token and sees if that's a .py file, and if it is, treats the remaining data as extra arguments. Change 3879306 by Jamie.Dale Added a minimal commandlet for invoking Python scripts Change 3881631 by Jamie.Dale Added basic RTTI to Python meta-data types Change 3885384 by Jamie.Dale [Python] Prevent glue code using reserved names Change 3888957 by Patrick.Boutot In MediaPlayer, only create a PlayerFacade & Playlist when it's not a ClassDefaultObject. The MediaPlayerFacade is a MediaTickable. That trigger the tick thread to be awake even if there is no Media playing. Change 3888961 by Patrick.Boutot Fix FInterval::IsValid return type. Change 3888980 by Patrick.Boutot Modification to Media and MediaAsset to support MediaSmith. The TInterval<int64> will be changed into TTinterval<FTimespan> UEENT-947. MediaSampleQueue's critical section will be change into an atomic operation UEENT-948. Change 3889165 by Patrick.Boutot Fix build. Missing include for Timespan. Introduce with CL 3888980. Change 3889261 by Jamie.Dale [Python] Fixing some more name conflicts in generated code Change 3889504 by Darren.Pegg Add option to change PreferredPixelFormat Change 3891193 by Patrick.Boutot Fix build. Missing include for Interval. Introduce with CL 3888980. Change 3897108 by Patrick.Boutot TTinterval use it own traits. Create a Interval traits for Timespan. #jira UEENT-947 Change 3899669 by Jamie.Dale Fixed Functions sometimes being exposed to Python as if they were Structs Change 3900692 by Jamie.Dale Removed some boilerplate associated with wrapping a basic type to Python You can now derive from TPyWrapperBasic to wrap a type that is simply a value copied into Python (see FPyWrapperName and FPyWrapperText for an example) Change 3901066 by conan.reis UE4 editor script bindings (Cobra) and helper functions for version control - exposed SourceControl class with common source control methods and associated SourceControlState structure - commands have smart file strings that can convert from any of fully qualified path, relative path, long package name, asset path or export text path (often stored on clipboard) - commands store any errors in a shared error text object which is optionally printed to the error log - renamed some calls across the UE4 codebase to USourceControlHelpers::CheckOutOrAddFile() from USourceControlHelpers::CheckOutFile() - included Python test script for source control commands including that auto-creates test files as needed and passes various types of files to test as command line arguments. Any unexpected results displays error messages. Change 3901388 by Jamie.Dale Minimal Slate hooks for Python Change 3901456 by Jamie.Dale Added missing file Change 3901549 by Jamie.Dale Removing some more Windows defines that were causing build issues Change 3904518 by conan.reis Source Control - ensured that "check if modified" flag is set whenver getting source control state in USourceControlHelpers::QueryFileState() which was needed when using Perforce source control provider Change 3905612 by Francis.Hurteau Optimize RemoveDuplicates somewhat using a TSet #jira UEENT-217 Change 3912626 by Jamie.Dale Fixed ShouldExcludeDerivedClasses option not working RecursiveClassesExclusionSet requires a base ClassNames entry to operate on when filtering. Change 3917739 by Jamie.Dale Output Log suggestions list is now clamped to the work area width of the monitor that hosts the widget Change 3917744 by Jamie.Dale Changed generated code to reference the UProperty and UFunction directly, rather than constantly look them up by name Names were originally used because UHT couldn't access the objects when it registered the glue code, but now that we generate at runtime via reflection, we already have the relevant objects available, and caching them the glue structs helps performance at both generation time and runtime. Change 3918832 by Jamie.Dale Removed field iteration from Python function calls We now cache the input and output parameters for all function calls (methods, get/set, and delegates) and use this rather than iterate the struct fields. Change 3920648 by Patrick.Boutot Remove the bottom right part of the windows border of the grabbed frame when in the editor. Tested in the standalone, windowed and full screen. Add option to request a FlushOnDraw on the viewport. Flushing in SDI output flow decreases the performance by ~10ms. SDI output is synchronized and the engine tick follows that synchronization. Change 3921396 by Jamie.Dale Split up the generated type data to correspond to the type being wrapped A lot of types can just use the minimal set, but classes and structs have some extra data. Change 3921619 by conan.reis - add delegate to FSourceControlWindows::ChoosePackagesToCheckin() that gives info for result, result description, files added, files checked in and flag indicating whether files were checked out again. - also added result info to FSourceControlWindows::PromptForCheckin() #jira UE-55255 Change 3921624 by conan.reis Removed Source Control common files from pre compiled header - main changes are in UnrealEdPrivatePCH.h, UnrealEdSharedPCH.h, SouceControlWindows.h and the added SouceControlWindows.cpp - remaining files have includes changed to accomodate Change 3921958 by conan.reis Fix attempt for incude file dependency needed by some build configurations (likely PCH disabled) caused by CL3921619 Change 3922740 by conan.reis Included SourceControlOperations.h and SourceControlHelpers.h back in ISourceControlProvider.h though it does not need them since other files that were including ISourceControlProvider.h have come to expect their inclusion. They were previously removed in CL3921624 Change 3923375 by Jamie.Dale Added optimized FString <-> icu::UnicodeString conversion for platforms using UTF-16 native strings Change 3926547 by Jamie.Dale Added support for struct method "hoisting" This allows you to tag a helper function that takes a struct as its first argument with the ScriptMethod meta-data (optionally providing a new name) to "hoist" that helper function to be a method of the struct it operates on when wrapped for Python. Change 3927050 by conan.reis Source control - ensured that ISourceControlProvider::Execute(FConnect, EConcurrency, FSourceControlOperationComplete) delegate is called on initial connection even if it fails immediately. Modified Perforce, Git and Subversion source control providers #JIRA UE-55256 Change 3929268 by conan.reis - fixed case in Perforce source control code where the server available flag was set even when the server was not successfully connected - removed Perforce error message about file folders outside of the workspace client mappings - clarified comments for ISourceControlProvider::IsEnabled() and ISourceControlModule::IsEnabled() #JIRA UE-55254 Change 3931024 by Rex.Hill Expose FBX and Texture import to python Change 3931273 by Rex.Hill Hide re-import slate notification pop-up during python automated asset import Change 3931368 by Jamie.Dale Stopped bools coercing to numeric types in Python nativization Change 3931374 by Jamie.Dale Added support for struct math operator "hoisting" This allows you to tag a helper function that takes a struct as its first argument with the ScriptMathOp meta-data (providing a potentially semi-colon separated list of operators to map to) to "hoist" that helper function to be a math operator of the struct it operates on when wrapped for Python. Change 3932586 by Rex.Hill Removed file read into unused memory buffer during Fbx import Change 3934308 by Jamie.Dale Added a public interface for the Python plugin Very basic, just lets you query if Python is compiled in, and lets you execute Python commands like you would via the Output Log. Change 3935088 by conan.reis - Added info/warning and error message storage to all the source control operation structures so additional information can be made available. - Added ISourceControlOperation::GetResultInfo() which returns the modified control structures (mentioned above) with appended info/warning messages and error messages and implemented its use in all source control operations in Perforce, Git and Subversion. #JIRA UE-55257 Change 3936668 by Rex.Hill #jira UE-55985 Avoid re-allocation of memory buffer holding file bytes during asset import Change 3940596 by Rex.Hill #jira UE-55989 Optimize skeletal mesh import performance scaling Overlapping vertex check was O (N^2) 100k vertex mesh took ~15 seconds to perform overlap step now takes 0.023 seconds Change 3942629 by Rex.Hill #jira UE-55995 Read fbx file only once during import Fixes a memory leak of FbxScene and reduces wait time during import. Change 3942884 by Rex.Hill Python asset import can now customize destination asset name Change 3946278 by Jamie.Dale Added stricter conversion for math operator arguments PyConversion now returns FPyConversionResult rather than bool, which will tell you not only whether a conversion succeeded or failed, but also whether type coercion was applied during the conversion. This allows the operator stack evaluation to run a first pass looking for an exact argument match, before falling back to a coerced match if available. This allows operators to apply correctly to coerced types (eg, int vs float overloads). Change 3948455 by Jamie.Dale Added generic Tick function to FPythonScriptPlugin This can also handle init logic for after the engine is fully initialized Change 3948888 by Jamie.Dale Added settings for the Python plugin You can now define start-up scripts to execute once the engine is initialized, additional system paths for Python, and whether you want to enable developer mode (which will enable things like deprecation warnings). Change 3948982 by Jamie.Dale Fixed Python 3 build error caused by CObject being removed in Python 3.2 Change 3949614 by Francis.Hurteau Create a camera cut track from the camera switcher camera index animation curve when importing a fbx in sequencer #jira UEENT-1053 Change 3950829 by Rex.Hill Update error message to be more specific when ENGINE_API keyword is found before 'static' keyword for a UFUNCTION Change 3953452 by Jamie.Dale Fixed some dependencies Change 3953645 by Jamie.Dale Fixed Python parameter packing treating bool output paramers as potential return values void GetState(bool& OutState) would have previously triggered the code for packing output for a function that returns a bool. Change 3953850 by Jamie.Dale Fixed doc string generation for a function with multiple output paramters and no return value Change 3954279 by Jamie.Dale Initial support for exposing deprecated properties and functions to Python This handles properties and functions that are directly deprecated. We still need to handle the cases where they're renamed and a redirector is left. Change 3954922 by Rex.Hill Expose UnloadPackages to python Change 3955209 by Jamie.Dale Initial support for exposing deprecated classes to Python Change 3955248 by Jamie.Dale Added a way to load Unreal modules via Python unreal.load_module("modulename") Change 3955561 by Rex.Hill Expose asset export to python Change 3956068 by Rex.Hill Linux compile fix. Change 3960449 by Rex.Hill Fix automated test using bCombineMeshes Change 3960495 by Patrick.Boutot Add a temporary menu to show the MetaData of an asset. The menu will need to be updated to have a look and feel of the Detail View and support edition at one point. Change 3961599 by Rex.Hill Reduced peak memory during import of meshes related to duplicate vertex tracking Change 3962104 by Rex.Hill Disable import mesh overlapping corners memory optimization to because it can change uv generation Change 3962507 by Rex.Hill Fix uv generation Change 3965285 by Rex.Hill Add support for FBX export as ASCII #jira UE-56465 Change 3965287 by Rex.Hill Forgotten file, fbx export as ascii Change 3966772 by Simon.Tourangeau Fix MaterialExpressionFunctions for ExternalTexture support Change 3967014 by Jamie.Dale Added a way to get the CDO in Python Wrapped objects now have a get_default_object class method Change 3967151 by Jamie.Dale Added stats to track Python generation time Change 3968006 by Simon.Therriault Media Samples - Removed Locks and Min/Max SampleTime from queues - Added methods to fetch NextSampleTime and SampleCount in queues - Added MediaSource base class for players that want to be time synchronized #jira UEENT-948 Change 3969119 by Patrick.Boutot Add delay functionnality to MediaPlayer to delay the frame by some time. It will allow more than one player to be start at the same time, played at the same frame but offset in relation to each other. [CL 3972277 by Simon Tourangeau in Main branch]
2018-03-29 13:32:35 -04:00
// Check the target configuration is whitelisted
if (WhitelistTargetConfigurations.Num() > 0 && !WhitelistTargetConfigurations.Contains(UBTTargetConfiguration))
{
return false;
}
// Check the target configuration is not blacklisted
if (BlacklistTargetConfigurations.Num() > 0 && BlacklistTargetConfigurations.Contains(UBTTargetConfiguration))
{
return false;
}
#if IS_PROGRAM
// Check the program is allowed
if (!WhitelistPrograms.Contains(UE_APP_NAME))
{
return false;
}
#endif
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3380068) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3358702 on 2017/03/22 by Marc.Audy Always mark child actors pending kill when in PostLoad as often the World is too early to have a WorldContext which causes issues in DestroyActor #jira UE-42679 Change 3358737 on 2017/03/22 by Mieszko.Zielinski Exposed UBrainComponent::IsRunning() and UBrainComponent::IsPaused() to Blueprint #UE4 Change 3359062 on 2017/03/22 by Michael.Noland Blueprints: Show the Save and Find in CB buttons when working with level script blueprints (they will save/show the map package) #jira UE-30748 Change 3359066 on 2017/03/22 by Michael.Noland PR #3348: Make fields of FAttributeMetaData editable (Contributed by hoelzl) #jira UE-42620 Change 3359069 on 2017/03/22 by Michael.Noland PR #3288: InverseLerp Blueprint Tooltips Clarification (Contributed by wunawuna) #jira UE-42250 Change 3359108 on 2017/03/22 by Michael.Noland Blueprints: Fix an issue where running the editor in a different culture could break pins on nodes that have optional arrays of pins (e.g., animation graph nodes like blend by layer) #jira UE-36232 Change 3359235 on 2017/03/22 by Marc.Audy Expose bShouldPerformFullTickWhenPaused to blueprints and details panel #jira UE-17286 Change 3359324 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Disable collision on NavModifierVolumes. Previously they had an OverlapAll response and generated overlap events. They are only supposed to be used for preventing nav mesh generation, but overlap events could affect gameplay, and also are bad for performance. (Integrate CL 3249525 from Odin). Change 3359326 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Optimization during attachment to check bool before expensive casts and body instance fetching. (Integrate CL 3261262 from Odin). Change 3359327 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make bSkipAgentHeightCheckWhenPickingNavData actually ignore height when picking data. (Integrate CL 3231908 from Odin) Change 3359328 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make a static FName in UMovementComponent::OverlapTest const and move it to a namespace. (Integrate CL 3259985 from Odin) Change 3359329 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix ProjectileMovementComponent continuing to simulate (and generate hit events) after it is deactivated during simulation. HasStoppedSimulation() should check if bIsActive is false. (Integrate CL 3260001 from Odin) Change 3359330 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix accumulated forces in CharacterMovement when movement mode or activation changes. - Added CharacterMovementComponent::ClearAccumulatedForces() - AddForce() and related functions now avoid adding the force if in MovementMode "None". When ticking in "None", forces are cleared so they don't pile up until the next valid movement mode. Forces are also cleared if the updated component changes or when the capsule simulates physics. - CharacterMovementComponent::Deactivate() implemented to stop movement and call ClearAccumulatedForces(). - ClearAccumulatedForces() now also clears pending launch velocity. - Exposed ClearAccumulatedForces() to blueprints. - AddForce() and AddImpulse() now also check that character movement is active (not deactivated, able to tick). - ApplyAccumulatedForces() does not call ClearAccumulatedForces(), since that would prevent pending launch. - SimulateMovement() handles pending launch and clears forces regardless of whether it's simulated proxy. Added note to investigate using ApplyAccumulatedForces() in SimulateMovement(). - Inlined ActorComponent::IsActive(). (Integrate CLs 3259933, 3266018 from Odin) Change 3359338 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) TickCharacterPose() and clear root motion before abandoning tick in UCharacterMovementComponent::PerformMovement() when movement mode is None. Prevents root motion building up until next valid movement mode. (Integrate CL 3271928 from Odin) Change 3359345 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix characters sliding when landing on slanted surfaces or stairs, when aggressive "Perch" settings could cause a line trace (from the center of a capsule) instead of capsule trace and thereby screw up the floor distance checks. (Integrate CL 3273026 from Odin) Change 3359381 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Performance tweak to ApplyRadialDamageWithFalloff(). Don't rebuild FRadialDamageEvent each loop over hit actors. Added stats for BreakHitResult()/MakeHitResult() under "stat game". (Integrate CLs 3275415, 3276810 from Odin). Change 3359422 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix build (CollisionProfile included). Change 3359442 on 2017/03/22 by Michael.Noland Blueprints: Prevent comment boxes from clipping the last letter of some words at the edge by increasing the padding on the wrap-at position Change 3359445 on 2017/03/22 by Michael.Noland PR #2989: Improved BP comment nodes (Contributed by projectgheist) #jira UE-36788 #jira UE-39118 Change 3359446 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Add support for FScopedMovementUpdate to be able to queue up overlaps that do not require reflexive bGenerateOverlapEvents. This allows custom inspection or processing of overlaps within a scoped move. Overlap events from the move will still only trigger in UpdateOverlaps() if bGenerateOverlapEvents is enabled on both components, as before. (Integrate CL 3278307 from Odin) Change 3359494 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make some data in FScopedMovementUpdate protected rather than private so it can easily be subclassed, and expose a new helper SetWorldLocationAndRotation(). (Integrated CL 3280775 from Odin). Change 3359506 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) MovementComponent::Deactivate() calls StopMovement() to clear cached velocity. It's silly that reactivation many seconds or frames later would restore that velocity. Some special handling in CharacterMovement to keep it acting as before (it cleared velocity, but did not clear the path request, leaving that alone). (Integrate CL 3287026 from Odin). Change 3359514 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Collision.ListComponentsWithResponseToProfile command includes pending kill objects. (Integrate CL 3293322 from Odin) Change 3359553 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Optimization in CharacterMovement tick to not extract transform values twice. (Integrate CL 3299098 from Odin). Change 3359554 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: optimize UKismetMathLibrary::GetForwardVector() (converts Rotator to forward direction). This way we avoid building a matrix, and avoids 1 more SinCos call. (Integrate CL 3296254 from Odin). Change 3359555 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Add OnComponentCollisionSettingsChangedEvent delegate to PrimitiveComponent. Fixed SkeletalMeshComponent not calling Super implementation. (Integrate CL 3295744 from Odin) Change 3359561 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: AActor::GetComponents() with generic type should *not* assume the output array needs space for the entire contents of OwnedComponents. If OwnedComponents.Num() > the array reserve size, this forces an allocation, even if few or no components of the requested type are found. (Integrate CL 3299111 from Odin) Change 3359573 on 2017/03/22 by dan.reynolds Added BP log to the Passive Mix Modifier test platform BP Change 3359593 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: avoid allocations during creation in AAIController::PostInitializeComponents() (in development builds). (Integrate CL 3299118 from Odin) Change 3359595 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: HasActiveCameraComponent() and HasActivePawnControlCameraComponent() don't need to fill in an array while searching for a certain component. Also see CL 3359561, which could cause each of these functions to always cause an allocation when filling in the array when num components > 24. (Integrate CL 3299116 from Odin) Change 3359602 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Clean up some of the new fast overlap code in PrimitiveComponent. Mostly some variable renaming, and CVar access optimization. (Integrate CL 3340622 from Odin) Change 3359616 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Added support for bIgnoreTouches to FCollisionQueryParams. MoveComponent uses this to avoid PhysX collision queries for overlaps in GeomSweepMulti when bGenerateOverlapEvents is off. (Integrate CL 3340635 from Odin) Change 3359864 on 2017/03/23 by Mieszko.Zielinski Added a safeguard to prevent crashes resulting from people trying to name their BB keys things longer than 1024 characters #UE4 #jira UE-43120 Change 3360884 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: AUDIO_MIXER_ENABLE_DEBUG_MODE turned off in Test builds. Shipping already had it off. (Integrate CL 3310724 from Odin) Change 3361045 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: new cvars to help with optimization: - au.DisableReverbSubmix - au.DisableEQSubmix - au.DisableParallelSourceProcessing - au.SetAudioChannelCount Also checked in some code to cut down on the amount of parameter setting in EQ (Integrate of CL 3303165 in Odin by Aaron.Mcleran) Change 3361172 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: added stat for HRTF. (Integrate CL 3310728 from Odin) Change 3361189 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) CVar to toggle HRTF for perf settings. Default is on. (Integrate CL 3310926 from Odin). Change 3361914 on 2017/03/23 by Aaron.McLeran UE-42649 Fixing crash in cleaning up active sound in sound concurrency -Handling edge case of an active sound not have a sound base ptr, which is possible. Change 3361924 on 2017/03/23 by Aaron.McLeran UE-41378 Fixing passive mix modifier bug Change 3361978 on 2017/03/23 by Aaron.McLeran UE-42627 Fix for when audio device is removed and getting a deadlock in computing audio clock Change 3361989 on 2017/03/23 by Aaron.McLeran PR #3010: Check for null GEngine on sound processing Change 3362053 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: Perf: Avoid thousands of Array.Add() calls during processing, which on shipping still does checks to see if the allocator has to grow, and updates ArrayCount. (Integrate CL 3311120 from Odin) Change 3362102 on 2017/03/23 by Aaron.McLeran PR #3182: Enabled SwitchOnEnum nodes for EAttenuationShape and EAttenuationDistanceModel Change 3362153 on 2017/03/23 by Aaron.McLeran UE-43286 Oculus audio plugin not working/available Change 3362162 on 2017/03/23 by Aaron.McLeran UE-42252 Frequent ensure in FLevelEditorViewportClient::UpdateAudioListener Change 3362206 on 2017/03/23 by Aaron.McLeran UE-43287 Fixing HRTF spatialization in editor viewport - Steam Audio doesn't support multiple audio devices at the moment - Instead of hard-coding all audio plugins to not work in main audio device (GDC temp fix), I allow audio plugins to specify if they should be used on main audio device Change 3362775 on 2017/03/24 by mason.seay Replaced deprecated node Change 3363024 on 2017/03/24 by Ben.Zeigler Fix regression in behavior of streamable manager where loading both a valid and null asset used to work but now fails. Instead added a warning for that case, but if only null are requested it still fails with an error Change 3363030 on 2017/03/24 by Zak.Middleton #ue4 - Lower default max sendrate for clients to 60Hz from 90Hz when net speed is high and player count is low. Throttled rate remains at 45Hz. This value has been tested in Paragon with no ill effect, and saves on bandwidth and server CPU when clients run at high framerate. Change 3363036 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: turned a float divide into a multiply. It happens at least 32k times per audio update. (Integrate CL 3311158 from Odin) Change 3363541 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: remove pointer indirection, and successive TArray Add()s in GetChannelMap(). (Integrate CL 3311169 from Odin) Change 3363642 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: Save ~5% total audio update time. Savings in "Source Output Buffers". - Removed function call overhead to updating channel map. 64,000 function calls... - Simplified FSourceParam::Update() to reduce branching and have 1 return site. - Added alternative to GetChannelMap() called UpdateChannelMap() that avoids copying out values to an array. The values can then be fetched from the channel data directly. (Integrate CL 3311235 from Odin) Change 3364441 on 2017/03/24 by Ben.Zeigler Fix issue where calling LoadLocalIniFile on a plugin file would result in an empty file. It was assuming engine/game dirs, now it instead pulls it out of GConfig if available. This fixes issue where iterative cooking would fail on plugin config files Add FindConfigFileWithBaseName to GConfig Change 3364652 on 2017/03/25 by Phillip.Kavan #jira UE-43210 - Fix a runtime VM crash upon removing an element from a set after consecutive add/remove iterations. Change summary: - Fixed FScriptSet::Add() to initialize the HashIndex member of the new element when the HashSize does not change. Change 3365609 on 2017/03/27 by Richard.Hinckley #jira UEDOC-4720 Fixed global enums being dropped from documentation after being extracted by Doxygen. Change 3365737 on 2017/03/27 by Marc.Audy Move setting of the ParentComponent property on an actor to PostRepNotifies instead of having a separate OnRep function. Change 3365795 on 2017/03/27 by Marc.Audy Fix compile error Change 3365894 on 2017/03/27 by Phillip.Kavan #jira UE-35507 - Fix for a GLEO when choosing an LSBP class as the default value for a class input pin in a non-LSBP graph. Change summary: - Modified FGraphPinFilter::IsClassAllowed() to disallow a given class if the type is contained within a map package that does not match the current graph context. Change 3366067 on 2017/03/27 by Marc.Audy Add UWorld* to PostLoadMap indicating which world has been loaded. Null if an error has occurred. #jira UE-40228 Change 3366097 on 2017/03/27 by Marc.Audy Fixed missed deprecation disable pairing for PostLadMap Change 3366170 on 2017/03/27 by Aaron.McLeran Fixing div by zero Change 3366221 on 2017/03/27 by Aaron.McLeran UE-43240 Removing dependency on component visualizers in runtime Phonon module. Change 3366698 on 2017/03/27 by Marc.Audy Fix Orion compile errors Change 3366782 on 2017/03/27 by Aaron.McLeran Bringing over optimizations from Odin to Dev-framework. Original CL 3311435 Change 3366818 on 2017/03/27 by Aaron.McLeran Bringing fix from Odin to Dev-Framework from CL 3304533 Fix for rare condition that stomps memory during source recycling. Change 3366984 on 2017/03/27 by Michael.Noland Blueprints: Downgraded a warning in the connection drawing policy to verbose to suppress it. It does no good to a typical user. #jira UE-41638 Change 3367085 on 2017/03/27 by Brent.Pease - Improve AudioMixer buffering so that only two buffers are needed instead of three, buffer submission and buffer processing are ovelapped, and a warning is issued if the audio processing thread can not keep up. - Added time critical thread priority so that audio processing is not starved which would produce clicks and popping - Allow the audio thread to not be created if a platform implements its own BeginGeneratingAudio() call (as happens on Android) Change 3367434 on 2017/03/28 by Marc.Audy Fix UT compile error Change 3368587 on 2017/03/28 by Mike.Beach Adding a "CookedOnly" plugin type (now used by the nativized Blueprint plugin). Change 3368724 on 2017/03/28 by Zak.Middleton #ue4 - MovementComponent does not ignore initial blocking overlaps when moving from SafeMoveUpdatedComponent(). Set "p.MoveIgnoreFirstBlockingOverlap" back to zero and add a new flag that prevents the depenetration test from generating hit events (to prevent the problem discovered in UE-39387). #jira UE-41613, UE-28610 Change 3368748 on 2017/03/28 by Dan.Oconnor Provide &FUObjectThreadContext::Get().ObjLoaded when using the compilation manager, add validation functions for finding REINST/TRASH references Change 3368852 on 2017/03/28 by Mike.Beach Fixing a CIS error before it happens - wrapping implementation in preprocessor defines to match declaration in header. Change 3368873 on 2017/03/28 by Dan.Oconnor Rather than collecting script object references, just use the ScriptObjectReferences array. This allows reference replacing archives to update ScriptObjectReferences. Change 3368998 on 2017/03/28 by Dan.Oconnor Setting CLASS_Interface early in the compilation process Change 3369494 on 2017/03/29 by Marc.Audy Fix UAT compile error Change 3369924 on 2017/03/29 by Zak.Middleton #ue4 - Allow CharacterMovement AdjustFloorHeight() to adjust using the line trace if in penetration. Force next floor check so it will check after it depenetrates. #jira UE-36973 Change 3369932 on 2017/03/29 by Ben.Zeigler #jira UE-19494 Finish asset auditing work by allowing reading back a cooked asset registry in the editor Split off FAssetRegistryState as the struct to hold serialization and accessors, to allow loading multiple platform states at once. Optimized runtime asset registry serialization to be around 1/3 as large as before. Dependencies are disabled by default for the runtime registry, you can re-enable with bSerializeDependencies in Engine.ini Add FAssetPackageData which is explicitly per-package and only updated on save/load time. File size is stored in here and is computed for both editor and cooked data Add code to AssetManagerEditorModule to allow loading pre-cooked asset registry files and reading cooked sizes. The Asset Audit window now has a platform drop down that allows reading from cooked data Rename ChunkManifestGenerator to AssetRegistryGenerator and change it to directly hold an FAssetRegistryState internally Add new experimental AssetRegistry mode for iterative cooking. This mode is much faster as it does not need to do it's own internal dependency checking and it can be enabled with bUseAssetRegistryForIteration Change it so during cooking it doesn't directly load string asset references, but instead cues them for cook and uses the asset registry to find and add redirector mappings that are used during save time Change 3370028 on 2017/03/29 by Ben.Zeigler CIS fix Change 3370360 on 2017/03/29 by Mike.Beach Adding an extra field to FPlatformInfo; a 'UBTTarget' identifier intended to sync up with UBT's UnrealTargetPlatform enum (needed for programatically generating plugin platform whitelists). Change 3370363 on 2017/03/29 by Ben.Zeigler Fix issue where loading out of date editor asset registry cache would throw pointless errors Change 3370414 on 2017/03/29 by Marc.Audy Remove autos Change 3370428 on 2017/03/29 by Ben.Zeigler Fix linux CIS issue, remove implicit conversion from FSavePackageResultStruct back to enum result as it was creating ambiguous operators Change 3370453 on 2017/03/29 by Marc.Audy CIS fix Change 3370548 on 2017/03/29 by Marc.Audy #rn Fix issues with seamless travel in PIE and shared sub levels between different parents. Change 3370564 on 2017/03/29 by Mieszko.Zielinski PR #3429: fix comment typo (Contributed by kayama-shift) Change 3370602 on 2017/03/29 by Mieszko.Zielinski Fixed FRecastTileGenerator::Modifiers being erroneously counted twice when stating memory #UE4 Change 3370615 on 2017/03/29 by Phillip.Kavan #jira UE-35515 - No longer crash when creating a new BP class from one or more selected Actors in which the root component is not Blueprint-spawnable. Change summary: - Modified FKismetEditorUtilities::AddComponentsToBlueprint() to handle deferred SceneComponent SCS node adds when the parent component was not also added (due to not being BP-spawnable). Change 3370693 on 2017/03/29 by Michael.Noland Fixing some bad indentation #rnx Change 3370740 on 2017/03/29 by Ben.Zeigler DLC/Mod Cooking fixes, the list of packages from release build as in uncooked filename format so fixed code and made this more obvious Fix Asset Registry to allow loading multiple source asset registries into the same state, by keeping a list of preallocated buffers Change 3370792 on 2017/03/29 by Michael.Noland Blueprints: Deleted some unversioned backwards compat. code that would only matter for assets older than VER_UE4_OLDEST_LOADABLE_PACKAGE Change 3370794 on 2017/03/29 by Michael.Noland PR #3190: Reduce some output logging - Reduced an Oculus log from Log to Verbose because it spams quite a bit - Corrected the spelling and the meaning of a blueprint warning when an invalid breakpoint is encountered - Treat UInputComponent::GetAxisValue(None) as not a warning - Switch FGenericSaveGameSystem::LoadGame to silently attempt to load the file, it returns success/failure and it isn't necessary to have a separate warning at the file i/o layer #jira UE-41446 Change 3370831 on 2017/03/29 by Dan.Oconnor Iteration on compilation manager - Fix Skeleton class compilation order - Pass ObjLoaded array to compilation manager to ensure all objects get PostLoaded - Make sure data only classes get reinstanced, so that UpdateCustomPropertyListForPostConstruction is run correctly Change 3370923 on 2017/03/29 by Michael.Noland Blueprints: Added an icon to indicate whether or not a macro contains latent actions - Note: The state of the icon is cached for performance reasons on request, with the cache being cleared when the BP containing the macro is modified or a macro graph is removed - This does mean that editing the inner macro of a nested macro to add/remove a latent action will not show up in visualization for the outer node until the editor is restarted or the outer macro is modified Change 3371039 on 2017/03/29 by Dan.Oconnor Hacky fix for dropping return params when a function's return node is culled Change 3371750 on 2017/03/30 by Richard.Hinckley Stencil write mask exposed. Adds nine new options (all bits, plus each bit individually - write on pass or depth fail). This allows stencil overlaps to be detected by mixing masks. Change 3372513 on 2017/03/30 by Ben.Zeigler #jira UE-43475 Fix cooker issues with string asset references to null packages. Fix redirector detection to follow recursive chains, and correctly strip object class from redirected string asset references. Change 3372565 on 2017/03/30 by Richard.Hinckley Rolling back stencil change, will be moved to Dev-Rendering. Change 3372764 on 2017/03/30 by Marc.Audy Do not create a duplicate sub object that is not in the annotation if a sub object of the same name and class already exists. #jira UE-43328 #rn Fixed cases where the blueprint of a class used as a child actor could be dirtied when compiling the owning blueprint. Change 3372847 on 2017/03/30 by Marc.Audy Fix missing include Change 3372994 on 2017/03/30 by Zak.Middleton #ue4 - Fix build in Debug (checkSlow using incorrect function params). Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3373320 on 2017/03/30 by mason.seay Basic for TM-Gameplay map (WIP) Change 3373448 on 2017/03/30 by Ben.Zeigler Fix recursive size display in audit window Improve asset manager comments Change 3373576 on 2017/03/30 by dan.reynolds AEOverview Update: Updated Passive Mix Modifier Test based on recent changes in behavior Also added Initial Delay Time timer to test Change 3373589 on 2017/03/30 by dan.reynolds AEOverview Passive Mix Mod Test Map update Change 3373624 on 2017/03/30 by Zak.Middleton #ue4 - Increase Pawn location replication precision to 2 decimal places from 0. Prevents replicated pawns from being inside geometry by a large amount. Removed CVars controlling CharacterMovement proxy shrink amount and made those instanced properties on the component. #jira UE-40420 Change 3374271 on 2017/03/31 by Marc.Audy Fix deprecation warning in new UT code Change 3374320 on 2017/03/31 by Marc.Audy Fix HTML5 compile. Change 3374413 on 2017/03/31 by Jeff.Farris Added ENGINE_API to 2 functions in PlanarReflection, so projects can subclass it. (Copied CL 3276454 from Robo Recall to Dev-Framework) Change 3374414 on 2017/03/31 by Jeff.Farris Added support for setting UNavigationSystem::bUpdateNavOctreeOnComponentChange (Copied CL 3267903 from RoboRecall to Dev-Framework) Change 3374616 on 2017/03/31 by Ben.Zeigler Copy of Fortnite CL #3312058 to add a missing redirector. I do not understand why this is not erroring on Main, I guess my minor cook changes somehow exposed this Change 3374664 on 2017/03/31 by Jeff.Farris Consted AIController::GetBrainComponent() (Copied 3239101 from Robo Recall to Dev-Framework) Change 3374665 on 2017/03/31 by Jeff.Farris PrimitiveComponent bIgnoreRadialImpulse and bIgnoreRadialForce are now exposed to BPs. bIgnoreRadialImpulse now respected when applying impulse to relevant movement components. (Coped CL 3242355 from Robo Recall to Dev-Framework) Change 3374779 on 2017/03/31 by Jeff.Farris Exposed SetAllPhysicsAngularVelocity to blueprints (Copied CL 3228390 from Robo Recall to Dev-Framework) Change 3374792 on 2017/03/31 by Ben.Zeigler #jira UE-42618 PR #3347: Improve support for FGameplayAttributeData properties in attribute sets (Contributed by hoelzl) Change 3374844 on 2017/03/31 by Ben.Zeigler #jira UE-42587 Fix issue where supressed gameplay effects that granted abilities would only work the first time, it now clears out of date ability handles Change 3374925 on 2017/03/31 by Marc.Audy Don't throw warning about missing world context for inactive worlds. #jira UE-42679 Change 3374927 on 2017/03/31 by Michael.Noland Editor: Added options for configuring the editor window background color and texture, which can be useful to visually distinguish the editor when switching between different branches or projects Change 3374995 on 2017/03/31 by Michael.Noland Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor: - CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass - CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor)) - Now shows each function as a separate button, placed in the category associated with the function - The button strip entry is now searchable by function name or tooltip - Prevented operating on functions that have parameters or return values, which would crash before - Removed the duplicate copies of properties placed in the Blutility section - Added a scoped transaction around CallInEditor execution - Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...) Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components Upgrade Note: Behavior has changed so that CallInEditor can be called on CDOs as well, this will probably be walked back in a subsequent update, at least for actors and components. Change 3375005 on 2017/03/31 by Michael.Noland Fixing incremental compilation error due to missing include #rnx Change 3375015 on 2017/03/31 by Michael.Noland Fixing incremental compilation error due to missing include (for real) #rnx Change 3375045 on 2017/03/31 by Marc.Audy Only calculate the streaming levels prefix during seamless travel if it is a PIE world #jira UE-43485 Change 3375053 on 2017/03/31 by Ben.Zeigler #jira UE-41988 Fix it so leaving PIE while gameplay debugger is active will disable HUD extensions properly, restoring ability to print messages to screen Change 3375057 on 2017/03/31 by Ben.Zeigler #jira UE-39226 Don't add to DrawDebug list for player controllers with no local player Change 3375121 on 2017/03/31 by Michael.Noland Added missing include for FScopedTransaction #rnx Change 3375222 on 2017/03/31 by mason.seay Submitting work done to TM-Gameplay. Still WIP Change 3375308 on 2017/03/31 by Michael.Noland Editor: Added back CDO filtering to CallInEditor, it's too easy to explode in the BP editor. May consider allowing opt-in behavior when we revisit Blutilities Change 3375321 on 2017/03/31 by Ben.Zeigler #jira UE-39062 Fix issue where using the level editor toolbar to modify blueprints was not properly marking the blueprints as modified, so the constructor links weren't being updated until manually compiling or resaving Always recompute post constructor links when calling MarkBlueprintAsModified, as it can be called from native and other places where we modified CDOs but don't have a property changed event Change 3375372 on 2017/03/31 by Ben.Zeigler #jira UE-39568 Change Components to specifically update LatentActions the same as Actors do, so they update properly if bUpdateWhilePaused is set Change 3375380 on 2017/03/31 by Marc.Audy Modify IsMainAudioDevice to deal with the case where no audio device has been created. Change 3375402 on 2017/03/31 by Marc.Audy Fix DuplicateWorldForPIE in the case that the OwningWorld is null. Change 3376037 on 2017/04/02 by Phillip.Kavan #jira UE-35332 - Preserve the least common ancestor pin type on object array function node inputs after a node refresh. Change summary: - Added UK2Node_CallArrayFunction::GetDynamicallyTypedPins() to consolidate the code that retrieves type-dependent parameter pins. - Added FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to consolidate the code that considers other linked pins when choosing which type to propagate to type-dependent parameter pins. - Added FBlueprintEditorUtils::PropagatePinTypeInfo() to consolidate the common code from UK2Node_CallArrayFunction::PropagateArrayTypeInfo(); this eliminated a redundant retrieval of the target pin set. - Refactored UK2Node_CallArrayFunction::PropagateArrayTypeInfo() to now call FBlueprintEditorUtils::PropagatePinTypeInfo() after retrieving the set of dynamically-typed pins. - Refactored UK2Node_CallArrayFunction::NotifyPinConnectionListChanged() to remove some unnecessary iteration passes and to ensure that we propagate the authoritative (least common ancestor) pin type for object- and struct-based types. Change 3376364 on 2017/04/03 by Richard.Hinckley UE-40920 Fix to Paper2D flipbook timeline editor. Previously, the timeline shown was one frame shorter than the animation. Now, the timeline shows the correct frame count. Change 3376366 on 2017/04/03 by Richard.Hinckley UE-40920 Bugfix to Paper2D flipbook editor. The red line indicating the current frame now adjusts properly if the timeline is longer than the editor window and the scroll bar is moved to the right. Change 3376517 on 2017/04/03 by Marc.Audy PR #3195: Added support for GamePad on RawInput Plugin (Contributed by katze7514) #jira UE-41499 Change 3376708 on 2017/04/03 by Mike.Beach Moving nativized plugins into a centralized folder (so we can use it as an additional plugin lookup dir) - this is so we can ultimately keep the generated code around for debugging purposes. Summary of changes: - nativized plugins now moved to ...\Intermediate\Plugins\<PLATFORM>\NativizedAssets - corresponding manifest files get saved inside the module and named to match the platform - nativized modules now whitelisted only for the platform they were generated for - cleanup on how we generate paths (now piping in platform name) and pass multi-cook process ids (for building manifest filenames) - extending the 'NativizeAssets' command line, so you can use it to specify the target plugin path (utilized by UAT to coordinate the plugin path between cook & build - was previously hardcoded in multiple places). Change 3376826 on 2017/04/03 by Phillip.Kavan #jira UE-43330 - Fix a crash when adding an input parameter to a Custom Event node after deleting a Function Graph containing a Create Event node. Change summary: - Modified UK2Node_CreateDelegate::HandleAnyChangeWithoutNotifying() to check for a valid blueprint before accessing it (since the accessor is now a checked operation). - Modified UK2Node_CreateDelegate::GetScopeClass() to also check for a valid blueprint before accessing it. - Switched 'NULL' to 'nullptr' in a few spots. Change 3376831 on 2017/04/03 by Ben.Zeigler #jira UE-43500, clean up UPackage when EDL/async loading fails. This restores EDL LoadPackage to work the same as non EDL and return NULL instead of an invalid empty package Change 3376846 on 2017/04/03 by Ben.Zeigler #jira UE-38760 Properly refresh exec pins when removing pin from a Switch on Int node Change 3376850 on 2017/04/03 by Dan.Oconnor Use authoritative class to mitigate compilation order issues Change 3376961 on 2017/04/03 by Ben.Zeigler #jira UE-43127 Add struct ops implementations for FIntVector and FBox2d, any blueprint type needs struct ops to avoid crashes Fix Box2d variable name in NoExportTypes Change 3376985 on 2017/04/03 by Ben.Zeigler #jira UE-43582 Remove Xbox-specific code from AssetRegistry because it won't work after my refactor. The serialization is much faster now and neither Bob nor I can conceive of a way this would take long enough to stall the main thread. If it it is somehow a problem, it should be wrapped in a slow task instead Change 3377009 on 2017/04/03 by Ben.Zeigler #jira UE-43036 Fix crash when right clicking blueprint with no parent class. Ensures are fine but crashes should be avoided so people can try to copy data out of them Change 3377054 on 2017/04/03 by Zak.Middleton #ue4 - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta. #jira UE-40344 #udn https://udn.unrealengine.com/questions/310497/large-delta-time-for-first-player-movement-update.html Change 3377061 on 2017/04/03 by Dan.Oconnor Fixes for issues exposed by cooking with compilation manager. When cooking we end up with more blueprints compiling at a single time, which highlighted issues reading from generated classes while they were actively regenerating. Note that EInternalCompilerFlags::PostponeLocalsGenerationUntilPhaseTwo has only been added to mitigate risk - there is no known reason that existing compilation flows can't postpone generatation of local variables. Change 3377073 on 2017/04/03 by Mike.Beach CIS fix - proper initialization ordering. Change 3377371 on 2017/04/03 by Ben.Zeigler #jira UE-43144 Disallow creating map of FText, like bool it is not hashable Change 3377395 on 2017/04/03 by Dan.Oconnor Build fix - make order in source match initialization order in artifact Change 3377417 on 2017/04/03 by Dan.Oconnor Speculative SA fix Change 3377496 on 2017/04/03 by Aaron.McLeran #jira UE-43558 Cleaning up shutdown code with audio plugins. Change 3377608 on 2017/04/03 by Zak.Middleton #ue4 - Added function ACharacter::CacheInitialMeshOffset() to cache initial mesh offset, used as the target for network smoothing. Added a call to this function from BeginPlay() in addition to the existing call from PostInitializeComponents(), and exposed this to blueprints as well. This fixes the case of people moving the mesh in BeginPlay rather than in the editor or construction script and not having the mesh offset reflected correctly in network games. #jira UE-38966 Change 3377880 on 2017/04/03 by Aaron.McLeran Audio bug fixes #jira UE-43600 Fixing sounds played by playsoundatlocation for audio volume calculations #jira UE-43601 Fixing listener volume interpolation #jida UE-43602 Fixing reverb/eq interpolation Change 3377908 on 2017/04/03 by Phillip.Kavan #jira UE-43565 - Fix a regression on type-dependent array function node pins that have more than one link. Change summary: - Added FBlueprintEditorUtils::FindLinkedPinWithMostDerivedPinType() - Modified FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to properly handle pins that have multiple links. Change 3377912 on 2017/04/03 by Dan.Oconnor Fix for missing SUBINSTANCE variables on anim BP skeletons. I elected to force SUBINSTANCE variable creation for the compilation manager codepath Change 3377946 on 2017/04/03 by Ben.Zeigler #jira UE-43594 Fix issue with streamable manager where a failed load would leave bAsyncLoadRequestOutstanding, which would confuse later calls to stream the same asset Lower some error verbosity now that I believe I have tracked down the issue Change 3377950 on 2017/04/03 by Michael.Noland Blueprints: Prevent merge tool from crashing in SVN when looking at a file with gaps in the revision history (May still not work correctly, but it won't crash; full fix covered by UE-43603) #jira UE-22428 Change 3377981 on 2017/04/03 by Michael.Noland PR #3416: UE-43005: Prevent crash due to too long name (Contributed by projectgheist) #jira UE-43291 #jira UE-43005 Change 3378039 on 2017/04/04 by Michael.Noland PhysX: Allowed the editor to compile when bRuntimePhysicsCooking is disabled (WITH_EDITOR is used in every place in C++ to force it in already) Change 3378041 on 2017/04/04 by Michael.Noland Paper2D: Adjusted under what circumstances CreatePhysicsMeshes is called on various Paper2D types to match UProceduralMeshComponent Change 3378081 on 2017/04/04 by Dan.Oconnor Fix Blueprint Context nodes so that they don't rely on Ar.IsBeingSaved() call before compilation 3x because of copy/paste Change 3378094 on 2017/04/04 by Dan.Oconnor Add missing preload call for compilation manager Change 3378917 on 2017/04/04 by Marc.Audy Fix static analysis (which is very dumb) Change 3378986 on 2017/04/04 by Dan.Oconnor Fix bad merge Change 3379100 on 2017/04/04 by Dan.Oconnor Fix missing CPF_ConstParm/CPF_ReferenceParm/CPF_OutParm logic in 'fast' skeleton path #jira UE-43629 Change 3379102 on 2017/04/04 by Ben.Zeigler Actually fix StreamableManager issues with cancelling a request messing up things in the future. We now always queue a request, even if it failed before or there is one in progress. This has to be done to avoid issues with cancelling the existing request or mounting new files after it's failed once Now that StreamableManager will retry missing files, add failed load packages to the known missing list so it won't spam errors over and over Change 3379147 on 2017/04/04 by Zak.Middleton #ue4 - Improve on CL 3377608: Made Character::CacheInitialMeshOffset() take location and rotation params so you can be explicit on the values, in case you try to change these during network smoothing, where reading the relative offsets would have been skewed. Change 3379254 on 2017/04/04 by Aaron.McLeran Fixing sounds in audio mixer when no EQ has been set. Change 3379760 on 2017/04/04 by Ben.Zeigler #jira UE-43647 Don't delete failed async packages that are rooted [CL 3380073 by Dan Oconnor in Main branch]
2017-04-04 20:49:52 -04:00
// Check the module is compatible with this target. This should match ModuleDescriptor.IsCompiledInConfiguration in UBT
switch (Type)
{
case EHostType::Runtime:
case EHostType::RuntimeNoCommandlet:
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2835147) ========================== MAJOR FEATURES + CHANGES ========================== Change 2817214 on 2016/01/06 by mason.seay Adjusted Walkable Slope Override for mesh #jira UE-24473 Change 2817384 on 2016/01/06 by Michael.Schoell Crash fix when selecting a variable node for a variable that is not owned by a Blueprint. #jira UE-24958 - Crash when getting the sequence player in level blueprint Change 2817438 on 2016/01/06 by Max.Chen Sequencer: Add option to specify position of material name from the movie scene capture interface. For example, MovieCapture_{material}_{width}x{height}.{frame} will create files like this: MovieCapture_FinalImage_1920x1080.0010.exr #rb Andrew.Rodham #jira UE-24926 Change 2817459 on 2016/01/06 by Marc.Audy PR #1679: Move MinRespawnDelay to virtual method AController::GetMinRespawnDelay() (Contributed by bozaro) #jira UE-22309 Change 2817472 on 2016/01/06 by Ben.Marsh Always run UHT in unattended mode from UBT; we don't want it opening any dialogs. Match3 is currently missing a plugin, and it's causing builds to time out. Change 2817473 on 2016/01/06 by Marc.Audy PR #1644: Improve "SpawnActor failed because the spawned actor IsPendingKill" error message (Contributed by slonopotamus) #jira UE-21911 Change 2817533 on 2016/01/06 by Lauren.Ridge Fixing Match3 not compiling in Debug (removed two checks on TileLibrary) #jira UE-25004 Change 2817625 on 2016/01/06 by Taizyd.Korambayil #jira UE-19659 Reimported Template Animations with Proper Skeletons Change 2817647 on 2016/01/06 by Lukasz.Furman replaced ensure during initialization of blackboard based behavior tree task with log warning #ue4 #jira UE-24448 #rb Mieszko.Zielinski Change 2817648 on 2016/01/06 by Lukasz.Furman fixed broken rendering component of navmesh actor after delete-undo operation #ue4 #jira UE-24446 #rb Mieszko.Zielinski Change 2817688 on 2016/01/06 by Taizyd.Korambayil #jira UE-22347 Fixed Message Warnings on Startup Change 2817815 on 2016/01/06 by Jamie.Dale Multiple fixes when editing right-to-left text - Text is now shaped over the entire line to allow rich-text and selected text to be shaped correctly across block boundaries. - Text layout highlights are now able to correctly handle bi-directional and right-to-left text. - Text picking can now handle bi-directional and right-to-left text. - Text picking can now pick the individual characters that make up a ligature glyph. - The caret now draws on the logical (rather than visual) side of the glyph (to handle right-to-left text). - Glyph clusters (multiple glyphs produced from a single character) are now treated as a single logical glyph. - Optimized some of the FShapedGlyphSequence to allow an early out once they've found and processed the start and end glyphs. #jira UE-25013 Change 2817828 on 2016/01/06 by Nick.Darnell Editor - Fixing the OpenLauncher call to be take a structure to allow us to customize it more, and to properly handle the silent command the way we're planning to handle it in the launcher. #jira UE-24563 Change 2818052 on 2016/01/06 by Nick.Darnell Editor - Adding another application check for the launcher to catch the current app name on mac. #jira UE-24563 Change 2818149 on 2016/01/06 by Taizyd.Korambayil #jira UE-19097 Adjusted FirstPerson Pawn, so that Camera doesnt clip the Arm Mesh Change 2818360 on 2016/01/06 by Chris.Babcock Fix reading from ini sections not cached after build system changes for 4.11 #jira UE-25027 #ue4 #android Change 2818369 on 2016/01/06 by Ryan.Vance #jira UE-24976 Adding tessellation support to instanced stereo Change 2818999 on 2016/01/07 by Robert.Manuszewski UHT will no longer try to load game-only plugins. #jira UE-25032 - Changed module type RuntimeNoProgram to RuntimeAndProgram so that bu default Runtime plugin modules won't be loaded by programs - Added better error message when UHT's PreInit fails Change 2819064 on 2016/01/07 by Richard.Hinckley #jira UE-24694 Fixing array usage in 4.11 stream. Change 2819067 on 2016/01/07 by Ori.Cohen When editor tries to spawn a physics asset we automatically load the needed skeletal mesh #rb Matt.K #JIRA UE-24165
2016-01-22 08:13:18 -05:00
return true;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3380068) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3358702 on 2017/03/22 by Marc.Audy Always mark child actors pending kill when in PostLoad as often the World is too early to have a WorldContext which causes issues in DestroyActor #jira UE-42679 Change 3358737 on 2017/03/22 by Mieszko.Zielinski Exposed UBrainComponent::IsRunning() and UBrainComponent::IsPaused() to Blueprint #UE4 Change 3359062 on 2017/03/22 by Michael.Noland Blueprints: Show the Save and Find in CB buttons when working with level script blueprints (they will save/show the map package) #jira UE-30748 Change 3359066 on 2017/03/22 by Michael.Noland PR #3348: Make fields of FAttributeMetaData editable (Contributed by hoelzl) #jira UE-42620 Change 3359069 on 2017/03/22 by Michael.Noland PR #3288: InverseLerp Blueprint Tooltips Clarification (Contributed by wunawuna) #jira UE-42250 Change 3359108 on 2017/03/22 by Michael.Noland Blueprints: Fix an issue where running the editor in a different culture could break pins on nodes that have optional arrays of pins (e.g., animation graph nodes like blend by layer) #jira UE-36232 Change 3359235 on 2017/03/22 by Marc.Audy Expose bShouldPerformFullTickWhenPaused to blueprints and details panel #jira UE-17286 Change 3359324 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Disable collision on NavModifierVolumes. Previously they had an OverlapAll response and generated overlap events. They are only supposed to be used for preventing nav mesh generation, but overlap events could affect gameplay, and also are bad for performance. (Integrate CL 3249525 from Odin). Change 3359326 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Optimization during attachment to check bool before expensive casts and body instance fetching. (Integrate CL 3261262 from Odin). Change 3359327 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make bSkipAgentHeightCheckWhenPickingNavData actually ignore height when picking data. (Integrate CL 3231908 from Odin) Change 3359328 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make a static FName in UMovementComponent::OverlapTest const and move it to a namespace. (Integrate CL 3259985 from Odin) Change 3359329 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix ProjectileMovementComponent continuing to simulate (and generate hit events) after it is deactivated during simulation. HasStoppedSimulation() should check if bIsActive is false. (Integrate CL 3260001 from Odin) Change 3359330 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix accumulated forces in CharacterMovement when movement mode or activation changes. - Added CharacterMovementComponent::ClearAccumulatedForces() - AddForce() and related functions now avoid adding the force if in MovementMode "None". When ticking in "None", forces are cleared so they don't pile up until the next valid movement mode. Forces are also cleared if the updated component changes or when the capsule simulates physics. - CharacterMovementComponent::Deactivate() implemented to stop movement and call ClearAccumulatedForces(). - ClearAccumulatedForces() now also clears pending launch velocity. - Exposed ClearAccumulatedForces() to blueprints. - AddForce() and AddImpulse() now also check that character movement is active (not deactivated, able to tick). - ApplyAccumulatedForces() does not call ClearAccumulatedForces(), since that would prevent pending launch. - SimulateMovement() handles pending launch and clears forces regardless of whether it's simulated proxy. Added note to investigate using ApplyAccumulatedForces() in SimulateMovement(). - Inlined ActorComponent::IsActive(). (Integrate CLs 3259933, 3266018 from Odin) Change 3359338 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) TickCharacterPose() and clear root motion before abandoning tick in UCharacterMovementComponent::PerformMovement() when movement mode is None. Prevents root motion building up until next valid movement mode. (Integrate CL 3271928 from Odin) Change 3359345 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix characters sliding when landing on slanted surfaces or stairs, when aggressive "Perch" settings could cause a line trace (from the center of a capsule) instead of capsule trace and thereby screw up the floor distance checks. (Integrate CL 3273026 from Odin) Change 3359381 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Performance tweak to ApplyRadialDamageWithFalloff(). Don't rebuild FRadialDamageEvent each loop over hit actors. Added stats for BreakHitResult()/MakeHitResult() under "stat game". (Integrate CLs 3275415, 3276810 from Odin). Change 3359422 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix build (CollisionProfile included). Change 3359442 on 2017/03/22 by Michael.Noland Blueprints: Prevent comment boxes from clipping the last letter of some words at the edge by increasing the padding on the wrap-at position Change 3359445 on 2017/03/22 by Michael.Noland PR #2989: Improved BP comment nodes (Contributed by projectgheist) #jira UE-36788 #jira UE-39118 Change 3359446 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Add support for FScopedMovementUpdate to be able to queue up overlaps that do not require reflexive bGenerateOverlapEvents. This allows custom inspection or processing of overlaps within a scoped move. Overlap events from the move will still only trigger in UpdateOverlaps() if bGenerateOverlapEvents is enabled on both components, as before. (Integrate CL 3278307 from Odin) Change 3359494 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make some data in FScopedMovementUpdate protected rather than private so it can easily be subclassed, and expose a new helper SetWorldLocationAndRotation(). (Integrated CL 3280775 from Odin). Change 3359506 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) MovementComponent::Deactivate() calls StopMovement() to clear cached velocity. It's silly that reactivation many seconds or frames later would restore that velocity. Some special handling in CharacterMovement to keep it acting as before (it cleared velocity, but did not clear the path request, leaving that alone). (Integrate CL 3287026 from Odin). Change 3359514 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Collision.ListComponentsWithResponseToProfile command includes pending kill objects. (Integrate CL 3293322 from Odin) Change 3359553 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Optimization in CharacterMovement tick to not extract transform values twice. (Integrate CL 3299098 from Odin). Change 3359554 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: optimize UKismetMathLibrary::GetForwardVector() (converts Rotator to forward direction). This way we avoid building a matrix, and avoids 1 more SinCos call. (Integrate CL 3296254 from Odin). Change 3359555 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Add OnComponentCollisionSettingsChangedEvent delegate to PrimitiveComponent. Fixed SkeletalMeshComponent not calling Super implementation. (Integrate CL 3295744 from Odin) Change 3359561 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: AActor::GetComponents() with generic type should *not* assume the output array needs space for the entire contents of OwnedComponents. If OwnedComponents.Num() > the array reserve size, this forces an allocation, even if few or no components of the requested type are found. (Integrate CL 3299111 from Odin) Change 3359573 on 2017/03/22 by dan.reynolds Added BP log to the Passive Mix Modifier test platform BP Change 3359593 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: avoid allocations during creation in AAIController::PostInitializeComponents() (in development builds). (Integrate CL 3299118 from Odin) Change 3359595 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: HasActiveCameraComponent() and HasActivePawnControlCameraComponent() don't need to fill in an array while searching for a certain component. Also see CL 3359561, which could cause each of these functions to always cause an allocation when filling in the array when num components > 24. (Integrate CL 3299116 from Odin) Change 3359602 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Clean up some of the new fast overlap code in PrimitiveComponent. Mostly some variable renaming, and CVar access optimization. (Integrate CL 3340622 from Odin) Change 3359616 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Added support for bIgnoreTouches to FCollisionQueryParams. MoveComponent uses this to avoid PhysX collision queries for overlaps in GeomSweepMulti when bGenerateOverlapEvents is off. (Integrate CL 3340635 from Odin) Change 3359864 on 2017/03/23 by Mieszko.Zielinski Added a safeguard to prevent crashes resulting from people trying to name their BB keys things longer than 1024 characters #UE4 #jira UE-43120 Change 3360884 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: AUDIO_MIXER_ENABLE_DEBUG_MODE turned off in Test builds. Shipping already had it off. (Integrate CL 3310724 from Odin) Change 3361045 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: new cvars to help with optimization: - au.DisableReverbSubmix - au.DisableEQSubmix - au.DisableParallelSourceProcessing - au.SetAudioChannelCount Also checked in some code to cut down on the amount of parameter setting in EQ (Integrate of CL 3303165 in Odin by Aaron.Mcleran) Change 3361172 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: added stat for HRTF. (Integrate CL 3310728 from Odin) Change 3361189 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) CVar to toggle HRTF for perf settings. Default is on. (Integrate CL 3310926 from Odin). Change 3361914 on 2017/03/23 by Aaron.McLeran UE-42649 Fixing crash in cleaning up active sound in sound concurrency -Handling edge case of an active sound not have a sound base ptr, which is possible. Change 3361924 on 2017/03/23 by Aaron.McLeran UE-41378 Fixing passive mix modifier bug Change 3361978 on 2017/03/23 by Aaron.McLeran UE-42627 Fix for when audio device is removed and getting a deadlock in computing audio clock Change 3361989 on 2017/03/23 by Aaron.McLeran PR #3010: Check for null GEngine on sound processing Change 3362053 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: Perf: Avoid thousands of Array.Add() calls during processing, which on shipping still does checks to see if the allocator has to grow, and updates ArrayCount. (Integrate CL 3311120 from Odin) Change 3362102 on 2017/03/23 by Aaron.McLeran PR #3182: Enabled SwitchOnEnum nodes for EAttenuationShape and EAttenuationDistanceModel Change 3362153 on 2017/03/23 by Aaron.McLeran UE-43286 Oculus audio plugin not working/available Change 3362162 on 2017/03/23 by Aaron.McLeran UE-42252 Frequent ensure in FLevelEditorViewportClient::UpdateAudioListener Change 3362206 on 2017/03/23 by Aaron.McLeran UE-43287 Fixing HRTF spatialization in editor viewport - Steam Audio doesn't support multiple audio devices at the moment - Instead of hard-coding all audio plugins to not work in main audio device (GDC temp fix), I allow audio plugins to specify if they should be used on main audio device Change 3362775 on 2017/03/24 by mason.seay Replaced deprecated node Change 3363024 on 2017/03/24 by Ben.Zeigler Fix regression in behavior of streamable manager where loading both a valid and null asset used to work but now fails. Instead added a warning for that case, but if only null are requested it still fails with an error Change 3363030 on 2017/03/24 by Zak.Middleton #ue4 - Lower default max sendrate for clients to 60Hz from 90Hz when net speed is high and player count is low. Throttled rate remains at 45Hz. This value has been tested in Paragon with no ill effect, and saves on bandwidth and server CPU when clients run at high framerate. Change 3363036 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: turned a float divide into a multiply. It happens at least 32k times per audio update. (Integrate CL 3311158 from Odin) Change 3363541 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: remove pointer indirection, and successive TArray Add()s in GetChannelMap(). (Integrate CL 3311169 from Odin) Change 3363642 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: Save ~5% total audio update time. Savings in "Source Output Buffers". - Removed function call overhead to updating channel map. 64,000 function calls... - Simplified FSourceParam::Update() to reduce branching and have 1 return site. - Added alternative to GetChannelMap() called UpdateChannelMap() that avoids copying out values to an array. The values can then be fetched from the channel data directly. (Integrate CL 3311235 from Odin) Change 3364441 on 2017/03/24 by Ben.Zeigler Fix issue where calling LoadLocalIniFile on a plugin file would result in an empty file. It was assuming engine/game dirs, now it instead pulls it out of GConfig if available. This fixes issue where iterative cooking would fail on plugin config files Add FindConfigFileWithBaseName to GConfig Change 3364652 on 2017/03/25 by Phillip.Kavan #jira UE-43210 - Fix a runtime VM crash upon removing an element from a set after consecutive add/remove iterations. Change summary: - Fixed FScriptSet::Add() to initialize the HashIndex member of the new element when the HashSize does not change. Change 3365609 on 2017/03/27 by Richard.Hinckley #jira UEDOC-4720 Fixed global enums being dropped from documentation after being extracted by Doxygen. Change 3365737 on 2017/03/27 by Marc.Audy Move setting of the ParentComponent property on an actor to PostRepNotifies instead of having a separate OnRep function. Change 3365795 on 2017/03/27 by Marc.Audy Fix compile error Change 3365894 on 2017/03/27 by Phillip.Kavan #jira UE-35507 - Fix for a GLEO when choosing an LSBP class as the default value for a class input pin in a non-LSBP graph. Change summary: - Modified FGraphPinFilter::IsClassAllowed() to disallow a given class if the type is contained within a map package that does not match the current graph context. Change 3366067 on 2017/03/27 by Marc.Audy Add UWorld* to PostLoadMap indicating which world has been loaded. Null if an error has occurred. #jira UE-40228 Change 3366097 on 2017/03/27 by Marc.Audy Fixed missed deprecation disable pairing for PostLadMap Change 3366170 on 2017/03/27 by Aaron.McLeran Fixing div by zero Change 3366221 on 2017/03/27 by Aaron.McLeran UE-43240 Removing dependency on component visualizers in runtime Phonon module. Change 3366698 on 2017/03/27 by Marc.Audy Fix Orion compile errors Change 3366782 on 2017/03/27 by Aaron.McLeran Bringing over optimizations from Odin to Dev-framework. Original CL 3311435 Change 3366818 on 2017/03/27 by Aaron.McLeran Bringing fix from Odin to Dev-Framework from CL 3304533 Fix for rare condition that stomps memory during source recycling. Change 3366984 on 2017/03/27 by Michael.Noland Blueprints: Downgraded a warning in the connection drawing policy to verbose to suppress it. It does no good to a typical user. #jira UE-41638 Change 3367085 on 2017/03/27 by Brent.Pease - Improve AudioMixer buffering so that only two buffers are needed instead of three, buffer submission and buffer processing are ovelapped, and a warning is issued if the audio processing thread can not keep up. - Added time critical thread priority so that audio processing is not starved which would produce clicks and popping - Allow the audio thread to not be created if a platform implements its own BeginGeneratingAudio() call (as happens on Android) Change 3367434 on 2017/03/28 by Marc.Audy Fix UT compile error Change 3368587 on 2017/03/28 by Mike.Beach Adding a "CookedOnly" plugin type (now used by the nativized Blueprint plugin). Change 3368724 on 2017/03/28 by Zak.Middleton #ue4 - MovementComponent does not ignore initial blocking overlaps when moving from SafeMoveUpdatedComponent(). Set "p.MoveIgnoreFirstBlockingOverlap" back to zero and add a new flag that prevents the depenetration test from generating hit events (to prevent the problem discovered in UE-39387). #jira UE-41613, UE-28610 Change 3368748 on 2017/03/28 by Dan.Oconnor Provide &FUObjectThreadContext::Get().ObjLoaded when using the compilation manager, add validation functions for finding REINST/TRASH references Change 3368852 on 2017/03/28 by Mike.Beach Fixing a CIS error before it happens - wrapping implementation in preprocessor defines to match declaration in header. Change 3368873 on 2017/03/28 by Dan.Oconnor Rather than collecting script object references, just use the ScriptObjectReferences array. This allows reference replacing archives to update ScriptObjectReferences. Change 3368998 on 2017/03/28 by Dan.Oconnor Setting CLASS_Interface early in the compilation process Change 3369494 on 2017/03/29 by Marc.Audy Fix UAT compile error Change 3369924 on 2017/03/29 by Zak.Middleton #ue4 - Allow CharacterMovement AdjustFloorHeight() to adjust using the line trace if in penetration. Force next floor check so it will check after it depenetrates. #jira UE-36973 Change 3369932 on 2017/03/29 by Ben.Zeigler #jira UE-19494 Finish asset auditing work by allowing reading back a cooked asset registry in the editor Split off FAssetRegistryState as the struct to hold serialization and accessors, to allow loading multiple platform states at once. Optimized runtime asset registry serialization to be around 1/3 as large as before. Dependencies are disabled by default for the runtime registry, you can re-enable with bSerializeDependencies in Engine.ini Add FAssetPackageData which is explicitly per-package and only updated on save/load time. File size is stored in here and is computed for both editor and cooked data Add code to AssetManagerEditorModule to allow loading pre-cooked asset registry files and reading cooked sizes. The Asset Audit window now has a platform drop down that allows reading from cooked data Rename ChunkManifestGenerator to AssetRegistryGenerator and change it to directly hold an FAssetRegistryState internally Add new experimental AssetRegistry mode for iterative cooking. This mode is much faster as it does not need to do it's own internal dependency checking and it can be enabled with bUseAssetRegistryForIteration Change it so during cooking it doesn't directly load string asset references, but instead cues them for cook and uses the asset registry to find and add redirector mappings that are used during save time Change 3370028 on 2017/03/29 by Ben.Zeigler CIS fix Change 3370360 on 2017/03/29 by Mike.Beach Adding an extra field to FPlatformInfo; a 'UBTTarget' identifier intended to sync up with UBT's UnrealTargetPlatform enum (needed for programatically generating plugin platform whitelists). Change 3370363 on 2017/03/29 by Ben.Zeigler Fix issue where loading out of date editor asset registry cache would throw pointless errors Change 3370414 on 2017/03/29 by Marc.Audy Remove autos Change 3370428 on 2017/03/29 by Ben.Zeigler Fix linux CIS issue, remove implicit conversion from FSavePackageResultStruct back to enum result as it was creating ambiguous operators Change 3370453 on 2017/03/29 by Marc.Audy CIS fix Change 3370548 on 2017/03/29 by Marc.Audy #rn Fix issues with seamless travel in PIE and shared sub levels between different parents. Change 3370564 on 2017/03/29 by Mieszko.Zielinski PR #3429: fix comment typo (Contributed by kayama-shift) Change 3370602 on 2017/03/29 by Mieszko.Zielinski Fixed FRecastTileGenerator::Modifiers being erroneously counted twice when stating memory #UE4 Change 3370615 on 2017/03/29 by Phillip.Kavan #jira UE-35515 - No longer crash when creating a new BP class from one or more selected Actors in which the root component is not Blueprint-spawnable. Change summary: - Modified FKismetEditorUtilities::AddComponentsToBlueprint() to handle deferred SceneComponent SCS node adds when the parent component was not also added (due to not being BP-spawnable). Change 3370693 on 2017/03/29 by Michael.Noland Fixing some bad indentation #rnx Change 3370740 on 2017/03/29 by Ben.Zeigler DLC/Mod Cooking fixes, the list of packages from release build as in uncooked filename format so fixed code and made this more obvious Fix Asset Registry to allow loading multiple source asset registries into the same state, by keeping a list of preallocated buffers Change 3370792 on 2017/03/29 by Michael.Noland Blueprints: Deleted some unversioned backwards compat. code that would only matter for assets older than VER_UE4_OLDEST_LOADABLE_PACKAGE Change 3370794 on 2017/03/29 by Michael.Noland PR #3190: Reduce some output logging - Reduced an Oculus log from Log to Verbose because it spams quite a bit - Corrected the spelling and the meaning of a blueprint warning when an invalid breakpoint is encountered - Treat UInputComponent::GetAxisValue(None) as not a warning - Switch FGenericSaveGameSystem::LoadGame to silently attempt to load the file, it returns success/failure and it isn't necessary to have a separate warning at the file i/o layer #jira UE-41446 Change 3370831 on 2017/03/29 by Dan.Oconnor Iteration on compilation manager - Fix Skeleton class compilation order - Pass ObjLoaded array to compilation manager to ensure all objects get PostLoaded - Make sure data only classes get reinstanced, so that UpdateCustomPropertyListForPostConstruction is run correctly Change 3370923 on 2017/03/29 by Michael.Noland Blueprints: Added an icon to indicate whether or not a macro contains latent actions - Note: The state of the icon is cached for performance reasons on request, with the cache being cleared when the BP containing the macro is modified or a macro graph is removed - This does mean that editing the inner macro of a nested macro to add/remove a latent action will not show up in visualization for the outer node until the editor is restarted or the outer macro is modified Change 3371039 on 2017/03/29 by Dan.Oconnor Hacky fix for dropping return params when a function's return node is culled Change 3371750 on 2017/03/30 by Richard.Hinckley Stencil write mask exposed. Adds nine new options (all bits, plus each bit individually - write on pass or depth fail). This allows stencil overlaps to be detected by mixing masks. Change 3372513 on 2017/03/30 by Ben.Zeigler #jira UE-43475 Fix cooker issues with string asset references to null packages. Fix redirector detection to follow recursive chains, and correctly strip object class from redirected string asset references. Change 3372565 on 2017/03/30 by Richard.Hinckley Rolling back stencil change, will be moved to Dev-Rendering. Change 3372764 on 2017/03/30 by Marc.Audy Do not create a duplicate sub object that is not in the annotation if a sub object of the same name and class already exists. #jira UE-43328 #rn Fixed cases where the blueprint of a class used as a child actor could be dirtied when compiling the owning blueprint. Change 3372847 on 2017/03/30 by Marc.Audy Fix missing include Change 3372994 on 2017/03/30 by Zak.Middleton #ue4 - Fix build in Debug (checkSlow using incorrect function params). Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3373320 on 2017/03/30 by mason.seay Basic for TM-Gameplay map (WIP) Change 3373448 on 2017/03/30 by Ben.Zeigler Fix recursive size display in audit window Improve asset manager comments Change 3373576 on 2017/03/30 by dan.reynolds AEOverview Update: Updated Passive Mix Modifier Test based on recent changes in behavior Also added Initial Delay Time timer to test Change 3373589 on 2017/03/30 by dan.reynolds AEOverview Passive Mix Mod Test Map update Change 3373624 on 2017/03/30 by Zak.Middleton #ue4 - Increase Pawn location replication precision to 2 decimal places from 0. Prevents replicated pawns from being inside geometry by a large amount. Removed CVars controlling CharacterMovement proxy shrink amount and made those instanced properties on the component. #jira UE-40420 Change 3374271 on 2017/03/31 by Marc.Audy Fix deprecation warning in new UT code Change 3374320 on 2017/03/31 by Marc.Audy Fix HTML5 compile. Change 3374413 on 2017/03/31 by Jeff.Farris Added ENGINE_API to 2 functions in PlanarReflection, so projects can subclass it. (Copied CL 3276454 from Robo Recall to Dev-Framework) Change 3374414 on 2017/03/31 by Jeff.Farris Added support for setting UNavigationSystem::bUpdateNavOctreeOnComponentChange (Copied CL 3267903 from RoboRecall to Dev-Framework) Change 3374616 on 2017/03/31 by Ben.Zeigler Copy of Fortnite CL #3312058 to add a missing redirector. I do not understand why this is not erroring on Main, I guess my minor cook changes somehow exposed this Change 3374664 on 2017/03/31 by Jeff.Farris Consted AIController::GetBrainComponent() (Copied 3239101 from Robo Recall to Dev-Framework) Change 3374665 on 2017/03/31 by Jeff.Farris PrimitiveComponent bIgnoreRadialImpulse and bIgnoreRadialForce are now exposed to BPs. bIgnoreRadialImpulse now respected when applying impulse to relevant movement components. (Coped CL 3242355 from Robo Recall to Dev-Framework) Change 3374779 on 2017/03/31 by Jeff.Farris Exposed SetAllPhysicsAngularVelocity to blueprints (Copied CL 3228390 from Robo Recall to Dev-Framework) Change 3374792 on 2017/03/31 by Ben.Zeigler #jira UE-42618 PR #3347: Improve support for FGameplayAttributeData properties in attribute sets (Contributed by hoelzl) Change 3374844 on 2017/03/31 by Ben.Zeigler #jira UE-42587 Fix issue where supressed gameplay effects that granted abilities would only work the first time, it now clears out of date ability handles Change 3374925 on 2017/03/31 by Marc.Audy Don't throw warning about missing world context for inactive worlds. #jira UE-42679 Change 3374927 on 2017/03/31 by Michael.Noland Editor: Added options for configuring the editor window background color and texture, which can be useful to visually distinguish the editor when switching between different branches or projects Change 3374995 on 2017/03/31 by Michael.Noland Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor: - CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass - CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor)) - Now shows each function as a separate button, placed in the category associated with the function - The button strip entry is now searchable by function name or tooltip - Prevented operating on functions that have parameters or return values, which would crash before - Removed the duplicate copies of properties placed in the Blutility section - Added a scoped transaction around CallInEditor execution - Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...) Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components Upgrade Note: Behavior has changed so that CallInEditor can be called on CDOs as well, this will probably be walked back in a subsequent update, at least for actors and components. Change 3375005 on 2017/03/31 by Michael.Noland Fixing incremental compilation error due to missing include #rnx Change 3375015 on 2017/03/31 by Michael.Noland Fixing incremental compilation error due to missing include (for real) #rnx Change 3375045 on 2017/03/31 by Marc.Audy Only calculate the streaming levels prefix during seamless travel if it is a PIE world #jira UE-43485 Change 3375053 on 2017/03/31 by Ben.Zeigler #jira UE-41988 Fix it so leaving PIE while gameplay debugger is active will disable HUD extensions properly, restoring ability to print messages to screen Change 3375057 on 2017/03/31 by Ben.Zeigler #jira UE-39226 Don't add to DrawDebug list for player controllers with no local player Change 3375121 on 2017/03/31 by Michael.Noland Added missing include for FScopedTransaction #rnx Change 3375222 on 2017/03/31 by mason.seay Submitting work done to TM-Gameplay. Still WIP Change 3375308 on 2017/03/31 by Michael.Noland Editor: Added back CDO filtering to CallInEditor, it's too easy to explode in the BP editor. May consider allowing opt-in behavior when we revisit Blutilities Change 3375321 on 2017/03/31 by Ben.Zeigler #jira UE-39062 Fix issue where using the level editor toolbar to modify blueprints was not properly marking the blueprints as modified, so the constructor links weren't being updated until manually compiling or resaving Always recompute post constructor links when calling MarkBlueprintAsModified, as it can be called from native and other places where we modified CDOs but don't have a property changed event Change 3375372 on 2017/03/31 by Ben.Zeigler #jira UE-39568 Change Components to specifically update LatentActions the same as Actors do, so they update properly if bUpdateWhilePaused is set Change 3375380 on 2017/03/31 by Marc.Audy Modify IsMainAudioDevice to deal with the case where no audio device has been created. Change 3375402 on 2017/03/31 by Marc.Audy Fix DuplicateWorldForPIE in the case that the OwningWorld is null. Change 3376037 on 2017/04/02 by Phillip.Kavan #jira UE-35332 - Preserve the least common ancestor pin type on object array function node inputs after a node refresh. Change summary: - Added UK2Node_CallArrayFunction::GetDynamicallyTypedPins() to consolidate the code that retrieves type-dependent parameter pins. - Added FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to consolidate the code that considers other linked pins when choosing which type to propagate to type-dependent parameter pins. - Added FBlueprintEditorUtils::PropagatePinTypeInfo() to consolidate the common code from UK2Node_CallArrayFunction::PropagateArrayTypeInfo(); this eliminated a redundant retrieval of the target pin set. - Refactored UK2Node_CallArrayFunction::PropagateArrayTypeInfo() to now call FBlueprintEditorUtils::PropagatePinTypeInfo() after retrieving the set of dynamically-typed pins. - Refactored UK2Node_CallArrayFunction::NotifyPinConnectionListChanged() to remove some unnecessary iteration passes and to ensure that we propagate the authoritative (least common ancestor) pin type for object- and struct-based types. Change 3376364 on 2017/04/03 by Richard.Hinckley UE-40920 Fix to Paper2D flipbook timeline editor. Previously, the timeline shown was one frame shorter than the animation. Now, the timeline shows the correct frame count. Change 3376366 on 2017/04/03 by Richard.Hinckley UE-40920 Bugfix to Paper2D flipbook editor. The red line indicating the current frame now adjusts properly if the timeline is longer than the editor window and the scroll bar is moved to the right. Change 3376517 on 2017/04/03 by Marc.Audy PR #3195: Added support for GamePad on RawInput Plugin (Contributed by katze7514) #jira UE-41499 Change 3376708 on 2017/04/03 by Mike.Beach Moving nativized plugins into a centralized folder (so we can use it as an additional plugin lookup dir) - this is so we can ultimately keep the generated code around for debugging purposes. Summary of changes: - nativized plugins now moved to ...\Intermediate\Plugins\<PLATFORM>\NativizedAssets - corresponding manifest files get saved inside the module and named to match the platform - nativized modules now whitelisted only for the platform they were generated for - cleanup on how we generate paths (now piping in platform name) and pass multi-cook process ids (for building manifest filenames) - extending the 'NativizeAssets' command line, so you can use it to specify the target plugin path (utilized by UAT to coordinate the plugin path between cook & build - was previously hardcoded in multiple places). Change 3376826 on 2017/04/03 by Phillip.Kavan #jira UE-43330 - Fix a crash when adding an input parameter to a Custom Event node after deleting a Function Graph containing a Create Event node. Change summary: - Modified UK2Node_CreateDelegate::HandleAnyChangeWithoutNotifying() to check for a valid blueprint before accessing it (since the accessor is now a checked operation). - Modified UK2Node_CreateDelegate::GetScopeClass() to also check for a valid blueprint before accessing it. - Switched 'NULL' to 'nullptr' in a few spots. Change 3376831 on 2017/04/03 by Ben.Zeigler #jira UE-43500, clean up UPackage when EDL/async loading fails. This restores EDL LoadPackage to work the same as non EDL and return NULL instead of an invalid empty package Change 3376846 on 2017/04/03 by Ben.Zeigler #jira UE-38760 Properly refresh exec pins when removing pin from a Switch on Int node Change 3376850 on 2017/04/03 by Dan.Oconnor Use authoritative class to mitigate compilation order issues Change 3376961 on 2017/04/03 by Ben.Zeigler #jira UE-43127 Add struct ops implementations for FIntVector and FBox2d, any blueprint type needs struct ops to avoid crashes Fix Box2d variable name in NoExportTypes Change 3376985 on 2017/04/03 by Ben.Zeigler #jira UE-43582 Remove Xbox-specific code from AssetRegistry because it won't work after my refactor. The serialization is much faster now and neither Bob nor I can conceive of a way this would take long enough to stall the main thread. If it it is somehow a problem, it should be wrapped in a slow task instead Change 3377009 on 2017/04/03 by Ben.Zeigler #jira UE-43036 Fix crash when right clicking blueprint with no parent class. Ensures are fine but crashes should be avoided so people can try to copy data out of them Change 3377054 on 2017/04/03 by Zak.Middleton #ue4 - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta. #jira UE-40344 #udn https://udn.unrealengine.com/questions/310497/large-delta-time-for-first-player-movement-update.html Change 3377061 on 2017/04/03 by Dan.Oconnor Fixes for issues exposed by cooking with compilation manager. When cooking we end up with more blueprints compiling at a single time, which highlighted issues reading from generated classes while they were actively regenerating. Note that EInternalCompilerFlags::PostponeLocalsGenerationUntilPhaseTwo has only been added to mitigate risk - there is no known reason that existing compilation flows can't postpone generatation of local variables. Change 3377073 on 2017/04/03 by Mike.Beach CIS fix - proper initialization ordering. Change 3377371 on 2017/04/03 by Ben.Zeigler #jira UE-43144 Disallow creating map of FText, like bool it is not hashable Change 3377395 on 2017/04/03 by Dan.Oconnor Build fix - make order in source match initialization order in artifact Change 3377417 on 2017/04/03 by Dan.Oconnor Speculative SA fix Change 3377496 on 2017/04/03 by Aaron.McLeran #jira UE-43558 Cleaning up shutdown code with audio plugins. Change 3377608 on 2017/04/03 by Zak.Middleton #ue4 - Added function ACharacter::CacheInitialMeshOffset() to cache initial mesh offset, used as the target for network smoothing. Added a call to this function from BeginPlay() in addition to the existing call from PostInitializeComponents(), and exposed this to blueprints as well. This fixes the case of people moving the mesh in BeginPlay rather than in the editor or construction script and not having the mesh offset reflected correctly in network games. #jira UE-38966 Change 3377880 on 2017/04/03 by Aaron.McLeran Audio bug fixes #jira UE-43600 Fixing sounds played by playsoundatlocation for audio volume calculations #jira UE-43601 Fixing listener volume interpolation #jida UE-43602 Fixing reverb/eq interpolation Change 3377908 on 2017/04/03 by Phillip.Kavan #jira UE-43565 - Fix a regression on type-dependent array function node pins that have more than one link. Change summary: - Added FBlueprintEditorUtils::FindLinkedPinWithMostDerivedPinType() - Modified FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to properly handle pins that have multiple links. Change 3377912 on 2017/04/03 by Dan.Oconnor Fix for missing SUBINSTANCE variables on anim BP skeletons. I elected to force SUBINSTANCE variable creation for the compilation manager codepath Change 3377946 on 2017/04/03 by Ben.Zeigler #jira UE-43594 Fix issue with streamable manager where a failed load would leave bAsyncLoadRequestOutstanding, which would confuse later calls to stream the same asset Lower some error verbosity now that I believe I have tracked down the issue Change 3377950 on 2017/04/03 by Michael.Noland Blueprints: Prevent merge tool from crashing in SVN when looking at a file with gaps in the revision history (May still not work correctly, but it won't crash; full fix covered by UE-43603) #jira UE-22428 Change 3377981 on 2017/04/03 by Michael.Noland PR #3416: UE-43005: Prevent crash due to too long name (Contributed by projectgheist) #jira UE-43291 #jira UE-43005 Change 3378039 on 2017/04/04 by Michael.Noland PhysX: Allowed the editor to compile when bRuntimePhysicsCooking is disabled (WITH_EDITOR is used in every place in C++ to force it in already) Change 3378041 on 2017/04/04 by Michael.Noland Paper2D: Adjusted under what circumstances CreatePhysicsMeshes is called on various Paper2D types to match UProceduralMeshComponent Change 3378081 on 2017/04/04 by Dan.Oconnor Fix Blueprint Context nodes so that they don't rely on Ar.IsBeingSaved() call before compilation 3x because of copy/paste Change 3378094 on 2017/04/04 by Dan.Oconnor Add missing preload call for compilation manager Change 3378917 on 2017/04/04 by Marc.Audy Fix static analysis (which is very dumb) Change 3378986 on 2017/04/04 by Dan.Oconnor Fix bad merge Change 3379100 on 2017/04/04 by Dan.Oconnor Fix missing CPF_ConstParm/CPF_ReferenceParm/CPF_OutParm logic in 'fast' skeleton path #jira UE-43629 Change 3379102 on 2017/04/04 by Ben.Zeigler Actually fix StreamableManager issues with cancelling a request messing up things in the future. We now always queue a request, even if it failed before or there is one in progress. This has to be done to avoid issues with cancelling the existing request or mounting new files after it's failed once Now that StreamableManager will retry missing files, add failed load packages to the known missing list so it won't spam errors over and over Change 3379147 on 2017/04/04 by Zak.Middleton #ue4 - Improve on CL 3377608: Made Character::CacheInitialMeshOffset() take location and rotation params so you can be explicit on the values, in case you try to change these during network smoothing, where reading the relative offsets would have been skewed. Change 3379254 on 2017/04/04 by Aaron.McLeran Fixing sounds in audio mixer when no EQ has been set. Change 3379760 on 2017/04/04 by Ben.Zeigler #jira UE-43647 Don't delete failed async packages that are rooted [CL 3380073 by Dan Oconnor in Main branch]
2017-04-04 20:49:52 -04:00
case EHostType::CookedOnly:
return FPlatformProperties::RequiresCookedData();
case EHostType::Developer:
#if WITH_UNREAL_DEVELOPER_TOOLS
return true;
#endif
break;
case EHostType::Editor:
case EHostType::EditorNoCommandlet:
#if WITH_EDITOR
return true;
#endif
break;
case EHostType::Program:
#if IS_PROGRAM
return true;
#endif
break;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
case EHostType::ServerOnly:
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3780878 by Nick.Darnell UMG - Providing more information when the compile fails to find a bindable widget. Change 3780855 by Gil.Gribb UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR. Change 3780803 by Thomas.Sarkanen Dont create animation tasks for skeletal meshes that have no anim instance This avoids some wasted work for non-animated attachments, such as pickaxes #jira FORT-61523 - Don't create anim worker tasks if no AnimBP Change 3780741 by Yenal.Kal #jira FORT-60177 Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly. Change 3780663 by Gil.Gribb UE4 - Batching for audio thread commands. Change 3780466 by Ben.Marsh Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record') Change 3779937 by Nick.Darnell UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation. Change 3779858 by Sam.Zamani #http use separate "-multihomehttp" instead of "-multihome" for routing http socket #jira FORT-61666 #tests none Change 3779288 by Michael.Trepka Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data #jira FORT-59762 Change 3779062 by Mike.Fricker Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor. ---- Improve responsiveness of Open Asset dialog. On large projects, there's a noticeable delay when opening and searching/filtering assets. Stopwatch measurements on my machine (seconds for ~122,000 assets): before with this CL ctrl-P 1.4 0.45 search 1.8 0.55 CollectionManagerModule was the main culprit for search/filter slowness. Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation. Change 3778954 by Nick.Darnell Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling. Change 3778896 by Ben.Marsh Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two. #jira Change 3778807 by Ben.Marsh Fix Tencent include paths not registering if workspace directory contains a space. Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote. #jira Change 3778686 by Luke.Thatcher Reduced impact of dynamic vertex buffer RHI stall in D3D12 - In most cases we can avoid the stall if the vertex buffer has never been used before. - Only when a buffer has an existing SRV do we need to stall. - Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash. This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10. #jira FORT-61390 Change 3778679 by Thomas.Sarkanen Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously. #jira FORT-61548 Change 3778591 by Ben.Woodhouse Add build config to FPSChart HTML output #jira FORT-56478 Change 3778175 by ben.marsh Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter. Will remove all the surrounding code in a later update to a development branch. #jira Change 3777750 by Chris.Gagnon - Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit. - This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary. - This differs from Custom which is a full override of the navigation behavior. Change 3777678 by Bob.Tellez #UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath Change 3776962 by Bob.Tellez #UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands) Change 3776656 by Thomas.Sarkanen Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components This was causing AIs to get stuck in montage playback in some circumstances #jira FORT-61324, FORT-60558 Change 3776655 by Bob.Tellez #UE4 CIS fix after 3776629 Change 3776650 by Bob.Tellez Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files Change 3776649 by Nick.Darnell UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel. Change 3776629 by Bob.Tellez #UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL. Change 3776328 by James.Golding Add command line option (-statnamedevents) for enabling named events Change 3776024 by Nick.Darnell Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale. Change 3775569 by Gil.Gribb UE4 - Fixed bugs with r.DelaySceneRenderCompletion Change 3775543 by Luke.Thatcher [XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer - Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update. Change 3775488 by Thomas.Sarkanen Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks #jira FORT-61157 - Run anim update on worker, even if not visible Change 3775219 by Bob.Tellez #UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking Change 3774886 by Mike.Fricker Fixed occasional crash when backing out to lobby - Don't force DF data to be updated when the mesh isn't in the world or has no scene interface #jira FORT-60863 Change 3774767 by Ori.Cohen Fix race condition for creating statid in test configs Change 3774682 by Bob.Tellez #UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it. Change 3774621 by Bob.Tellez #UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds. Change 3774201 by Gil.Gribb UE4 - Fixed rare crash caused by unmounting pak files. Change 3773920 by Gil.Gribb UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default. Change 3773896 by Thomas.Sarkanen Push non-rendered anim updates back onto the worker thread Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation). #jira FORT-61157 - Run anim update on worker, even if not visible Change 3773886 by Gil.Gribb UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1. Change 3773882 by Gil.Gribb UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer. Change 3773461 by Gil.Gribb UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing. Change 3773459 by Gil.Gribb UE4 - Adds TLS caches for MallocBinned2 to the Audio thread. Change 3773458 by Gil.Gribb UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks. Change 3773011 by Robert.Manuszewski Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports. + Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff Change 3772867 by Thomas.Sarkanen Nativization now correctly generates and builds code for "Client" builds Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly. Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne) Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client" #jira FORT-52823 - Nativizing Player Animation Blueprints Change 3772408 by Robert.Manuszewski Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly) Change 3772359 by Thomas.Sarkanen Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations. Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with. Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s. #jira FORT-52823 - Nativizing Player Animation Blueprints Change 3771975 by Zak.Middleton Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist(). #jira FORT-61134 Change 3771421 by Ori.Cohen Fix CIS Change 3771052 by Robert.Manuszewski Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway. Change 3771039 by Bob.Tellez #UE4 Allowing use of -FPS in PGO profile builds Change 3770747 by Ori.Cohen Added missing stat named events for anim bp Change 3769616 by Arciel.Rekman UBT: Use response files for compiler when compiling for Linux. - Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units). Change 3769457 by Gil.Gribb UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion. Change 3769136 by Michael.Noland Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in Change 3768736 by Robert.Manuszewski More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized #jira FORT-60943 Change 3768634 by Robert.Manuszewski Small optimization to FEDLCookChecker::Verify function Change 3768603 by Robert.Manuszewski Merging CL #3766740 by Steve.Robb TMultiMap::Append added. Change 3768586 by Ben.Woodhouse csv profiler screen message Change 3768506 by Thomas.Sarkanen Duplicating CL 3764661 from Paragon: Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics(). Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test. #jira OR-46341 #tests LaneMinionFXTests, monolith w/ full teams. Change 3768504 by Thomas.Sarkanen Duplicating CL 3758315 from Paragon: Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work. PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations. Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms. Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims. Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance. #jira OR-46341 #tests minion FX perf map, lane minion test map, monolith match with 2 full teams. Change 3768097 by Bob.Tellez #UE4 Fix non-editor CIS Change 3767957 by Bob.Tellez #UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets) Change 3767906 by Mike.Fricker Add Blueprint functions to query parameters from MIC - GetScalarParameterValue - GetTextureParameterValue - GetVectorParameterValue MIDs already had these functions, but MICs did not. Change 3767737 by Max.Preussner Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached #author jack.porter #jira FORT-59777 Change 3767735 by Bob.Tellez #UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time. #jira FORT-60918 Change 3767244 by Ethan.Geller #jira FORT-60885 Merge in fix for memory leak from 4.18.1. Change 3766567 by Marc.Audy Fix initialization ordering warnings Change 3766443 by Jian.Ru Submit PSO locking fix again as it has passed local tests Change 3766362 by Ori.Cohen Added the ability to get concurrent captures in Test configurations without having to turn full stats on Change 3766277 by Marc.Audy Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup Change 3766275 by Marc.Audy Better pack UTexture* classes Change 3766272 by Thomas.Sarkanen Fixes to enable auto-nativization for animation blueprints For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets: - In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer. - Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'. - Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system. Disabled fast-path optimization when running a native anim BP, as native code is faster! #jira FORT-52823 - Nativizing Player Animation Blueprints #jira FORT-57378 - Perf optimization: animation blueprint improvements Change 3766215 by Marc.Audy Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap Change 3765664 by Michael.Noland Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty Change 3765624 by Marc.Audy Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean Change 3765200 by Nick.Darnell Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention. Change 3764881 by Wes.Hunt Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep. #jira FORT-60585 #review-3764882 @arciel.rekman Change 3763872 by Max.Chen Sequencer: Set default completion mode for all sections to project default. Copy from Dev-Sequencer #jira UE-49480 Change 3763871 by Max.Chen Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState. Copy from Dev-Sequencer #jira UE-49480 Change 3763810 by Gil.Gribb UE4 - remove some init timing spew in programs (i.e. UHT) Change 3762939 by Robert.Manuszewski Removing all locks from FEDLCookChecker to improve SavePackage performance Change 3762851 by Bob.Tellez Duplicating CL#3740778 from //UE4/Dev-Editor Fixed issue with content browser column sorting #jira UE-49460 Change 3762660 by Bob.Tellez #UE4 Fix a few parallelsave threading problems. Change 3761861 by Marc.Audy Fix archive complaints about bitfield Change 3761802 by Marc.Audy Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings Change 3761299 by Matt.Kuhlenschmidt Fix levels not being lockable/unlockable if they are not checked out #jira FORT-60086 Change 3760422 by Bob.Tellez #UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials. Change 3760113 by Jian.Ru Back out changelist 3759715 as it causes a crash on UGS autotest Change 3759761 by Jian.Ru Clean up some debug comments Change 3759715 by Jian.Ru Removing excessive locking when accessing PSO caches. Change 3759285 by Nick.Darnell Editor - Fixing the length of the datatable row dropdown in the editor. Change 3758334 by Alexis.Matte Fix a crash when importing morph target there was a unsync between some buffer depending on the import options #jira UE-52319 Change 3758332 by Ben.Marsh Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio. #jira Change 3758215 by Brian.Bekich Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers Change 3757702 by Bob.Tellez #UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave Change 3757545 by ben.marsh Suppress Arxan warning about being unable to install a default guard at it's default location. Change 3757452 by Aaron.McLeran #jira FORT-59675 Client Crash in __delayLoadHelper2() Fixing build error on linux. Change 3757389 by Hongyi.Yu Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level. #jira FORT-58283 Change 3757229 by Aaron.McLeran #jira FORT-59675 Client Crash in __delayLoadHelper2() Change 3757077 by Max.Preussner MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint #jira FORT-59774 #jira UE-51943 #tests none Change 3756854 by Mike.Fricker Fix "double-delete" crash when using level streaming - Backed out unintentional network checksum change! Change 3756790 by Bob.Tellez #UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances Change 3756639 by Arciel.Rekman Pool memory (only 64KB allocations) on servers (FORT-60342). - Has a fixed cost of 1GB virtual memory usage. #jira FORT-60342 Change 3755995 by Alexis.Matte Fix crash when importing morph target with "built in" tangent option #jira UE-52319 Change 3755896 by Arciel.Rekman Remove unnecessary switch for profiling (part of FORT-58878). - -fno-omit-stack-pointer is only needed when getting callstacks for perf. #jira FORT-58878 Change 3755711 by Mike.Fricker Fix "double-delete" crash when using level streaming - Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG) Change 3755701 by David.Ratti FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now. #jira FORT-60317 #review-3755702 @Ryan.Gerleve Change 3754928 by Arciel.Rekman Linux: add LTO support and more. - Adds ability to use link-time opitimization (reusing current target property bAllowLTCG). - Supports using llvm-ar and lld instead of ar/ranlib and ld. - More build information printed (and in a better organized way). - Native scripts updated to install packages with the appropriate tools on supported systems - AutoSDKs updated to require a new toolchain (already checked in). - Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089 #jira FORT-58878 Change 3753986 by Ben.Zeigler #jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly Change 3753274 by Ben.Marsh Fix blank lines in errors and warnings being omitted from notification emails. #jira Change 3753175 by Thomas.Sarkanen Fix hang in animation editor menus Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates. Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list. #jira UE-52271 - Persona menu option locks up editor Change 3752887 by Nick.Darnell Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children. Change 3752785 by Marc.Audy Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes Change 3752185 by Ben.Marsh Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree. #jira Change 3751813 by Ben.Marsh Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines. #jira Change 3750413 by Ben.Zeigler Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one Fix issue where refreshing tags for asset registry would do a very slow array delete/add Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally Change 3750014 by Lina.Halper - duplicate change from following changelists CL 3669273 - delete all tracks option - allow to opt out on bone track importing - fixed pose preview for fullbody to select weights that has pose from asset. CL 3672170 Remove track support for Animation Blueprint Library This is required for facial pose retargeting Change 3749714 by Brian.Bekich Back out changelist 3748287 #jira FORT-60125 Change 3749377 by Robert.Manuszewski Improved log formatting for reporting deterministic cook issues. #jira FORT-59919 Change 3749360 by Robert.Manuszewski Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences. #jira FORT-59919 Change 3748746 by Hongyi.Yu Fixed compiling error in Automation project #jira FORT-59621 Change 3748530 by Mike.Fricker Fixed non-determinism of landscape grass across platforms/compilers This causes bushes to be located in different places depending on what platform you were playing on. 1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug. 2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI. 3) Strings used for CRCs could have possibly have different case. Now forced lowercase. #jira FORT-60109 Change 3748471 by Zak.Middleton Added stats to NetDriver TickFlush and stats gathering within that function. Change 3748287 by Brian.Bekich Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar FInBunch defaults to prior behavior if cvar is 0 UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE Check for path name serialization error before tryng to read checksum #jira FORT-57974 Change 3747980 by Bart.Hawthorne In Oodle, only generate and write dictionaries on Windows, Mac, and Linux Change 3747642 by Gil.Gribb Fix CIS Change 3747635 by Zak.Middleton Avoid string alloc on every ServerMove() call on the server. Change 3747560 by Gil.Gribb UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored. Change 3747548 by Gil.Gribb UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks. Change 3747544 by Bart.Hawthorne When detecting if Oodle is installed, use the newest version instad of the oldest one. Change 3746440 by Robert.Manuszewski Dterministic cook issues reporting improvements - Huge performance improvements - Added new metric to the summary: NumberOfDifferencesInPackages - Diff stats have their own section now (Package.Diff) - When running with -diffonly there commandlet will not log the Warning/Error summary anymore - Callstacks are no longer logged with instruction addresses - Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks - Callstacks, Serialized Object and Serialized Property are now indented - Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning. - Replaced \r\n with \n in the callstack log to make it work better with EC #jira FORT-59919 Change 3746426 by Gil.Gribb UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on. Change 3746348 by Mike.Fricker Added new CVars to toggle level streaming behavior - No effective change to engine yet. The defaults values enable the same default behavior. - New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.) - New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.) - New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up) Change 3746127 by Gil.Gribb UE4 - Slight tweak to more agressively batch occlusion queries. Change 3746111 by Cecil.McRae Change 3745681 by Bob.Tellez #UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning) Change 3745631 by Matt.Kuhlenschmidt Fix details panel crash after compiling blueprints that have edit conditon properties Change 3744544 by Gil.Gribb UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them. #jira FORT-59879 Change 3744419 by Matt.Kuhlenschmidt Fix opening color picker causing values to change. Was due to conversion between srgb and linear color. Change 3744270 by Ben.Marsh Merging change to include deterministic cooking summary from Dev-Core (CL 3743182). #jira FORT-59919 Change 3743621 by Guillaume.Abadie Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144. #jira UE-51569 Change 3743403 by Gil.Gribb UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262) Change 3743392 by Gil.Gribb Merged IO fixed from //UE4 (CL 3641155) Change 3743376 by Gil.Gribb UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates. Change 3743372 by Gil.Gribb UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config. Change 3743030 by Bob.Tellez #UE4 Revert some code the was accidentally merged to UE4Main #jira UE-52032 Change 3742611 by Josh.Markiewicz #UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called #tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless) Change 3742187 by Nick.Darnell Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states. Change 3742053 by Michael.Trepka Copy of CL 3713881 Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets. #jira UE-31093 Change 3742050 by Michael.Trepka Copy of CL 3711085 Reenabled UBT makefiles on Mac Change 3741924 by Josh.Markiewicz #UE4 - delete EpicSurvey module - working toward engine/plugins/online removal from game branch Change 3741865 by Nick.Darnell UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects. Change 3741442 by Ryan.Gerleve Fix initialization order warnings Change 3741370 by Ryan.Gerleve Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android. Change 3740914 by Peter.Knepley Restore player name obsfuscation Change 3740828 by Marc.Audy Dynamically create FKey if the char code is unknown #jira FORT-59735 Change 3740811 by Ben.Marsh UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs. #jira Change 3740328 by Bob.Tellez #UE4 Fix FullLoadAndSave cook method Change 3740327 by Bob.Tellez #UE4 Minor movie scene cooking improvements Change 3740280 by Bob.Tellez #UE4 Fix shipping config CIS Change 3740232 by Bob.Tellez #UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines. Change 3740209 by Nick.Darnell UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget). Change 3740207 by Nick.Darnell Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop. Change 3740189 by Bob.Tellez #UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus Change 3740171 by Marc.Audy Fix merge issue causing compile error for AutomationTool Change 3739270 by Ben.Woodhouse Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread #jira FORT-56961 Change 3739244 by Ben.Woodhouse -statunit commandline option Change 3738920 by peter.knepley Fix issue where simulated proxies had bad crouch state when re-entering relevancy Change 3738904 by Gil.Gribb UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1. Change 3738378 by Ori.Cohen Added better profiling for scene query hitches Change 3736984 by Ben.Woodhouse Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities #jira FORT-56700 Change 3736754 by Zak.Middleton Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes. Change 3736282 by Hongyi.Yu Don't check target file while doing iterative shared prebuild cooking. #jira FORT-58911 Change 3736109 by Michael.Trepka Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC. #jira FORT-55309 Change 3735765 by Ben.Woodhouse Fix GTSynctype logic when vsync is disabled. This was breaking profiling Change 3734436 by Marcus.Wassmer More reliable Aftermath data. #jira FORT-45518 Change 3734103 by Bob.Tellez #UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs Change 3733985 by Saul.Abreu #jira FORT-58816 "Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale Needed to workaround an issue with guillemets (weird arrow quotes). Change 3733922 by Brian.Bekich Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths Check for path name serialization error before tryng to read checksum #jira FORT-57974 Change 3733850 by Max.Chen Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool. #jira FORT-56092 Change 3733299 by Ethan.Geller #jira FORT-58943 Handle corner cases for repeated calls to precache buffers. Change 3732907 by Gil.Gribb UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms. Change 3732728 by Robert.Manuszewski Fixing a crash when dumping stats with massive callstacks #jira FORT-58901 Change 3732438 by Marc.Audy When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated. #jira FORT-56997 Change 3730413 by Lukasz.Furman fixed PlayerName encryption key #jira FORT-59066 Change 3729588 by Bob.Tellez #UE4 Only calling FixupData on load. Fixes crash during parallel saving. Change 3729475 by Marc.Audy Fix missing ; Change 3729444 by Marc.Audy Fix cases where GetWorld() being called multiple times per function Change 3729143 by Hongyi.Yu Added support to extract pak files to mount point. - Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent() #jira FORT-58635 Change 3728981 by Nick.Darnell Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used. Change 3728838 by Zak.Middleton Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling. Change 3728604 by Jian.Ru Submit one render command rather than many in FScene::UpdateParameterCollections Change 3728434 by Marc.Audy PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag. Change 3728427 by Gil.Gribb UE4 - reduce stat overhead when not collecting stats. Change 3728197 by Marc.Audy Properly call post significance on initial registration if the post significance type is sequential Change 3726266 by Gil.Gribb UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps. Change 3724501 by Marc.Audy Fix initialization order Change 3724411 by Ben.Woodhouse Point light shadow rendering optimization - Made per-triangle culling take Z into account. In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k. On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms. On PS4, GPU cost went from 2.3 to 1.9ms. #jira FORT-58921 Change 3724367 by Chad.Garyet Downgrading lock warning about still waiting to a message instead of a warning. Change 3723903 by Max.Preussner MediaAssets: Merged workaround for uninitialized media sound waves from 4.17 #jira FORT-57260 Change 3723134 by Lukasz.Furman added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation Change 3722955 by Jian.Ru Fix a compilation warning #jira FORT-58749 Change 3722667 by Luke.Thatcher [BUILD] [!] Fix PGO failures on build machines. - The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code. - Failure to reserve a device should not be fatal. #jira FORT-58001 Change 3722291 by Lukasz.Furman restored public access to PlayerName for now, current code will be going through accessor Change 3721012 by Alicia.Cano chunk title file generation #jira FORT-53605 Change 3720961 by Marcus.Wassmer Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge. #jira FORT-58240 Change 3719318 by Lukasz.Furman replaced old branch name assertions Change 3719047 by Lukasz.Furman added branch name assertion to core headers to avoid duplicating it Change 3718499 by peter.knepley Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction. Change 3716965 by Alicia.Cano No sound was playing for Android. #jira FORT-58302 #android Change 3715746 by Ben.Marsh Hide Arxan warnings about PDB files not being present. #jira Change 3715172 by Bob.Tellez #UE4 FullLoadAndSave now does SavePackage in parallel. Change 3715055 by Bob.Tellez #UE4 Fix to actually use the precached streaming audio DDC data when cooking. Change 3714130 by Bob.Tellez #UE4 Core changes to allow SavePackage to be done concurrently Change 3714099 by Bob.Tellez #UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions Change 3713145 by Ben.Marsh Disable an Arxan warning in EC. #jira FORT-56926 Change 3712904 by Ben.Woodhouse Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false) Change 3712693 by Ben.Woodhouse Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now. #jira FORT-58409 Change 3712544 by Ben.Woodhouse add missing skylight diffuse gpu stat Change 3712515 by Ben.Woodhouse CSV profiler GPU and pre-declared stat support - refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds - add support for pre-declared CSV stats, using FNames (these are required for GPU stats) - add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats Change 3712297 by Mike.Fricker Fixed huge client hitch when applying changes to in-game options - Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC) #jira FORT-57661 Change 3711501 by Ben.Marsh Fix build failure on Linux. #jira Change 3710962 by David.Ratti Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE Change 3710602 by Marc.Audy Only create MIDs as a child of the calling object if construction script is running Change 3710421 by Ben.Woodhouse Bring over a couple of XB1 rendering fixes from 4.18 3692692: Integrate XB1 translucent lighting fix 3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache #jira UE-49416 Change 3710338 by Marc.Audy Fix Json <-> Property converter to handle maps with struct keys Merged from CL# 3521195 #jira UE-46616 Change 3710226 by Bob.Tellez #UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit Change 3709046 by andrew.grant Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds #jira FORT-57180 Change 3709040 by andrew.grant Fixed issue where this could fail if a messagebox was spawned early during initialization Change 3708830 by Bob.Tellez #UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value" #jira FORT-57833 Change 3708826 by Bob.Tellez #UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders. Change 3707905 by Ori.Cohen Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization #jira UE-51485 Change 3706450 by Chris.Bunner Removing illegal material set on decal component in GameplayStatics. Set a related JIRA, this doesn't actually fix the issue but contributes. #jira FORT-51597 Change 3706223 by Marc.Audy Shrink UPackage class size substantially Change 3706221 by Marc.Audy Store CustomVersions in array rather than set Change 3705798 by Bob.Tellez #UE4 ShadowDepthVertexShader.usf fix to fix Mac cook. Change 3705613 by Uriel.Doyon Texture streaming integration from Main. #jira FORT-57376 Change 3705137 by Michael.Trepka Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined #jira FORT-55309 Change 3704310 by Marcus.Wassmer fix d3ddebug error with shadowcasting pointlights also suppress spammy d3ddebug data about texture debug names #jira FORT-58063 Change 3703477 by Marc.Audy Minor tweak to keep Padding on one cache line. Change 3703449 by Michael.Trepka Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy #jira FORT-55309 Change 3703217 by Marcus.Wassmer Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems #jira FORT-58021 Change 3702926 by Aaron.Eady #JIRA na Engine Code Improvements (that this project doesn't have yet); Added engine code for drawing a debug 2D box. Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \. -- Code -- DrawDebugHelpers: DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes. RemoteConfigIni: SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts. Change 3701976 by Michael.Noland Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor: - CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass - CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor)) - Now shows each function as a separate button, placed in the category associated with the function - The button strip entry is now searchable by function name or tooltip - Prevented operating on functions that have parameters or return values, which would crash before - Removed the duplicate copies of properties placed in the Blutility section - Added a scoped transaction around CallInEditor execution - Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...) Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main Change 3700836 by Bob.Tellez Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive). For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value: -ParamA="-ParamB=Value" #jira FORT-57833 Change 3700821 by Bob.Tellez Merging CL#3461205 from //UE4/Dev-Core Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log") #jira UE-33790 Change 3699584 by Chad.Garyet Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit. #jira FORT-0 Change 3698692 by Aaron.McLeran #jira FORT-57582 crash in sound mix state code - Removed the assert as it looks like that state is now possible. Change 3698411 by Bob.Tellez #UE4 One last correctness fix for when to not save generated base ini files. #jira FORT-57315 Change 3698390 by Bob.Tellez #UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files) #JIRA FORT-57315 Change 3698369 by Bob.Tellez #UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config Change 3698352 by Bob.Tellez #UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds #jira FORT-57315 Change 3698341 by Bob.Tellez #UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely. #JIRA FORT-57315 Change 3697553 by Nick.Darnell Slate - When setting the content of an SBox it should always invalidate. Change 3697330 by Bart.Hawthorne APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update. #jira FORT-57099 #tests ran 100 player bot match Change 3695578 by Bob.Tellez #UE4 Fix Win32 Change 3695508 by Eric.Newman Tweaked LogInit logging to clarify when the command line is being filtered * Encountered this red herring when evaluating crash logs #jira FORT-55839 #tests ran shipping & debug client builds, and editor game build Change 3694898 by Michael.Trepka Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361 #jira FORT-57121 Change 3694655 by David.Ratti Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred). #JIRA FORT-57298 Change 3694491 by Ben.Woodhouse Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test) #jira FORT-57376 Change 3693609 by Ryan.Gerleve Back out CL 3689050 since it was likely causing a crash. #jira FORT-57298 Change 3693327 by Aaron.McLeran #jira FORT-57416 Fixing PS4 cook. Making sure zero pad bytes stays positive without a check. Change 3693136 by David.Ratti fix clang warning Change 3692703 by Thomas.Sarkanen Fix CIS warning on PS4/Linux Change 3692589 by Thomas.Sarkanen Moved exposed value handler bound function initialization to CDO postload This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances #jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms) #tests PIE PvE, 20-bot BR game on PC/PS4. Change 3692552 by Alex.Delesky Change 3692495 by Bart.Hawthorne Fix build Change 3692488 by Bart.Hawthorne Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same. #jira FORT-57104 #tests played 100 player bot match Change 3691819 by Bob.Tellez #UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font. Change 3691805 by Bob.Tellez #UE4 CIS fix Change 3691784 by Bob.Tellez #UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds Change 3691273 by Aaron.McLeran #jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished. Change 3691268 by Aaron.McLeran #jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform Reducing log level Change 3690547 by Ryan.Gerleve Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue. #jira FORT-55763 Change 3690451 by Lukasz.Furman changed branch name testing in engine hacks to use case insensitive match Change 3690270 by David.Ratti Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel. #jira FORT-57156 Change 3690227 by David.Ratti Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally. This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame. #jira FORT-57156 Change 3690184 by David.Ratti Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor. #jira FORT-57156 Change 3689805 by Peter.Knepley Make ConditionalInitAxisProperties protected instead of private #jira FORT-56414 Change 3689789 by Marcus.Wassmer Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding #jira FORT-56792 Change 3689702 by Peter.Knepley Allow games to have a custom MassageAxisInput function #jira FORT-56414 Change 3689687 by Bob.Tellez #UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing Change 3689655 by Peter.Knepley Make SmoothMouse virtual so games can have their own smoothing #jira FORT-56417 Change 3689499 by Bart.Hawthorne Fix Linux CIS warnings Change 3689397 by Bart.Hawthorne Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time Change 3689056 by Lukasz.Furman 3rd attempt for branch name checking in engine code hacks Change 3689050 by David.Ratti First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage. Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors. #jira FORT-57156 Change 3688972 by Bob.Tellez #UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED Change 3688864 by Ryan.Gerleve Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing. #jira FORT-56553 Change 3687654 by Bob.Tellez #UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds. Change 3686615 by Lukasz.Furman Back out changelist 3686610 Change 3686592 by Matt.Kuhlenschmidt Gave the CL description in the source control submit window more room Change 3686020 by Ben.Marsh Remove debug code that prints to logs while building. #jira FORT-56923 Change 3684414 by Peter.Knepley Back out changelist 3678336 #jira FORT-56512 Change 3683894 by Gil.Gribb UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow. Change 3683686 by peter.knepley Raise MTU from 512 to 1024 #jira FORT-56756 Change 3683343 by Rob.Cannaday Fixes insert disk popup #jira FORT-56500 Change 3683156 by Peter.Knepley Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time Change 3682234 by Guillaume.Abadie Cherrypick TAA refactor 3512696 and TAA fix 3668108 #jira FORT-56303 Change 3681494 by Bob.Tellez #UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave Change 3681342 by Bob.Tellez #UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory Change 3681014 by Yenal.Kal #jira FORT-56209 #jira FORT-56272 Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once. This was happening because we were broadcasting the event before we decrement the active count. Change 3680739 by Michael.Trepka Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values #jira FORT-56425 Change 3679237 by Bob.Tellez #UE4 Remove some debug logging Change 3679187 by Bob.Tellez #UE4 Dramatically imrpove speed of writing cookloadorder log file Change 3678926 by Bob.Tellez #UE4 Minor savepackage speed improvements Change 3678336 by Aaron.McLeran #jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished. Change 3676998 by Ben.Woodhouse Fix XGE shader compilation so it doesn't crash randomly Change 3676606 by Ori.Cohen Update GC to be 61.1 to avoid heartbeat collision Change 3676447 by Ori.Cohen Fix CIS warning Change 3676286 by Max.Preussner Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107) #jira FORT-56107 Change 3674591 by Ryan.Gerleve Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients. #jira FORT-55802 Change 3674181 by Michael.Noland Framework: DLL export LogGameplayTags Change 3674138 by Billy.Bramer #jira FORT-56138, FORT-56139 - Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes Change 3672464 by Lukasz.Furman removed recast layers crash tracking code Change 3672153 by Daniel.Lamb Added some debugging code to help track down why shaders are hashing poorly. Change 3671498 by Luke.Thatcher [~] Modify new frame syncing to reduce performance regression seen when the game is running over budget. - Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget. - The game thread will naturally resync with the vsync when we return to being in budget. #jira FORT-55842 Change 3671079 by Ryan.Gerleve Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues. #jira FORT-55763 Change 3670487 by Zak.Middleton Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present. #jira FORT-55999 Change 3670351 by Zak.Middleton Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP. #jira FORT-55999 Change 3670344 by Josh.Markiewicz #UE4 - more verbose logging for SetExpectedClientLoginMsgType Change 3670323 by Wes.Hunt Fix for dedicated servers not flushing events in a timely manner. #jira FORT-56015 Doh, using GFrameNumber was NOT a good idea on servers... :-/ Change 3669817 by Zak.Middleton Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present. #jira FORT-55999 Change 3668416 by Michael.Noland Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized #jira FORT-55887 Change 3668411 by Olaf.Piesche Always cache depth collision particle shader #jira FORT-51307 Change 3668361 by Aaron.McLeran #jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load. Change 3667892 by Rob.Cannaday libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection #jira FORT-55917 Touch LwsWebSocket.cpp to ensure the module gets built with the new libs Change 3667308 by Uriel.Doyon Postponed the release of IO requests when canceling mip updates to prevent threading issue. #jira FORT-54491 Change 3666835 by Lukasz.Furman fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation #jira UE-50370 Change 3665374 by Mike.Fricker Fixed server crashing after hotfixes have re-imported curve table data - The hotfix system is capable of replacing the content of a UCurveTable on the fly - If any systems had references to inner curves on that curve table, they would become invalid - This needs to be fixed in 1.6.4 (tonight) and also in 1.7 #jira FORT-55792 Change 3665063 by Daniel.Broder Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow. Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully. Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file. Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change. #UE4 #NoReleaseNotes #RNX Change 3664948 by Lukasz.Furman reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion #jira FORT-51111 Change 3664916 by John.Abercrombie Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/... - Been testing with this for a while now - This change makes particle effects show up on the current frame's pose for skel meshes as well Removed my StopAllMontagesByGroupName temp hack CL 3383318 Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable). This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose. CL 3388506 Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched. Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress. #jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName Change 3780616 by Gil.Gribb Fixed and reenabled r.DelaySceneRenderCompletion Change 3778979 by Gil.Gribb UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame. Change 3778200 by Nick.Darnell UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state. Change 3777612 by Zak.Middleton Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0". Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched). Change 3774338 by Ben.Woodhouse Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes. Saves up to a millsecond of frame time in CPU-bound scenarios Change 3773462 by Gil.Gribb UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems. Change 3771375 by Hongyi.Yu Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE. Change 3771368 by Ben.Zeigler #jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors. Change 3771173 by Seth.Weedin Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default. Change 3768811 by Ori.Cohen Change animation scale collision code so that it uses the physics asset. Change 3768148 by Brian.Bekich Fix muting being unable to find remote player controller Change 3768117 by Ori.Cohen Prevent pawn collision from updating during animation Change 3766554 by Gil.Gribb UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default. Change 3766427 by Nick.Darnell Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade. Change 3761682 by nick.darnell Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus. Change 3761416 by Ben.Zeigler #jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory. Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful Change 3750998 by Ethan.Geller #jira FORT-60191 Allow -audiomixer command line arg to work on all platforms. Change 3749540 by Marc.Audy SignificanceManager now takes viewpoints in as TArrayView instead of const TArray& Change 3748102 by Marc.Audy Allow cheat cvars to work in Test builds by default Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files Change 3744756 by Bart.Hawthorne Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures. Change 3741168 by Max.Preussner MediaUtils: Fixed movies not playing properly in Shipping builds Change 3739256 by Jian.Ru Set distance field self-shadow bias without recreating all render states Change 3730756 by Ben.Woodhouse HISM optimization: Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues) Change vert threshold to 2K. 1-2ms renderthread win without impacting GPU when rendering point lights Change 3724029 by Zak.Middleton Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling). Change 3723985 by Marc.Audy SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior) Change 3722910 by Jian.Ru Amortize shadow cache update caused by resolution change Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation Change 3718247 by Yenal.Kal Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client. Change 3716343 by Jamie.Dale Adding Korean and Turkish to the localization automation Change 3710534 by Uriel.Doyon Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view. This is used to cull irrelevant levels and reduce the async task number of iterations. The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize. This requires to remove primitives with big UV density from the level data. Those primitives get moved to the dynamic lists. This is controlled by r.Streaming.MaxTextureUVDensity Change 3707207 by David.Ratti Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc. unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients Change 3706272 by Thomas.Sarkanen Added utility/math functions to aid in optimizing anim blueprints Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions. Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality. Change 3706159 by David.Ratti PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update Change 3692891 by David.Ratti Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same. Change 3691392 by Aaron.McLeran #jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled - Fix log error in BulkData.cpp - Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system - Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned - Fix up DDC key, serialize AudioDataSize separately from chunk DataSize Change 3682683 by Zak.Middleton Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server. Change 3678771 by Ori.Cohen Added the ability to turn on stack walk during hitching vs lightweight stats Change 3676363 by Ori.Cohen Added the ability to get callstacks as part of hitch detection Change 3674877 by Keith.Judge Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile. Change 3672515 by Bob.Tellez Added code to play wind particle effects Change 3670909 by Zak.Middleton Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking). [CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
#if IS_PROGRAM
return false;
#else
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
return !FPlatformProperties::IsClientOnly();
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3780878 by Nick.Darnell UMG - Providing more information when the compile fails to find a bindable widget. Change 3780855 by Gil.Gribb UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR. Change 3780803 by Thomas.Sarkanen Dont create animation tasks for skeletal meshes that have no anim instance This avoids some wasted work for non-animated attachments, such as pickaxes #jira FORT-61523 - Don't create anim worker tasks if no AnimBP Change 3780741 by Yenal.Kal #jira FORT-60177 Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly. Change 3780663 by Gil.Gribb UE4 - Batching for audio thread commands. Change 3780466 by Ben.Marsh Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record') Change 3779937 by Nick.Darnell UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation. Change 3779858 by Sam.Zamani #http use separate "-multihomehttp" instead of "-multihome" for routing http socket #jira FORT-61666 #tests none Change 3779288 by Michael.Trepka Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data #jira FORT-59762 Change 3779062 by Mike.Fricker Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor. ---- Improve responsiveness of Open Asset dialog. On large projects, there's a noticeable delay when opening and searching/filtering assets. Stopwatch measurements on my machine (seconds for ~122,000 assets): before with this CL ctrl-P 1.4 0.45 search 1.8 0.55 CollectionManagerModule was the main culprit for search/filter slowness. Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation. Change 3778954 by Nick.Darnell Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling. Change 3778896 by Ben.Marsh Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two. #jira Change 3778807 by Ben.Marsh Fix Tencent include paths not registering if workspace directory contains a space. Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote. #jira Change 3778686 by Luke.Thatcher Reduced impact of dynamic vertex buffer RHI stall in D3D12 - In most cases we can avoid the stall if the vertex buffer has never been used before. - Only when a buffer has an existing SRV do we need to stall. - Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash. This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10. #jira FORT-61390 Change 3778679 by Thomas.Sarkanen Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously. #jira FORT-61548 Change 3778591 by Ben.Woodhouse Add build config to FPSChart HTML output #jira FORT-56478 Change 3778175 by ben.marsh Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter. Will remove all the surrounding code in a later update to a development branch. #jira Change 3777750 by Chris.Gagnon - Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit. - This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary. - This differs from Custom which is a full override of the navigation behavior. Change 3777678 by Bob.Tellez #UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath Change 3776962 by Bob.Tellez #UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands) Change 3776656 by Thomas.Sarkanen Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components This was causing AIs to get stuck in montage playback in some circumstances #jira FORT-61324, FORT-60558 Change 3776655 by Bob.Tellez #UE4 CIS fix after 3776629 Change 3776650 by Bob.Tellez Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files Change 3776649 by Nick.Darnell UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel. Change 3776629 by Bob.Tellez #UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL. Change 3776328 by James.Golding Add command line option (-statnamedevents) for enabling named events Change 3776024 by Nick.Darnell Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale. Change 3775569 by Gil.Gribb UE4 - Fixed bugs with r.DelaySceneRenderCompletion Change 3775543 by Luke.Thatcher [XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer - Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update. Change 3775488 by Thomas.Sarkanen Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks #jira FORT-61157 - Run anim update on worker, even if not visible Change 3775219 by Bob.Tellez #UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking Change 3774886 by Mike.Fricker Fixed occasional crash when backing out to lobby - Don't force DF data to be updated when the mesh isn't in the world or has no scene interface #jira FORT-60863 Change 3774767 by Ori.Cohen Fix race condition for creating statid in test configs Change 3774682 by Bob.Tellez #UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it. Change 3774621 by Bob.Tellez #UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds. Change 3774201 by Gil.Gribb UE4 - Fixed rare crash caused by unmounting pak files. Change 3773920 by Gil.Gribb UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default. Change 3773896 by Thomas.Sarkanen Push non-rendered anim updates back onto the worker thread Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation). #jira FORT-61157 - Run anim update on worker, even if not visible Change 3773886 by Gil.Gribb UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1. Change 3773882 by Gil.Gribb UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer. Change 3773461 by Gil.Gribb UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing. Change 3773459 by Gil.Gribb UE4 - Adds TLS caches for MallocBinned2 to the Audio thread. Change 3773458 by Gil.Gribb UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks. Change 3773011 by Robert.Manuszewski Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports. + Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff Change 3772867 by Thomas.Sarkanen Nativization now correctly generates and builds code for "Client" builds Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly. Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne) Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client" #jira FORT-52823 - Nativizing Player Animation Blueprints Change 3772408 by Robert.Manuszewski Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly) Change 3772359 by Thomas.Sarkanen Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations. Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with. Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s. #jira FORT-52823 - Nativizing Player Animation Blueprints Change 3771975 by Zak.Middleton Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist(). #jira FORT-61134 Change 3771421 by Ori.Cohen Fix CIS Change 3771052 by Robert.Manuszewski Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway. Change 3771039 by Bob.Tellez #UE4 Allowing use of -FPS in PGO profile builds Change 3770747 by Ori.Cohen Added missing stat named events for anim bp Change 3769616 by Arciel.Rekman UBT: Use response files for compiler when compiling for Linux. - Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units). Change 3769457 by Gil.Gribb UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion. Change 3769136 by Michael.Noland Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in Change 3768736 by Robert.Manuszewski More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized #jira FORT-60943 Change 3768634 by Robert.Manuszewski Small optimization to FEDLCookChecker::Verify function Change 3768603 by Robert.Manuszewski Merging CL #3766740 by Steve.Robb TMultiMap::Append added. Change 3768586 by Ben.Woodhouse csv profiler screen message Change 3768506 by Thomas.Sarkanen Duplicating CL 3764661 from Paragon: Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics(). Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test. #jira OR-46341 #tests LaneMinionFXTests, monolith w/ full teams. Change 3768504 by Thomas.Sarkanen Duplicating CL 3758315 from Paragon: Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work. PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations. Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms. Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims. Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance. #jira OR-46341 #tests minion FX perf map, lane minion test map, monolith match with 2 full teams. Change 3768097 by Bob.Tellez #UE4 Fix non-editor CIS Change 3767957 by Bob.Tellez #UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets) Change 3767906 by Mike.Fricker Add Blueprint functions to query parameters from MIC - GetScalarParameterValue - GetTextureParameterValue - GetVectorParameterValue MIDs already had these functions, but MICs did not. Change 3767737 by Max.Preussner Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached #author jack.porter #jira FORT-59777 Change 3767735 by Bob.Tellez #UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time. #jira FORT-60918 Change 3767244 by Ethan.Geller #jira FORT-60885 Merge in fix for memory leak from 4.18.1. Change 3766567 by Marc.Audy Fix initialization ordering warnings Change 3766443 by Jian.Ru Submit PSO locking fix again as it has passed local tests Change 3766362 by Ori.Cohen Added the ability to get concurrent captures in Test configurations without having to turn full stats on Change 3766277 by Marc.Audy Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup Change 3766275 by Marc.Audy Better pack UTexture* classes Change 3766272 by Thomas.Sarkanen Fixes to enable auto-nativization for animation blueprints For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets: - In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer. - Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'. - Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system. Disabled fast-path optimization when running a native anim BP, as native code is faster! #jira FORT-52823 - Nativizing Player Animation Blueprints #jira FORT-57378 - Perf optimization: animation blueprint improvements Change 3766215 by Marc.Audy Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap Change 3765664 by Michael.Noland Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty Change 3765624 by Marc.Audy Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean Change 3765200 by Nick.Darnell Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention. Change 3764881 by Wes.Hunt Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep. #jira FORT-60585 #review-3764882 @arciel.rekman Change 3763872 by Max.Chen Sequencer: Set default completion mode for all sections to project default. Copy from Dev-Sequencer #jira UE-49480 Change 3763871 by Max.Chen Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState. Copy from Dev-Sequencer #jira UE-49480 Change 3763810 by Gil.Gribb UE4 - remove some init timing spew in programs (i.e. UHT) Change 3762939 by Robert.Manuszewski Removing all locks from FEDLCookChecker to improve SavePackage performance Change 3762851 by Bob.Tellez Duplicating CL#3740778 from //UE4/Dev-Editor Fixed issue with content browser column sorting #jira UE-49460 Change 3762660 by Bob.Tellez #UE4 Fix a few parallelsave threading problems. Change 3761861 by Marc.Audy Fix archive complaints about bitfield Change 3761802 by Marc.Audy Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings Change 3761299 by Matt.Kuhlenschmidt Fix levels not being lockable/unlockable if they are not checked out #jira FORT-60086 Change 3760422 by Bob.Tellez #UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials. Change 3760113 by Jian.Ru Back out changelist 3759715 as it causes a crash on UGS autotest Change 3759761 by Jian.Ru Clean up some debug comments Change 3759715 by Jian.Ru Removing excessive locking when accessing PSO caches. Change 3759285 by Nick.Darnell Editor - Fixing the length of the datatable row dropdown in the editor. Change 3758334 by Alexis.Matte Fix a crash when importing morph target there was a unsync between some buffer depending on the import options #jira UE-52319 Change 3758332 by Ben.Marsh Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio. #jira Change 3758215 by Brian.Bekich Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers Change 3757702 by Bob.Tellez #UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave Change 3757545 by ben.marsh Suppress Arxan warning about being unable to install a default guard at it's default location. Change 3757452 by Aaron.McLeran #jira FORT-59675 Client Crash in __delayLoadHelper2() Fixing build error on linux. Change 3757389 by Hongyi.Yu Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level. #jira FORT-58283 Change 3757229 by Aaron.McLeran #jira FORT-59675 Client Crash in __delayLoadHelper2() Change 3757077 by Max.Preussner MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint #jira FORT-59774 #jira UE-51943 #tests none Change 3756854 by Mike.Fricker Fix "double-delete" crash when using level streaming - Backed out unintentional network checksum change! Change 3756790 by Bob.Tellez #UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances Change 3756639 by Arciel.Rekman Pool memory (only 64KB allocations) on servers (FORT-60342). - Has a fixed cost of 1GB virtual memory usage. #jira FORT-60342 Change 3755995 by Alexis.Matte Fix crash when importing morph target with "built in" tangent option #jira UE-52319 Change 3755896 by Arciel.Rekman Remove unnecessary switch for profiling (part of FORT-58878). - -fno-omit-stack-pointer is only needed when getting callstacks for perf. #jira FORT-58878 Change 3755711 by Mike.Fricker Fix "double-delete" crash when using level streaming - Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG) Change 3755701 by David.Ratti FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now. #jira FORT-60317 #review-3755702 @Ryan.Gerleve Change 3754928 by Arciel.Rekman Linux: add LTO support and more. - Adds ability to use link-time opitimization (reusing current target property bAllowLTCG). - Supports using llvm-ar and lld instead of ar/ranlib and ld. - More build information printed (and in a better organized way). - Native scripts updated to install packages with the appropriate tools on supported systems - AutoSDKs updated to require a new toolchain (already checked in). - Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089 #jira FORT-58878 Change 3753986 by Ben.Zeigler #jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly Change 3753274 by Ben.Marsh Fix blank lines in errors and warnings being omitted from notification emails. #jira Change 3753175 by Thomas.Sarkanen Fix hang in animation editor menus Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates. Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list. #jira UE-52271 - Persona menu option locks up editor Change 3752887 by Nick.Darnell Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children. Change 3752785 by Marc.Audy Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes Change 3752185 by Ben.Marsh Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree. #jira Change 3751813 by Ben.Marsh Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines. #jira Change 3750413 by Ben.Zeigler Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one Fix issue where refreshing tags for asset registry would do a very slow array delete/add Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally Change 3750014 by Lina.Halper - duplicate change from following changelists CL 3669273 - delete all tracks option - allow to opt out on bone track importing - fixed pose preview for fullbody to select weights that has pose from asset. CL 3672170 Remove track support for Animation Blueprint Library This is required for facial pose retargeting Change 3749714 by Brian.Bekich Back out changelist 3748287 #jira FORT-60125 Change 3749377 by Robert.Manuszewski Improved log formatting for reporting deterministic cook issues. #jira FORT-59919 Change 3749360 by Robert.Manuszewski Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences. #jira FORT-59919 Change 3748746 by Hongyi.Yu Fixed compiling error in Automation project #jira FORT-59621 Change 3748530 by Mike.Fricker Fixed non-determinism of landscape grass across platforms/compilers This causes bushes to be located in different places depending on what platform you were playing on. 1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug. 2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI. 3) Strings used for CRCs could have possibly have different case. Now forced lowercase. #jira FORT-60109 Change 3748471 by Zak.Middleton Added stats to NetDriver TickFlush and stats gathering within that function. Change 3748287 by Brian.Bekich Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar FInBunch defaults to prior behavior if cvar is 0 UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE Check for path name serialization error before tryng to read checksum #jira FORT-57974 Change 3747980 by Bart.Hawthorne In Oodle, only generate and write dictionaries on Windows, Mac, and Linux Change 3747642 by Gil.Gribb Fix CIS Change 3747635 by Zak.Middleton Avoid string alloc on every ServerMove() call on the server. Change 3747560 by Gil.Gribb UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored. Change 3747548 by Gil.Gribb UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks. Change 3747544 by Bart.Hawthorne When detecting if Oodle is installed, use the newest version instad of the oldest one. Change 3746440 by Robert.Manuszewski Dterministic cook issues reporting improvements - Huge performance improvements - Added new metric to the summary: NumberOfDifferencesInPackages - Diff stats have their own section now (Package.Diff) - When running with -diffonly there commandlet will not log the Warning/Error summary anymore - Callstacks are no longer logged with instruction addresses - Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks - Callstacks, Serialized Object and Serialized Property are now indented - Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning. - Replaced \r\n with \n in the callstack log to make it work better with EC #jira FORT-59919 Change 3746426 by Gil.Gribb UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on. Change 3746348 by Mike.Fricker Added new CVars to toggle level streaming behavior - No effective change to engine yet. The defaults values enable the same default behavior. - New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.) - New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.) - New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up) Change 3746127 by Gil.Gribb UE4 - Slight tweak to more agressively batch occlusion queries. Change 3746111 by Cecil.McRae Change 3745681 by Bob.Tellez #UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning) Change 3745631 by Matt.Kuhlenschmidt Fix details panel crash after compiling blueprints that have edit conditon properties Change 3744544 by Gil.Gribb UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them. #jira FORT-59879 Change 3744419 by Matt.Kuhlenschmidt Fix opening color picker causing values to change. Was due to conversion between srgb and linear color. Change 3744270 by Ben.Marsh Merging change to include deterministic cooking summary from Dev-Core (CL 3743182). #jira FORT-59919 Change 3743621 by Guillaume.Abadie Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144. #jira UE-51569 Change 3743403 by Gil.Gribb UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262) Change 3743392 by Gil.Gribb Merged IO fixed from //UE4 (CL 3641155) Change 3743376 by Gil.Gribb UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates. Change 3743372 by Gil.Gribb UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config. Change 3743030 by Bob.Tellez #UE4 Revert some code the was accidentally merged to UE4Main #jira UE-52032 Change 3742611 by Josh.Markiewicz #UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called #tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless) Change 3742187 by Nick.Darnell Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states. Change 3742053 by Michael.Trepka Copy of CL 3713881 Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets. #jira UE-31093 Change 3742050 by Michael.Trepka Copy of CL 3711085 Reenabled UBT makefiles on Mac Change 3741924 by Josh.Markiewicz #UE4 - delete EpicSurvey module - working toward engine/plugins/online removal from game branch Change 3741865 by Nick.Darnell UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects. Change 3741442 by Ryan.Gerleve Fix initialization order warnings Change 3741370 by Ryan.Gerleve Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android. Change 3740914 by Peter.Knepley Restore player name obsfuscation Change 3740828 by Marc.Audy Dynamically create FKey if the char code is unknown #jira FORT-59735 Change 3740811 by Ben.Marsh UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs. #jira Change 3740328 by Bob.Tellez #UE4 Fix FullLoadAndSave cook method Change 3740327 by Bob.Tellez #UE4 Minor movie scene cooking improvements Change 3740280 by Bob.Tellez #UE4 Fix shipping config CIS Change 3740232 by Bob.Tellez #UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines. Change 3740209 by Nick.Darnell UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget). Change 3740207 by Nick.Darnell Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop. Change 3740189 by Bob.Tellez #UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus Change 3740171 by Marc.Audy Fix merge issue causing compile error for AutomationTool Change 3739270 by Ben.Woodhouse Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread #jira FORT-56961 Change 3739244 by Ben.Woodhouse -statunit commandline option Change 3738920 by peter.knepley Fix issue where simulated proxies had bad crouch state when re-entering relevancy Change 3738904 by Gil.Gribb UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1. Change 3738378 by Ori.Cohen Added better profiling for scene query hitches Change 3736984 by Ben.Woodhouse Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities #jira FORT-56700 Change 3736754 by Zak.Middleton Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes. Change 3736282 by Hongyi.Yu Don't check target file while doing iterative shared prebuild cooking. #jira FORT-58911 Change 3736109 by Michael.Trepka Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC. #jira FORT-55309 Change 3735765 by Ben.Woodhouse Fix GTSynctype logic when vsync is disabled. This was breaking profiling Change 3734436 by Marcus.Wassmer More reliable Aftermath data. #jira FORT-45518 Change 3734103 by Bob.Tellez #UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs Change 3733985 by Saul.Abreu #jira FORT-58816 "Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale Needed to workaround an issue with guillemets (weird arrow quotes). Change 3733922 by Brian.Bekich Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths Check for path name serialization error before tryng to read checksum #jira FORT-57974 Change 3733850 by Max.Chen Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool. #jira FORT-56092 Change 3733299 by Ethan.Geller #jira FORT-58943 Handle corner cases for repeated calls to precache buffers. Change 3732907 by Gil.Gribb UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms. Change 3732728 by Robert.Manuszewski Fixing a crash when dumping stats with massive callstacks #jira FORT-58901 Change 3732438 by Marc.Audy When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated. #jira FORT-56997 Change 3730413 by Lukasz.Furman fixed PlayerName encryption key #jira FORT-59066 Change 3729588 by Bob.Tellez #UE4 Only calling FixupData on load. Fixes crash during parallel saving. Change 3729475 by Marc.Audy Fix missing ; Change 3729444 by Marc.Audy Fix cases where GetWorld() being called multiple times per function Change 3729143 by Hongyi.Yu Added support to extract pak files to mount point. - Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent() #jira FORT-58635 Change 3728981 by Nick.Darnell Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used. Change 3728838 by Zak.Middleton Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling. Change 3728604 by Jian.Ru Submit one render command rather than many in FScene::UpdateParameterCollections Change 3728434 by Marc.Audy PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag. Change 3728427 by Gil.Gribb UE4 - reduce stat overhead when not collecting stats. Change 3728197 by Marc.Audy Properly call post significance on initial registration if the post significance type is sequential Change 3726266 by Gil.Gribb UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps. Change 3724501 by Marc.Audy Fix initialization order Change 3724411 by Ben.Woodhouse Point light shadow rendering optimization - Made per-triangle culling take Z into account. In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k. On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms. On PS4, GPU cost went from 2.3 to 1.9ms. #jira FORT-58921 Change 3724367 by Chad.Garyet Downgrading lock warning about still waiting to a message instead of a warning. Change 3723903 by Max.Preussner MediaAssets: Merged workaround for uninitialized media sound waves from 4.17 #jira FORT-57260 Change 3723134 by Lukasz.Furman added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation Change 3722955 by Jian.Ru Fix a compilation warning #jira FORT-58749 Change 3722667 by Luke.Thatcher [BUILD] [!] Fix PGO failures on build machines. - The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code. - Failure to reserve a device should not be fatal. #jira FORT-58001 Change 3722291 by Lukasz.Furman restored public access to PlayerName for now, current code will be going through accessor Change 3721012 by Alicia.Cano chunk title file generation #jira FORT-53605 Change 3720961 by Marcus.Wassmer Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge. #jira FORT-58240 Change 3719318 by Lukasz.Furman replaced old branch name assertions Change 3719047 by Lukasz.Furman added branch name assertion to core headers to avoid duplicating it Change 3718499 by peter.knepley Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction. Change 3716965 by Alicia.Cano No sound was playing for Android. #jira FORT-58302 #android Change 3715746 by Ben.Marsh Hide Arxan warnings about PDB files not being present. #jira Change 3715172 by Bob.Tellez #UE4 FullLoadAndSave now does SavePackage in parallel. Change 3715055 by Bob.Tellez #UE4 Fix to actually use the precached streaming audio DDC data when cooking. Change 3714130 by Bob.Tellez #UE4 Core changes to allow SavePackage to be done concurrently Change 3714099 by Bob.Tellez #UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions Change 3713145 by Ben.Marsh Disable an Arxan warning in EC. #jira FORT-56926 Change 3712904 by Ben.Woodhouse Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false) Change 3712693 by Ben.Woodhouse Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now. #jira FORT-58409 Change 3712544 by Ben.Woodhouse add missing skylight diffuse gpu stat Change 3712515 by Ben.Woodhouse CSV profiler GPU and pre-declared stat support - refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds - add support for pre-declared CSV stats, using FNames (these are required for GPU stats) - add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats Change 3712297 by Mike.Fricker Fixed huge client hitch when applying changes to in-game options - Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC) #jira FORT-57661 Change 3711501 by Ben.Marsh Fix build failure on Linux. #jira Change 3710962 by David.Ratti Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE Change 3710602 by Marc.Audy Only create MIDs as a child of the calling object if construction script is running Change 3710421 by Ben.Woodhouse Bring over a couple of XB1 rendering fixes from 4.18 3692692: Integrate XB1 translucent lighting fix 3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache #jira UE-49416 Change 3710338 by Marc.Audy Fix Json <-> Property converter to handle maps with struct keys Merged from CL# 3521195 #jira UE-46616 Change 3710226 by Bob.Tellez #UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit Change 3709046 by andrew.grant Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds #jira FORT-57180 Change 3709040 by andrew.grant Fixed issue where this could fail if a messagebox was spawned early during initialization Change 3708830 by Bob.Tellez #UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value" #jira FORT-57833 Change 3708826 by Bob.Tellez #UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders. Change 3707905 by Ori.Cohen Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization #jira UE-51485 Change 3706450 by Chris.Bunner Removing illegal material set on decal component in GameplayStatics. Set a related JIRA, this doesn't actually fix the issue but contributes. #jira FORT-51597 Change 3706223 by Marc.Audy Shrink UPackage class size substantially Change 3706221 by Marc.Audy Store CustomVersions in array rather than set Change 3705798 by Bob.Tellez #UE4 ShadowDepthVertexShader.usf fix to fix Mac cook. Change 3705613 by Uriel.Doyon Texture streaming integration from Main. #jira FORT-57376 Change 3705137 by Michael.Trepka Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined #jira FORT-55309 Change 3704310 by Marcus.Wassmer fix d3ddebug error with shadowcasting pointlights also suppress spammy d3ddebug data about texture debug names #jira FORT-58063 Change 3703477 by Marc.Audy Minor tweak to keep Padding on one cache line. Change 3703449 by Michael.Trepka Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy #jira FORT-55309 Change 3703217 by Marcus.Wassmer Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems #jira FORT-58021 Change 3702926 by Aaron.Eady #JIRA na Engine Code Improvements (that this project doesn't have yet); Added engine code for drawing a debug 2D box. Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \. -- Code -- DrawDebugHelpers: DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes. RemoteConfigIni: SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts. Change 3701976 by Michael.Noland Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor: - CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass - CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor)) - Now shows each function as a separate button, placed in the category associated with the function - The button strip entry is now searchable by function name or tooltip - Prevented operating on functions that have parameters or return values, which would crash before - Removed the duplicate copies of properties placed in the Blutility section - Added a scoped transaction around CallInEditor execution - Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...) Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main Change 3700836 by Bob.Tellez Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive). For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value: -ParamA="-ParamB=Value" #jira FORT-57833 Change 3700821 by Bob.Tellez Merging CL#3461205 from //UE4/Dev-Core Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log") #jira UE-33790 Change 3699584 by Chad.Garyet Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit. #jira FORT-0 Change 3698692 by Aaron.McLeran #jira FORT-57582 crash in sound mix state code - Removed the assert as it looks like that state is now possible. Change 3698411 by Bob.Tellez #UE4 One last correctness fix for when to not save generated base ini files. #jira FORT-57315 Change 3698390 by Bob.Tellez #UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files) #JIRA FORT-57315 Change 3698369 by Bob.Tellez #UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config Change 3698352 by Bob.Tellez #UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds #jira FORT-57315 Change 3698341 by Bob.Tellez #UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely. #JIRA FORT-57315 Change 3697553 by Nick.Darnell Slate - When setting the content of an SBox it should always invalidate. Change 3697330 by Bart.Hawthorne APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update. #jira FORT-57099 #tests ran 100 player bot match Change 3695578 by Bob.Tellez #UE4 Fix Win32 Change 3695508 by Eric.Newman Tweaked LogInit logging to clarify when the command line is being filtered * Encountered this red herring when evaluating crash logs #jira FORT-55839 #tests ran shipping & debug client builds, and editor game build Change 3694898 by Michael.Trepka Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361 #jira FORT-57121 Change 3694655 by David.Ratti Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred). #JIRA FORT-57298 Change 3694491 by Ben.Woodhouse Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test) #jira FORT-57376 Change 3693609 by Ryan.Gerleve Back out CL 3689050 since it was likely causing a crash. #jira FORT-57298 Change 3693327 by Aaron.McLeran #jira FORT-57416 Fixing PS4 cook. Making sure zero pad bytes stays positive without a check. Change 3693136 by David.Ratti fix clang warning Change 3692703 by Thomas.Sarkanen Fix CIS warning on PS4/Linux Change 3692589 by Thomas.Sarkanen Moved exposed value handler bound function initialization to CDO postload This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances #jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms) #tests PIE PvE, 20-bot BR game on PC/PS4. Change 3692552 by Alex.Delesky Change 3692495 by Bart.Hawthorne Fix build Change 3692488 by Bart.Hawthorne Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same. #jira FORT-57104 #tests played 100 player bot match Change 3691819 by Bob.Tellez #UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font. Change 3691805 by Bob.Tellez #UE4 CIS fix Change 3691784 by Bob.Tellez #UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds Change 3691273 by Aaron.McLeran #jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished. Change 3691268 by Aaron.McLeran #jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform Reducing log level Change 3690547 by Ryan.Gerleve Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue. #jira FORT-55763 Change 3690451 by Lukasz.Furman changed branch name testing in engine hacks to use case insensitive match Change 3690270 by David.Ratti Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel. #jira FORT-57156 Change 3690227 by David.Ratti Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally. This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame. #jira FORT-57156 Change 3690184 by David.Ratti Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor. #jira FORT-57156 Change 3689805 by Peter.Knepley Make ConditionalInitAxisProperties protected instead of private #jira FORT-56414 Change 3689789 by Marcus.Wassmer Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding #jira FORT-56792 Change 3689702 by Peter.Knepley Allow games to have a custom MassageAxisInput function #jira FORT-56414 Change 3689687 by Bob.Tellez #UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing Change 3689655 by Peter.Knepley Make SmoothMouse virtual so games can have their own smoothing #jira FORT-56417 Change 3689499 by Bart.Hawthorne Fix Linux CIS warnings Change 3689397 by Bart.Hawthorne Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time Change 3689056 by Lukasz.Furman 3rd attempt for branch name checking in engine code hacks Change 3689050 by David.Ratti First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage. Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors. #jira FORT-57156 Change 3688972 by Bob.Tellez #UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED Change 3688864 by Ryan.Gerleve Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing. #jira FORT-56553 Change 3687654 by Bob.Tellez #UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds. Change 3686615 by Lukasz.Furman Back out changelist 3686610 Change 3686592 by Matt.Kuhlenschmidt Gave the CL description in the source control submit window more room Change 3686020 by Ben.Marsh Remove debug code that prints to logs while building. #jira FORT-56923 Change 3684414 by Peter.Knepley Back out changelist 3678336 #jira FORT-56512 Change 3683894 by Gil.Gribb UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow. Change 3683686 by peter.knepley Raise MTU from 512 to 1024 #jira FORT-56756 Change 3683343 by Rob.Cannaday Fixes insert disk popup #jira FORT-56500 Change 3683156 by Peter.Knepley Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time Change 3682234 by Guillaume.Abadie Cherrypick TAA refactor 3512696 and TAA fix 3668108 #jira FORT-56303 Change 3681494 by Bob.Tellez #UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave Change 3681342 by Bob.Tellez #UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory Change 3681014 by Yenal.Kal #jira FORT-56209 #jira FORT-56272 Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once. This was happening because we were broadcasting the event before we decrement the active count. Change 3680739 by Michael.Trepka Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values #jira FORT-56425 Change 3679237 by Bob.Tellez #UE4 Remove some debug logging Change 3679187 by Bob.Tellez #UE4 Dramatically imrpove speed of writing cookloadorder log file Change 3678926 by Bob.Tellez #UE4 Minor savepackage speed improvements Change 3678336 by Aaron.McLeran #jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished. Change 3676998 by Ben.Woodhouse Fix XGE shader compilation so it doesn't crash randomly Change 3676606 by Ori.Cohen Update GC to be 61.1 to avoid heartbeat collision Change 3676447 by Ori.Cohen Fix CIS warning Change 3676286 by Max.Preussner Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107) #jira FORT-56107 Change 3674591 by Ryan.Gerleve Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients. #jira FORT-55802 Change 3674181 by Michael.Noland Framework: DLL export LogGameplayTags Change 3674138 by Billy.Bramer #jira FORT-56138, FORT-56139 - Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes Change 3672464 by Lukasz.Furman removed recast layers crash tracking code Change 3672153 by Daniel.Lamb Added some debugging code to help track down why shaders are hashing poorly. Change 3671498 by Luke.Thatcher [~] Modify new frame syncing to reduce performance regression seen when the game is running over budget. - Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget. - The game thread will naturally resync with the vsync when we return to being in budget. #jira FORT-55842 Change 3671079 by Ryan.Gerleve Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues. #jira FORT-55763 Change 3670487 by Zak.Middleton Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present. #jira FORT-55999 Change 3670351 by Zak.Middleton Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP. #jira FORT-55999 Change 3670344 by Josh.Markiewicz #UE4 - more verbose logging for SetExpectedClientLoginMsgType Change 3670323 by Wes.Hunt Fix for dedicated servers not flushing events in a timely manner. #jira FORT-56015 Doh, using GFrameNumber was NOT a good idea on servers... :-/ Change 3669817 by Zak.Middleton Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present. #jira FORT-55999 Change 3668416 by Michael.Noland Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized #jira FORT-55887 Change 3668411 by Olaf.Piesche Always cache depth collision particle shader #jira FORT-51307 Change 3668361 by Aaron.McLeran #jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load. Change 3667892 by Rob.Cannaday libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection #jira FORT-55917 Touch LwsWebSocket.cpp to ensure the module gets built with the new libs Change 3667308 by Uriel.Doyon Postponed the release of IO requests when canceling mip updates to prevent threading issue. #jira FORT-54491 Change 3666835 by Lukasz.Furman fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation #jira UE-50370 Change 3665374 by Mike.Fricker Fixed server crashing after hotfixes have re-imported curve table data - The hotfix system is capable of replacing the content of a UCurveTable on the fly - If any systems had references to inner curves on that curve table, they would become invalid - This needs to be fixed in 1.6.4 (tonight) and also in 1.7 #jira FORT-55792 Change 3665063 by Daniel.Broder Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow. Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully. Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file. Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change. #UE4 #NoReleaseNotes #RNX Change 3664948 by Lukasz.Furman reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion #jira FORT-51111 Change 3664916 by John.Abercrombie Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/... - Been testing with this for a while now - This change makes particle effects show up on the current frame's pose for skel meshes as well Removed my StopAllMontagesByGroupName temp hack CL 3383318 Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable). This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose. CL 3388506 Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched. Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress. #jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName Change 3780616 by Gil.Gribb Fixed and reenabled r.DelaySceneRenderCompletion Change 3778979 by Gil.Gribb UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame. Change 3778200 by Nick.Darnell UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state. Change 3777612 by Zak.Middleton Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0". Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched). Change 3774338 by Ben.Woodhouse Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes. Saves up to a millsecond of frame time in CPU-bound scenarios Change 3773462 by Gil.Gribb UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems. Change 3771375 by Hongyi.Yu Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE. Change 3771368 by Ben.Zeigler #jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors. Change 3771173 by Seth.Weedin Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default. Change 3768811 by Ori.Cohen Change animation scale collision code so that it uses the physics asset. Change 3768148 by Brian.Bekich Fix muting being unable to find remote player controller Change 3768117 by Ori.Cohen Prevent pawn collision from updating during animation Change 3766554 by Gil.Gribb UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default. Change 3766427 by Nick.Darnell Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade. Change 3761682 by nick.darnell Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus. Change 3761416 by Ben.Zeigler #jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory. Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful Change 3750998 by Ethan.Geller #jira FORT-60191 Allow -audiomixer command line arg to work on all platforms. Change 3749540 by Marc.Audy SignificanceManager now takes viewpoints in as TArrayView instead of const TArray& Change 3748102 by Marc.Audy Allow cheat cvars to work in Test builds by default Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files Change 3744756 by Bart.Hawthorne Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures. Change 3741168 by Max.Preussner MediaUtils: Fixed movies not playing properly in Shipping builds Change 3739256 by Jian.Ru Set distance field self-shadow bias without recreating all render states Change 3730756 by Ben.Woodhouse HISM optimization: Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues) Change vert threshold to 2K. 1-2ms renderthread win without impacting GPU when rendering point lights Change 3724029 by Zak.Middleton Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling). Change 3723985 by Marc.Audy SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior) Change 3722910 by Jian.Ru Amortize shadow cache update caused by resolution change Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation Change 3718247 by Yenal.Kal Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client. Change 3716343 by Jamie.Dale Adding Korean and Turkish to the localization automation Change 3710534 by Uriel.Doyon Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view. This is used to cull irrelevant levels and reduce the async task number of iterations. The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize. This requires to remove primitives with big UV density from the level data. Those primitives get moved to the dynamic lists. This is controlled by r.Streaming.MaxTextureUVDensity Change 3707207 by David.Ratti Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc. unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients Change 3706272 by Thomas.Sarkanen Added utility/math functions to aid in optimizing anim blueprints Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions. Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality. Change 3706159 by David.Ratti PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update Change 3692891 by David.Ratti Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same. Change 3691392 by Aaron.McLeran #jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled - Fix log error in BulkData.cpp - Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system - Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned - Fix up DDC key, serialize AudioDataSize separately from chunk DataSize Change 3682683 by Zak.Middleton Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server. Change 3678771 by Ori.Cohen Added the ability to turn on stack walk during hitching vs lightweight stats Change 3676363 by Ori.Cohen Added the ability to get callstacks as part of hitch detection Change 3674877 by Keith.Judge Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile. Change 3672515 by Bob.Tellez Added code to play wind particle effects Change 3670909 by Zak.Middleton Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking). [CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
#endif
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3115282) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3114846 on 2016/09/06 by Bob.Tellez #UE4 The cooking process now respects the per-platform chunking manifest configuration in the game ini. If you specify -manifests it forces all platforms to generate a manifest. Change 3114805 on 2016/09/06 by Bob.Tellez #UE4 Attribute sets now work with their owning actor directly instead of asking the associated ability system component for the owning actor when updating the vis logger. #JIRA FORT-29511 Change 3112750 on 2016/09/02 by Bob.Tellez #UE4 bGenerateChunks from platform-specific Game.ini is now respected in pak generation code. Change 3108977 on 2016/08/31 by Jeff.Campeau Virtual keyboard support for Xbox One Text set by virtual keyboards is now submitted on the main thread through an internal tick Change 3108956 on 2016/08/31 by Chris.Gagnon Added "ClientOnly" module type to the build tools. Fixed "ServerOnly" which seems to have rotted, I assume it wasn't in use as it didn't work. Cleaned up some duplicated code which attributted to the rot most likely Change 3108879 on 2016/08/31 by Jeff.Campeau Eliminate binary renaming (allows side by side configs) Handle multiple binaries Temporary return of fixed extension SDK DLLs (required for multiplayer until they can be dynamically configured) Change 3108876 on 2016/08/31 by Jeff.Campeau Fix a manifest generation bug that was eating a character on conjoined values. Change 3108511 on 2016/08/31 by Billy.Bramer - Submit change from JoshM at my desk to make cloud mcp requests use shared pointers for net ids, enabling the use of AsShared on cloud-related callbacks which pass net ids as parameters - Note that this change does not have any validity checking as of yet Change 3108199 on 2016/08/31 by Ben.Woodhouse Disable r.lightshaftrendertoseparatetranslucency to 0 by default, but enable in fortnite via defaultEngine.ini. Change 3107825 on 2016/08/31 by Ben.Woodhouse Lightshaft rendering - add support for rendering the lightshafts to separate translucency (via the r.LightShaftRenderToSeparateTranslucency). This ensures postprocess materials with BL_BeforeTranslucency are rendered before lightshafts are applied. This fixes issues with the skin postprocess appearing too bright where it overlaps with lightshafts #jira UE-35359 Change 3107197 on 2016/08/30 by Chris.Gagnon Added ClientOnly option for Modules: ... "Modules" : [ { "Name" : "PluginName", "Type" : "ClientOnly", "LoadingPhase" : "Default" } ] ... (example taken from a plugin definition) Change 3104551 on 2016/08/29 by Lukasz.Furman potential fix for crash in ability cancelling #jira FORT-29200 Change 3104469 on 2016/08/29 by Lukasz.Furman added iteration limit to navmesh raycast loop to protect against invalid navmesh links creating an infinite loops #jira FORT-29198 Change 3103529 on 2016/08/26 by Jeff.Campeau Xbox One keyboard shift is sometimes unresponsive Change 3103523 on 2016/08/26 by Jeff.Campeau Aug XDK era launch bug fixed Change 3103183 on 2016/08/26 by Jeff.Campeau August XDK support Change 3102360 on 2016/08/26 by James.Hopkin Removed another load of float casts - these ones weren't causing problems, but are no longer necessary. Change 3099375 on 2016/08/24 by Lukasz.Furman added sanity check to UAnimInstance::Montage_Play #jira FORT-28140 Change 3097832 on 2016/08/23 by Chad.Garyet moving set_latest_build out of notifications section, was put there accidentally Change 3097139 on 2016/08/22 by Aaron.McLeran FORT-28502 Hard crash occurs on Win10 when locking computer and then unplugging audio device - Fix is modification of CL 3062338. Moving the checking of state change to head of audio update, adding new thread safe bool to immediately halt creatiing new voices if audio device changed. - Current theory is the xaudio2 in win10 doesn't properly handle audio device remove so this is a workaround till we update to XAudio2 2.8 -#rb Bob.Tellez #tests run game, lock computer, then disable or unplug audio device used by game, audio should stop gracefully without crashing Change 3096552 on 2016/08/22 by Ben.Marsh Fix killing adb.exe instead of notepad.exe. Change 3096473 on 2016/08/22 by Ben.Marsh Kill any ADB processes after a UAT command completes. The Android target platform in the editor spawns instances of ADB, and that spawns a background process to handle this and future requests. It can keep open handles to stdout, preventing the EC postprocessor from terminating. Change 3096459 on 2016/08/22 by Ben.Marsh Remove taskkill call for now. Change 3096450 on 2016/08/22 by Ben.Marsh Use system function instead of backticks to prevent errors killing job. Change 3096449 on 2016/08/22 by Ben.Marsh Kill ADB instances after running UAT; attempt to fix handle to stdout being kept open at the end of builds. Change 3096272 on 2016/08/22 by Chad.Garyet trying to remove postpfilter to see if that might be the stdout/err issue Change 3095369 on 2016/08/19 by Ben.Zeigler #Jira FORT-28683 Fix it so when using SimulateInEditor with Online PIE enabled, it disables trying to use the online service. Before it would half create the online instances, leading to issues in gameplay code when using simulate This will need updating when merging to Main to deal with the module changes Change 3095002 on 2016/08/19 by James.Hopkin Fixed another case of integers being cast to floats before being written to JSON. #jira FORT-28694 Change 3094834 on 2016/08/19 by Chad.Garyet trying a close of stdout and stderr to see if that remedies the ai test issue Change 3094719 on 2016/08/19 by John.Abercrombie Force a net update on the Avatar Actor whenever we start or stop a new Montage Change 3094487 on 2016/08/19 by James.Hopkin JSON writing of session settings no longer casts ints to floats (was causing INT_MIN to be written incorrectly). Change 3092389 on 2016/08/17 by Chad.Garyet more caveman debugging, skipping email notification if node is the fortnite ai test node. Change 3090898 on 2016/08/16 by Aaron.McLeran FORT-25911 Live OT7 crash in FVorbisAudioInfo::ReadCompressedData Implementing CL 3080958 in FN Change 3090761 on 2016/08/16 by Chris.Gagnon Added initial pass of safe zone suport to the front end. Change 3090734 on 2016/08/16 by John.Abercrombie Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage Here's the issue in the version of the code prior to this checkin: - UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped - When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value - So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick - It also means if we were playing a montage, and then stop, we'll start ticking - Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing Change 3090405 on 2016/08/16 by Chad.Garyet checking in caveman debugging for fortnite ai test node Change 3089743 on 2016/08/15 by Ben.Zeigler #jira FORT-28235 When a UWidget is added/removed from a UPanelWidget, invalidate layout. This fixes issues where removing a widget leaves it still visible on screen. There may be a better slate-level solution to this issue Change 3088178 on 2016/08/12 by Saul.Abreu Fixed bug in wrap box layout logic that would cause the inner slot vertical padding to only be added *after* the second row. Change 3087372 on 2016/08/12 by James.Hopkin Added a float overload from TJsonWriter::WriteValue - ever since I made doubles ultra precise to allow large numbers to be read properly, floats have been written with garbage on the end. Also removed 100 lines worth of code duplication while I was there. Automation tests still pass. Change 3084836 on 2016/08/10 by Lina.Halper Fix crash with retargeting additive anim montage Change 3083188 on 2016/08/09 by Bob.Tellez #UE4 UEnvQueryItemType_Point expects a FNavLocation instead of an FVector. Since passing an FVector in AddItemData() causes an assertion failure and the template specialization for FNavLocation has linkage problems, it is now required to pass in a FNavLocation instead of an FVector explicitly. Change 3082835 on 2016/08/09 by Bob.Tellez #UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances. Change 3082621 on 2016/08/09 by Lukasz.Furman fixed accessing empty navigation data in crowd's path processing #jira FORT-27847 Change 3081749 on 2016/08/08 by Saul.Abreu #jira UE-34104 Implemented a customizable snapshot delay in the widget reflector - particularly handy for getting snapshots of tooltips. Change 3081596 on 2016/08/08 by John.Abercrombie Added a tick prerequisite for the mesh's primary actor tick of the FortGameState when a movement comp registers to be ticked by the game state Backed out change to CharacterMovementComponent to check to see if the pose had been ticked this frame. Tested root motion in PIE ded, PIE non-ded, and client/server configuration and it all looked good. (Basically it looks like there's some tick ordering issue with root motion in the engine, and I don't have the time right now to investigate it. This works.) #jira FORT-28139 - Hero's animation hitches when performing any action besides walking and jumping Change 3081536 on 2016/08/08 by Daniel.Broder Fixed bug in FGameplayTagContainer::AppendTags() where it was not reserving the correct amount of space for all of the tags it is about to add. #UE4 #NoReleaseNotes Change 3080679 on 2016/08/08 by Simon.Tovey Increased threshold to ignore stall warning on partilce async work. Increased precision of error message. May still fire and still needs looking into properly. If it does fire still I'll make it a higher priority. Change 3080652 on 2016/08/08 by Chad.Garyet Merging token scripts from ue4 main to fortnite changed fornite main json scheduled builds to all use skiptargetswithouttickets Change 3079357 on 2016/08/05 by John.Abercrombie Character movement components can now be throttled - This can be enabled/disabled by using the FortniteChar.ServerTickMovementAtNetUpdateRate console variable - game should be restarted after toggling it - Character movement components are throttled based on their current NetUpdateRate All character movement components are updated by the Game State - This can be enabled/disabled by using the FortniteChar.CentralCharMovementTick console variable - game should be restarted after toggling it Change 3078666 on 2016/08/05 by Simon.Tovey Disabling some log spam for particles. Change 3072992 on 2016/08/01 by Jonathan.Lindquist Fixing a bug related to weld object seams Change 3070991 on 2016/07/29 by Fred.Kimberley Allow aggregators to perform calculations while ignoring multiple GEs. Change 3070518 on 2016/07/29 by Bob.Tellez #UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad. Change 3069605 on 2016/07/28 by Bob.Tellez #UE4 SScrollBox now works with invalidation panels. Change 3069600 on 2016/07/28 by Bob.Tellez #UE4 SMenuAnchor now works with invalidation panels. Change 3069583 on 2016/07/28 by Bob.Tellez #UE4 Added some code to warn and recover from some invalid accounting of render instances in HierarchicalInstancedStaticMesh, if it exists in the future. Change 3068935 on 2016/07/28 by Bob.Tellez [AUTOMERGE] #UE4 Added a CVar to disable stencils on metal since they are very expensive right now. This is believed to be much better in OSX 10.12. #JIRA FORT-27836 -------- Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3068932 by Bob.Tellez on 2016/07/28 15:50:40. Change 3068422 on 2016/07/28 by John.Pollard Fix FORT-27840 - Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player #tests Live game + replays Change 3067537 on 2016/07/27 by Bob.Tellez [AUTOMERGE] #UE4 Nullifying HierarchicalInstancedStaticMesh instances that were neither in the PerInstanceSMData list nor in the RemovedInstances list. #JIRA FORT-26696 -------- Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3065681 by Bob.Tellez on 2016/07/26 21:02:55. Change 3065138 on 2016/07/26 by Josh.Markiewicz #UE4 - fixed rare case where CreateSession would crash (duplicate of Dev-Networking fix) - DestroySession now always adds a task to the async queue and never tries to complete its work within the same call - *BUG REPRO* - if CreateSession was called leaving a session in the Creating state followed by a call to DestroySession before session left Creating state this could happen - DestroySession would remove the named session while the previous CreateSession was in flight - A new CreateSession could be called afterward because the previous named session was removed - the first CreateSession would finish and give the session a valid SessionInfo - the second CreateSession would finish and assert that the SessionInfo should be invalid #tests contrived Create,Destroy,Create in same frame and saw crash, fixed code, crashes no more Change 3064932 on 2016/07/26 by Tim.Tillotson Fix for editor crash when loading unreal stats in the session frontend. Was a results of modifying EventMetadata while using a copy of the data. #JIRA UE-33426 Change 3064743 on 2016/07/26 by Mark.Satterthwaite Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash. #jira FORT-27685 Change 3063870 on 2016/07/25 by Lukasz.Furman fixed navlink area class assignment, again custom link definitions were exporting from CDO without initializing data first #jira FORT-27713 Change 3063747 on 2016/07/25 by Bob.Tellez #Fortnite Fixed XB1 compile error due to use of DeviceDetails in XAudio2. Also removed a redundant #if XAUDIO_SUPPORTS_DEVICE_DETAILS #JIRA Change 3063500 on 2016/07/25 by Bob.Tellez #UE4 Fixing static analysis warning about not checking the return value of CoInitialize. Also initializing DeviceEnumerator to nullptr in case CoCreateInstance fails. Change 3063317 on 2016/07/25 by Lukasz.Furman fixed navlink deprecation in engine module, temporarily changed deprecation to private access since macro doesn't work with auto generated constructors #fortnite Change 3063224 on 2016/07/25 by Bob.Tellez #UE4 Unshelved change from Nick.Darnell. This is the less-invasive version of 3062014. Avoid adding widgets to the hittest grid more than once. Change 3063188 on 2016/07/25 by Lukasz.Furman removed all raw class pointers from link & area nav modifiers and replaced them with weak object pointers #jira FORT-27186 Change 3062338 on 2016/07/22 by Aaron.McLeran FORT-26470 Adding ability to stop sounds and switch audio engine into a no-sound mode when audio device is disabled/unplugged. #tests run game, disable or unplug audio device used by game, audio should stop gracefully without crashing Change 3061806 on 2016/07/22 by Ben.Zeigler #jira FORT-27519 Change error from moving a non registered component to an ensure instead of a fatal crash, this error is very old and I'm not sure what would cause it, but it went off without giving us a stack Change 3061790 on 2016/07/22 by Ben.Zeigler #jira FORT-26136 Stop a shipping game without blueprint guard enabled from printing useless stacks without an accompanying error message. This was slowing down shipping builds with no benefit Related to changes made on Orion in CL #2878992 Change 3060590 on 2016/07/21 by Mark.Satterthwaite Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D. Change 3060542 on 2016/07/21 by Bob.Tellez #UE4 Made SetIsEnabled and SetVisibility virtual. Change 3058876 on 2016/07/20 by Aaron.McLeran FORT-25593 Mac crash when idling in zone with screen locked Adding logging when failing to update AuGraph and not asserting. Change 3058653 on 2016/07/20 by Bob.Tellez #UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects. Change 3058568 on 2016/07/20 by Bob.Tellez #UE4 Added an optional flag to IAssetRegistry::GetAssetByObjectPath to ignore in-memory assets for maxiumum performance. Change 3058203 on 2016/07/20 by Bob.Tellez #UE4 Clearing pin links for fixed up BT nodes so they are not asymmetrical by the time the node gets destroyed, causing an ensure to fail. Also removing the replaced nodes so they are no longer saved in the package. Change 3056767 on 2016/07/19 by Bob.Tellez #UE4 Speculative DetachLinker crash fix. #JIRA FORT-27335 Change 3056665 on 2016/07/19 by John.Abercrombie Fixed UPathFollowingComponent::HasReached not using the Goal's Radius when bUseNavAgentGoalLocation is false - When bUseNavAgentGoalLocation is true, we want to avoid using the Goal's location on the Nav Mesh, but the acceptability of a radius should be based on the Goal's radius Change 3054368 on 2016/07/18 by Lina.Halper - moved removing notifies to end of montage event - that way between blending out to terminate, it still can trigger notifies. #code review: Martin.Wilson, John.Abercrombie Change 3054109 on 2016/07/18 by Bob.Tellez #UE4 Fixed a bug where IAssetRegistry::GetAllAssets would not return data about live objects when passing bIncludeOnlyOnDiskAssets = false. Change 3053831 on 2016/07/18 by Lina.Halper #Anim montage recursive issue: Make sure to check valid before additive #code review: Bob.Tellez Change 3052641 on 2016/07/15 by Bob.Tellez #UE4 Fix a crash in OpusAudioInfo when InSrcBufferData is null. Change 3052601 on 2016/07/15 by Daniel.Broder EnvQueryInstanceBlueprintWrapper is now blueprintable, so you can make blueprints that allow more complex 'wrapper' behavior when using the blueprint node RunEQSQuery (on the EnvQueryManager). #ReleaseNoteAbove^^ Also, made EEnvQueryStatus a blueprint type, which makes it much easier to work with in blueprints. #UE4 #ReleaseNote! Change 3052201 on 2016/07/15 by Rob.Cannaday Fix for broken party state when timeout on receiving leave request response Execute delegate after marking the party in a disconnected state #jira FORT-25362 Change 3050944 on 2016/07/14 by Bob.Tellez #UE4 Fix an ensure that was incorrectly triggering when the number of hitches in a session is 0 Change 3050352 on 2016/07/14 by Olaf.Piesche #jira UE-32058 Making sure owned pointer to CurrentMaterial is set to RenderMaterial if we choose default material because of missing flags for particle systems. Change 3049049 on 2016/07/13 by Bob.Tellez #UE4 Fix an ensure and a crash in ParticleTrail2EmitterInstance for Ribbon particles. #JIRA FORT-27030 Change 3048186 on 2016/07/13 by John.Abercrombie Selecting Geometry trace mode will no longer project onto the nav mesh first in ProjectedPoints EQS generators Change 3046531 on 2016/07/12 by Bob.Tellez #UE4 Added more information to an ensure about BeginPlay being called on an actor that has already begun play. #JIRA FORT-26683 Change 3046134 on 2016/07/12 by Ian.Fox #UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin Change 3045544 on 2016/07/11 by Bob.Tellez #UE4 Made Attribute fixup code only execute when loading the data from disk as it was intended. Change 3045101 on 2016/07/11 by Fred.Kimberley Changed PostSerialize logic to always use the attribute data if it is valid. Updated the details customization to set the owner and name properties when the attribute is changed. Change 3045035 on 2016/07/11 by John.Abercrombie UpdateMoveFocus will only clear the focus if the path following component is idle - Keeps the AI rotated in the correct direction when movements get paused Change 3044883 on 2016/07/11 by Mark.Satterthwaite Avoid FORT-26879 - when rendering into the viewport back-buffer the scene-viewport sets a null render-target array which MetalRHI wasn't handing, so add the necessary branches to clear the render-target array in MetalStateCache. #jira FORT-26879 Change 3044819 on 2016/07/11 by Carlos.Cuello Setting LOCKED_REPLAY_VERSION to 0 so that replays have valid changelists associated with them in ReplayMGR Change 3044683 on 2016/07/11 by Bob.Tellez #UE4 ActorPosition is now set to your AttachmentRootActor's position instead of your owning actor's position. Change 3044581 on 2016/07/11 by Nick.Cooper #UE4 - Added bSuppressStackingCues to UGameplayEffect, to allow the option avoid sending a GameplayCue RPC for each instance of a stacking UGameplayEffect #jira FORT-23140 Change 3043726 on 2016/07/08 by Billy.Bramer - Add ability for custom UGameplayModMagnitudeCalculations to specify that they have gameplay-code dependencies external to the ability system that can invalidate them aside from just routine attribute capture - UGameplayModMagnitudeCalculations can specify an external multicast delegate that the ability system component can bind to for notification of when the mod calculations are dirty and need to be refreshed - Add advanced support for UGameplayModMagnitudeCalculations opting into allowing this feature to work on client machines as well; Advanced feature to really only be used by games utilizing network dormancy on attributes that they don't mind the client attempting to calculate (ones that won't have gameplay impact); Client-based feature cannot work in tandem with attribute capture - Rename FGameplayEffectModifierMagnitude::AttemptRecalculateMagnitudeFromDependentChange to AttemptRecalculateMagnitudeFromDependentAggregatorChange to alleviate possible confusion from the newly added support for external dependencies - Rename FActiveGameplayEffectsContainer::PreDestroy to Uninitialize and move its call site from the destructor of the owning ASC to UnitializeComponents, where it can have enough information to be useful - Misc ability system cleanup (fix typos, etc.) Change 3043152 on 2016/07/08 by Daniel.Broder Re-enabled EQS details table on screen by default. (This matches the actual description of the variable, which says that enabled is the default. Also, we really need this as the default since those details are critical for debugging.) #UE4 #NoReleaseNotes Change 3041765 on 2016/07/07 by John.Abercrombie Fixed basing whether the AI should turn or not by comparing the current desired rotation vs the last update's desired rotation - The AI should be turning based on whether or not the current desired rotation is different from the rotation of the Pawn Change 3041664 on 2016/07/07 by Bob.Tellez #UE4 Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #JIRA FORT-25983 Change 3040645 on 2016/07/06 by Bob.Tellez #UE4 Added a cvar to disable OpenGL support on Mac. If a mac that does not support Metal launches while this cvar is set to 1 then they will get a dialog box describing that they do not support metal and the process will close. Change 3039969 on 2016/07/06 by Billy.Bramer - Fix for non-snapshotted, attribute-based modifiers potentially not replicating correctly - When dependency magnitude results in a magnitude recalculation, mark the active effect dirty and wake the owner from dormancy, as the client is incapable of recalculating the value properly Change 3036256 on 2016/07/01 by Bob.Tellez #UE4 RequestExit(true) on Mac now exits without triggering exception handling, just like on Windows. Change 3036173 on 2016/07/01 by Ben.Salem Get FTests running sequentially. And, actually, running at all in non-editor. Known issues: Filename lookup needs to be changed to use asset registry instead of packages in directory. Will be worked on next. Change 3035551 on 2016/07/01 by John.Abercrombie Reworked use of the Montage pointer of the AnimNotifyEvent in UAnimInstance::OnMontageInstanceStopped based on Lina's feedback - CL 3034853 contained the original change Change 3035152 on 2016/06/30 by Daniel.Broder Added new API function for DrawDebugSolidBox, which takes an FBox instead of a Center and Extent. It also allows specifying a transform as well (but defaults to using the identity transform for convenience). #ReleaseNoteAbove The new version of DrawDebugSolidBox is more convenient and more efficient if you already have an FBox! No need to calculate the Center and Extent just to use them to recalculate the Box. Made the previous two versions of DrawDebugSolidBox call to the new one that takes an FBox and FTransform. This change keeps the implementation details more manageable for any future changes. Also, fixed typos in parameter names for DrawDebugSolidBox and DrawDebugBox versions where Extent was erroneously named "Box". NOTE: In the future, we should probably make the same changes to the DrawDebugBox API that were made for DrawDebugSolidBox, as well as similar changes for other shapes (such as DrawDebugSphere, Cylinder, etc.), which currently don't have versions that take the shape class directly/ #UE4 #ReleaseNoteAtTop Change 3034918 on 2016/06/30 by William.Ewen Updating Null RHI's max texture dimensions and max texture mip count to avoid a warning and match up with d3d11 and metal. Change 3034853 on 2016/06/30 by John.Abercrombie When a Montage is stopped we send out any anim notify state end notifications related to the Montage, and remove it from the list Change 3033507 on 2016/06/29 by Ben.Zeigler #jira UE-32651 Fix crash I had while auto saving a map with a reflection capture component. This has happened fairly often to licensees as well so we may want to merge it to a release branch Change 3033413 on 2016/06/29 by Daniel.Wright Added DistanceFieldBias to StaticMesh BuildSettings for mesh distance fields * Useful for reducing self shadowing on meshes that have ambient animation Change 3033343 on 2016/06/29 by Billy.Bramer - Fix typo in ability system: FMinimapReplicationTagCountMap should be FMinimalReplicationTagCountMap (it has nothing to do with minimaps!) Change 3032888 on 2016/06/29 by Billy.Bramer - Add ability to base a gameplay effect modifier's magnitude off of the magnitude of an attribute evaluated only up to a certain channel when using attribute-based modifiers Change 3031800 on 2016/06/28 by Jonathan.Lindquist new exr texture Change 3030807 on 2016/06/28 by Lukasz.Furman added more debug logs for rare navmesh raycast crash #jira FORT-22373 Change 3030624 on 2016/06/28 by Lukasz.Furman switching navgraph to use FMetaNavMeshPath #fortnite Change 3030002 on 2016/06/27 by Ben.Zeigler Fix crash I got in SGraphPin::OnDragEnter when the pin did not have an outer. GetOuter now calls the Unchecked version I'm not sure why it was allowed to be null here, but it was clearly supported on purpose before and was crashing with the pin changes. Change 3029720 on 2016/06/27 by Ben.Zeigler Fix TextFilterTests to pass the parameters in the correct order for > operators, and add tests that actually verify this. The real use cases were correct, only the test was broken Change 3029574 on 2016/06/27 by Bob.Tellez #UE4 Fixed a crash caused by attempting to render shadows while r.ShadowQuality was 0. Change 3027275 on 2016/06/24 by Billy.Bramer - First pass of adding evaluation channel support to non-instant gameplay effects - Evaluation channels allow for game-specific control over the order of modifier evaluation - Channels evaluate in order, with the output of one channel acting as the base value/input into the next channel in sequential order - Example: Sample Attribute: Base Value 100. Multiplicative Mod 1.1 in channel 0 and multplicative mod 1.1 in channel 1 will evaluate as ((100 * 1.1) * 1.1) instead of (100 * 1.2) - By default, evaluation channels are disabled (everything evaluates at channel 0), but a game can opt into using channels via INI - Game must specify bAllowGameplayModEvaluationChannels=true, as well as provide name aliases for the channels that the game is allowed to use via GameplayModEvaluationChannelAliases array - Game can also specify the DefaultGameplayModEvaluationChannel via INI; Gameplay effect modifiers will default into that channel - Evaluation channels show up per modifier (and per scoped modifier) in a new property on gameplay effects - Misc. clean-up and refactors within the ability system as a result of changes to support evaluation channels; Begin process of trying to remove heavy reliance on friend classes Change 3022931 on 2016/06/22 by Nick.Cooper #UE4 - Prevent camera anims without an FOV track from making any modifications to the camera FOV Change 3021845 on 2016/06/21 by Carlos.Cuello Fix for crash at startup on Mac, was asserting on !bPerformingOperation but there are codepaths where that wasn't being set to false at the end of an operation in failure cases. Fixed up those codepaths and changed the check() to an ensure() so we can still track where these cases happen but won't affect our shipping build. #jira Fort-25978 Change 3021800 on 2016/06/21 by Lukasz.Furman adding function to query if navmesh was initialized in given radius #jira FORT-24487 Change 3021777 on 2016/06/21 by Martin.Mittring UE-31921 The sub surface profile shader seems to be incorrectly ignoring post processes content that used SkyLight OcclusionTint feature will look different and might need a retweak. a brighter (~ 3-4 times) and less vibrant color results in a similar look #code_review:Jonathan.Lindquist [CL 3123852 by Bob Tellez in Main branch]
2016-09-13 18:15:38 -04:00
case EHostType::ClientOnly:
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3780878 by Nick.Darnell UMG - Providing more information when the compile fails to find a bindable widget. Change 3780855 by Gil.Gribb UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR. Change 3780803 by Thomas.Sarkanen Dont create animation tasks for skeletal meshes that have no anim instance This avoids some wasted work for non-animated attachments, such as pickaxes #jira FORT-61523 - Don't create anim worker tasks if no AnimBP Change 3780741 by Yenal.Kal #jira FORT-60177 Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly. Change 3780663 by Gil.Gribb UE4 - Batching for audio thread commands. Change 3780466 by Ben.Marsh Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record') Change 3779937 by Nick.Darnell UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation. Change 3779858 by Sam.Zamani #http use separate "-multihomehttp" instead of "-multihome" for routing http socket #jira FORT-61666 #tests none Change 3779288 by Michael.Trepka Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data #jira FORT-59762 Change 3779062 by Mike.Fricker Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor. ---- Improve responsiveness of Open Asset dialog. On large projects, there's a noticeable delay when opening and searching/filtering assets. Stopwatch measurements on my machine (seconds for ~122,000 assets): before with this CL ctrl-P 1.4 0.45 search 1.8 0.55 CollectionManagerModule was the main culprit for search/filter slowness. Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation. Change 3778954 by Nick.Darnell Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling. Change 3778896 by Ben.Marsh Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two. #jira Change 3778807 by Ben.Marsh Fix Tencent include paths not registering if workspace directory contains a space. Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote. #jira Change 3778686 by Luke.Thatcher Reduced impact of dynamic vertex buffer RHI stall in D3D12 - In most cases we can avoid the stall if the vertex buffer has never been used before. - Only when a buffer has an existing SRV do we need to stall. - Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash. This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10. #jira FORT-61390 Change 3778679 by Thomas.Sarkanen Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously. #jira FORT-61548 Change 3778591 by Ben.Woodhouse Add build config to FPSChart HTML output #jira FORT-56478 Change 3778175 by ben.marsh Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter. Will remove all the surrounding code in a later update to a development branch. #jira Change 3777750 by Chris.Gagnon - Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit. - This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary. - This differs from Custom which is a full override of the navigation behavior. Change 3777678 by Bob.Tellez #UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath Change 3776962 by Bob.Tellez #UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands) Change 3776656 by Thomas.Sarkanen Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components This was causing AIs to get stuck in montage playback in some circumstances #jira FORT-61324, FORT-60558 Change 3776655 by Bob.Tellez #UE4 CIS fix after 3776629 Change 3776650 by Bob.Tellez Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files Change 3776649 by Nick.Darnell UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel. Change 3776629 by Bob.Tellez #UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL. Change 3776328 by James.Golding Add command line option (-statnamedevents) for enabling named events Change 3776024 by Nick.Darnell Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale. Change 3775569 by Gil.Gribb UE4 - Fixed bugs with r.DelaySceneRenderCompletion Change 3775543 by Luke.Thatcher [XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer - Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update. Change 3775488 by Thomas.Sarkanen Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks #jira FORT-61157 - Run anim update on worker, even if not visible Change 3775219 by Bob.Tellez #UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking Change 3774886 by Mike.Fricker Fixed occasional crash when backing out to lobby - Don't force DF data to be updated when the mesh isn't in the world or has no scene interface #jira FORT-60863 Change 3774767 by Ori.Cohen Fix race condition for creating statid in test configs Change 3774682 by Bob.Tellez #UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it. Change 3774621 by Bob.Tellez #UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds. Change 3774201 by Gil.Gribb UE4 - Fixed rare crash caused by unmounting pak files. Change 3773920 by Gil.Gribb UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default. Change 3773896 by Thomas.Sarkanen Push non-rendered anim updates back onto the worker thread Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation). #jira FORT-61157 - Run anim update on worker, even if not visible Change 3773886 by Gil.Gribb UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1. Change 3773882 by Gil.Gribb UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer. Change 3773461 by Gil.Gribb UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing. Change 3773459 by Gil.Gribb UE4 - Adds TLS caches for MallocBinned2 to the Audio thread. Change 3773458 by Gil.Gribb UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks. Change 3773011 by Robert.Manuszewski Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports. + Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff Change 3772867 by Thomas.Sarkanen Nativization now correctly generates and builds code for "Client" builds Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly. Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne) Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client" #jira FORT-52823 - Nativizing Player Animation Blueprints Change 3772408 by Robert.Manuszewski Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly) Change 3772359 by Thomas.Sarkanen Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations. Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with. Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s. #jira FORT-52823 - Nativizing Player Animation Blueprints Change 3771975 by Zak.Middleton Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist(). #jira FORT-61134 Change 3771421 by Ori.Cohen Fix CIS Change 3771052 by Robert.Manuszewski Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway. Change 3771039 by Bob.Tellez #UE4 Allowing use of -FPS in PGO profile builds Change 3770747 by Ori.Cohen Added missing stat named events for anim bp Change 3769616 by Arciel.Rekman UBT: Use response files for compiler when compiling for Linux. - Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units). Change 3769457 by Gil.Gribb UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion. Change 3769136 by Michael.Noland Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in Change 3768736 by Robert.Manuszewski More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized #jira FORT-60943 Change 3768634 by Robert.Manuszewski Small optimization to FEDLCookChecker::Verify function Change 3768603 by Robert.Manuszewski Merging CL #3766740 by Steve.Robb TMultiMap::Append added. Change 3768586 by Ben.Woodhouse csv profiler screen message Change 3768506 by Thomas.Sarkanen Duplicating CL 3764661 from Paragon: Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics(). Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test. #jira OR-46341 #tests LaneMinionFXTests, monolith w/ full teams. Change 3768504 by Thomas.Sarkanen Duplicating CL 3758315 from Paragon: Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work. PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations. Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms. Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims. Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance. #jira OR-46341 #tests minion FX perf map, lane minion test map, monolith match with 2 full teams. Change 3768097 by Bob.Tellez #UE4 Fix non-editor CIS Change 3767957 by Bob.Tellez #UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets) Change 3767906 by Mike.Fricker Add Blueprint functions to query parameters from MIC - GetScalarParameterValue - GetTextureParameterValue - GetVectorParameterValue MIDs already had these functions, but MICs did not. Change 3767737 by Max.Preussner Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached #author jack.porter #jira FORT-59777 Change 3767735 by Bob.Tellez #UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time. #jira FORT-60918 Change 3767244 by Ethan.Geller #jira FORT-60885 Merge in fix for memory leak from 4.18.1. Change 3766567 by Marc.Audy Fix initialization ordering warnings Change 3766443 by Jian.Ru Submit PSO locking fix again as it has passed local tests Change 3766362 by Ori.Cohen Added the ability to get concurrent captures in Test configurations without having to turn full stats on Change 3766277 by Marc.Audy Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup Change 3766275 by Marc.Audy Better pack UTexture* classes Change 3766272 by Thomas.Sarkanen Fixes to enable auto-nativization for animation blueprints For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets: - In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer. - Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'. - Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system. Disabled fast-path optimization when running a native anim BP, as native code is faster! #jira FORT-52823 - Nativizing Player Animation Blueprints #jira FORT-57378 - Perf optimization: animation blueprint improvements Change 3766215 by Marc.Audy Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap Change 3765664 by Michael.Noland Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty Change 3765624 by Marc.Audy Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean Change 3765200 by Nick.Darnell Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention. Change 3764881 by Wes.Hunt Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep. #jira FORT-60585 #review-3764882 @arciel.rekman Change 3763872 by Max.Chen Sequencer: Set default completion mode for all sections to project default. Copy from Dev-Sequencer #jira UE-49480 Change 3763871 by Max.Chen Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState. Copy from Dev-Sequencer #jira UE-49480 Change 3763810 by Gil.Gribb UE4 - remove some init timing spew in programs (i.e. UHT) Change 3762939 by Robert.Manuszewski Removing all locks from FEDLCookChecker to improve SavePackage performance Change 3762851 by Bob.Tellez Duplicating CL#3740778 from //UE4/Dev-Editor Fixed issue with content browser column sorting #jira UE-49460 Change 3762660 by Bob.Tellez #UE4 Fix a few parallelsave threading problems. Change 3761861 by Marc.Audy Fix archive complaints about bitfield Change 3761802 by Marc.Audy Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings Change 3761299 by Matt.Kuhlenschmidt Fix levels not being lockable/unlockable if they are not checked out #jira FORT-60086 Change 3760422 by Bob.Tellez #UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials. Change 3760113 by Jian.Ru Back out changelist 3759715 as it causes a crash on UGS autotest Change 3759761 by Jian.Ru Clean up some debug comments Change 3759715 by Jian.Ru Removing excessive locking when accessing PSO caches. Change 3759285 by Nick.Darnell Editor - Fixing the length of the datatable row dropdown in the editor. Change 3758334 by Alexis.Matte Fix a crash when importing morph target there was a unsync between some buffer depending on the import options #jira UE-52319 Change 3758332 by Ben.Marsh Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio. #jira Change 3758215 by Brian.Bekich Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers Change 3757702 by Bob.Tellez #UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave Change 3757545 by ben.marsh Suppress Arxan warning about being unable to install a default guard at it's default location. Change 3757452 by Aaron.McLeran #jira FORT-59675 Client Crash in __delayLoadHelper2() Fixing build error on linux. Change 3757389 by Hongyi.Yu Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level. #jira FORT-58283 Change 3757229 by Aaron.McLeran #jira FORT-59675 Client Crash in __delayLoadHelper2() Change 3757077 by Max.Preussner MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint #jira FORT-59774 #jira UE-51943 #tests none Change 3756854 by Mike.Fricker Fix "double-delete" crash when using level streaming - Backed out unintentional network checksum change! Change 3756790 by Bob.Tellez #UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances Change 3756639 by Arciel.Rekman Pool memory (only 64KB allocations) on servers (FORT-60342). - Has a fixed cost of 1GB virtual memory usage. #jira FORT-60342 Change 3755995 by Alexis.Matte Fix crash when importing morph target with "built in" tangent option #jira UE-52319 Change 3755896 by Arciel.Rekman Remove unnecessary switch for profiling (part of FORT-58878). - -fno-omit-stack-pointer is only needed when getting callstacks for perf. #jira FORT-58878 Change 3755711 by Mike.Fricker Fix "double-delete" crash when using level streaming - Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG) Change 3755701 by David.Ratti FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now. #jira FORT-60317 #review-3755702 @Ryan.Gerleve Change 3754928 by Arciel.Rekman Linux: add LTO support and more. - Adds ability to use link-time opitimization (reusing current target property bAllowLTCG). - Supports using llvm-ar and lld instead of ar/ranlib and ld. - More build information printed (and in a better organized way). - Native scripts updated to install packages with the appropriate tools on supported systems - AutoSDKs updated to require a new toolchain (already checked in). - Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089 #jira FORT-58878 Change 3753986 by Ben.Zeigler #jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly Change 3753274 by Ben.Marsh Fix blank lines in errors and warnings being omitted from notification emails. #jira Change 3753175 by Thomas.Sarkanen Fix hang in animation editor menus Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates. Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list. #jira UE-52271 - Persona menu option locks up editor Change 3752887 by Nick.Darnell Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children. Change 3752785 by Marc.Audy Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes Change 3752185 by Ben.Marsh Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree. #jira Change 3751813 by Ben.Marsh Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines. #jira Change 3750413 by Ben.Zeigler Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one Fix issue where refreshing tags for asset registry would do a very slow array delete/add Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally Change 3750014 by Lina.Halper - duplicate change from following changelists CL 3669273 - delete all tracks option - allow to opt out on bone track importing - fixed pose preview for fullbody to select weights that has pose from asset. CL 3672170 Remove track support for Animation Blueprint Library This is required for facial pose retargeting Change 3749714 by Brian.Bekich Back out changelist 3748287 #jira FORT-60125 Change 3749377 by Robert.Manuszewski Improved log formatting for reporting deterministic cook issues. #jira FORT-59919 Change 3749360 by Robert.Manuszewski Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences. #jira FORT-59919 Change 3748746 by Hongyi.Yu Fixed compiling error in Automation project #jira FORT-59621 Change 3748530 by Mike.Fricker Fixed non-determinism of landscape grass across platforms/compilers This causes bushes to be located in different places depending on what platform you were playing on. 1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug. 2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI. 3) Strings used for CRCs could have possibly have different case. Now forced lowercase. #jira FORT-60109 Change 3748471 by Zak.Middleton Added stats to NetDriver TickFlush and stats gathering within that function. Change 3748287 by Brian.Bekich Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar FInBunch defaults to prior behavior if cvar is 0 UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE Check for path name serialization error before tryng to read checksum #jira FORT-57974 Change 3747980 by Bart.Hawthorne In Oodle, only generate and write dictionaries on Windows, Mac, and Linux Change 3747642 by Gil.Gribb Fix CIS Change 3747635 by Zak.Middleton Avoid string alloc on every ServerMove() call on the server. Change 3747560 by Gil.Gribb UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored. Change 3747548 by Gil.Gribb UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks. Change 3747544 by Bart.Hawthorne When detecting if Oodle is installed, use the newest version instad of the oldest one. Change 3746440 by Robert.Manuszewski Dterministic cook issues reporting improvements - Huge performance improvements - Added new metric to the summary: NumberOfDifferencesInPackages - Diff stats have their own section now (Package.Diff) - When running with -diffonly there commandlet will not log the Warning/Error summary anymore - Callstacks are no longer logged with instruction addresses - Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks - Callstacks, Serialized Object and Serialized Property are now indented - Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning. - Replaced \r\n with \n in the callstack log to make it work better with EC #jira FORT-59919 Change 3746426 by Gil.Gribb UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on. Change 3746348 by Mike.Fricker Added new CVars to toggle level streaming behavior - No effective change to engine yet. The defaults values enable the same default behavior. - New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.) - New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.) - New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up) Change 3746127 by Gil.Gribb UE4 - Slight tweak to more agressively batch occlusion queries. Change 3746111 by Cecil.McRae Change 3745681 by Bob.Tellez #UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning) Change 3745631 by Matt.Kuhlenschmidt Fix details panel crash after compiling blueprints that have edit conditon properties Change 3744544 by Gil.Gribb UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them. #jira FORT-59879 Change 3744419 by Matt.Kuhlenschmidt Fix opening color picker causing values to change. Was due to conversion between srgb and linear color. Change 3744270 by Ben.Marsh Merging change to include deterministic cooking summary from Dev-Core (CL 3743182). #jira FORT-59919 Change 3743621 by Guillaume.Abadie Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144. #jira UE-51569 Change 3743403 by Gil.Gribb UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262) Change 3743392 by Gil.Gribb Merged IO fixed from //UE4 (CL 3641155) Change 3743376 by Gil.Gribb UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates. Change 3743372 by Gil.Gribb UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config. Change 3743030 by Bob.Tellez #UE4 Revert some code the was accidentally merged to UE4Main #jira UE-52032 Change 3742611 by Josh.Markiewicz #UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called #tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless) Change 3742187 by Nick.Darnell Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states. Change 3742053 by Michael.Trepka Copy of CL 3713881 Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets. #jira UE-31093 Change 3742050 by Michael.Trepka Copy of CL 3711085 Reenabled UBT makefiles on Mac Change 3741924 by Josh.Markiewicz #UE4 - delete EpicSurvey module - working toward engine/plugins/online removal from game branch Change 3741865 by Nick.Darnell UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects. Change 3741442 by Ryan.Gerleve Fix initialization order warnings Change 3741370 by Ryan.Gerleve Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android. Change 3740914 by Peter.Knepley Restore player name obsfuscation Change 3740828 by Marc.Audy Dynamically create FKey if the char code is unknown #jira FORT-59735 Change 3740811 by Ben.Marsh UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs. #jira Change 3740328 by Bob.Tellez #UE4 Fix FullLoadAndSave cook method Change 3740327 by Bob.Tellez #UE4 Minor movie scene cooking improvements Change 3740280 by Bob.Tellez #UE4 Fix shipping config CIS Change 3740232 by Bob.Tellez #UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines. Change 3740209 by Nick.Darnell UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget). Change 3740207 by Nick.Darnell Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop. Change 3740189 by Bob.Tellez #UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus Change 3740171 by Marc.Audy Fix merge issue causing compile error for AutomationTool Change 3739270 by Ben.Woodhouse Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread #jira FORT-56961 Change 3739244 by Ben.Woodhouse -statunit commandline option Change 3738920 by peter.knepley Fix issue where simulated proxies had bad crouch state when re-entering relevancy Change 3738904 by Gil.Gribb UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1. Change 3738378 by Ori.Cohen Added better profiling for scene query hitches Change 3736984 by Ben.Woodhouse Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities #jira FORT-56700 Change 3736754 by Zak.Middleton Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes. Change 3736282 by Hongyi.Yu Don't check target file while doing iterative shared prebuild cooking. #jira FORT-58911 Change 3736109 by Michael.Trepka Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC. #jira FORT-55309 Change 3735765 by Ben.Woodhouse Fix GTSynctype logic when vsync is disabled. This was breaking profiling Change 3734436 by Marcus.Wassmer More reliable Aftermath data. #jira FORT-45518 Change 3734103 by Bob.Tellez #UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs Change 3733985 by Saul.Abreu #jira FORT-58816 "Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale Needed to workaround an issue with guillemets (weird arrow quotes). Change 3733922 by Brian.Bekich Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths Check for path name serialization error before tryng to read checksum #jira FORT-57974 Change 3733850 by Max.Chen Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool. #jira FORT-56092 Change 3733299 by Ethan.Geller #jira FORT-58943 Handle corner cases for repeated calls to precache buffers. Change 3732907 by Gil.Gribb UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms. Change 3732728 by Robert.Manuszewski Fixing a crash when dumping stats with massive callstacks #jira FORT-58901 Change 3732438 by Marc.Audy When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated. #jira FORT-56997 Change 3730413 by Lukasz.Furman fixed PlayerName encryption key #jira FORT-59066 Change 3729588 by Bob.Tellez #UE4 Only calling FixupData on load. Fixes crash during parallel saving. Change 3729475 by Marc.Audy Fix missing ; Change 3729444 by Marc.Audy Fix cases where GetWorld() being called multiple times per function Change 3729143 by Hongyi.Yu Added support to extract pak files to mount point. - Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent() #jira FORT-58635 Change 3728981 by Nick.Darnell Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used. Change 3728838 by Zak.Middleton Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling. Change 3728604 by Jian.Ru Submit one render command rather than many in FScene::UpdateParameterCollections Change 3728434 by Marc.Audy PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag. Change 3728427 by Gil.Gribb UE4 - reduce stat overhead when not collecting stats. Change 3728197 by Marc.Audy Properly call post significance on initial registration if the post significance type is sequential Change 3726266 by Gil.Gribb UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps. Change 3724501 by Marc.Audy Fix initialization order Change 3724411 by Ben.Woodhouse Point light shadow rendering optimization - Made per-triangle culling take Z into account. In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k. On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms. On PS4, GPU cost went from 2.3 to 1.9ms. #jira FORT-58921 Change 3724367 by Chad.Garyet Downgrading lock warning about still waiting to a message instead of a warning. Change 3723903 by Max.Preussner MediaAssets: Merged workaround for uninitialized media sound waves from 4.17 #jira FORT-57260 Change 3723134 by Lukasz.Furman added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation Change 3722955 by Jian.Ru Fix a compilation warning #jira FORT-58749 Change 3722667 by Luke.Thatcher [BUILD] [!] Fix PGO failures on build machines. - The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code. - Failure to reserve a device should not be fatal. #jira FORT-58001 Change 3722291 by Lukasz.Furman restored public access to PlayerName for now, current code will be going through accessor Change 3721012 by Alicia.Cano chunk title file generation #jira FORT-53605 Change 3720961 by Marcus.Wassmer Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge. #jira FORT-58240 Change 3719318 by Lukasz.Furman replaced old branch name assertions Change 3719047 by Lukasz.Furman added branch name assertion to core headers to avoid duplicating it Change 3718499 by peter.knepley Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction. Change 3716965 by Alicia.Cano No sound was playing for Android. #jira FORT-58302 #android Change 3715746 by Ben.Marsh Hide Arxan warnings about PDB files not being present. #jira Change 3715172 by Bob.Tellez #UE4 FullLoadAndSave now does SavePackage in parallel. Change 3715055 by Bob.Tellez #UE4 Fix to actually use the precached streaming audio DDC data when cooking. Change 3714130 by Bob.Tellez #UE4 Core changes to allow SavePackage to be done concurrently Change 3714099 by Bob.Tellez #UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions Change 3713145 by Ben.Marsh Disable an Arxan warning in EC. #jira FORT-56926 Change 3712904 by Ben.Woodhouse Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false) Change 3712693 by Ben.Woodhouse Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now. #jira FORT-58409 Change 3712544 by Ben.Woodhouse add missing skylight diffuse gpu stat Change 3712515 by Ben.Woodhouse CSV profiler GPU and pre-declared stat support - refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds - add support for pre-declared CSV stats, using FNames (these are required for GPU stats) - add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats Change 3712297 by Mike.Fricker Fixed huge client hitch when applying changes to in-game options - Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC) #jira FORT-57661 Change 3711501 by Ben.Marsh Fix build failure on Linux. #jira Change 3710962 by David.Ratti Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE Change 3710602 by Marc.Audy Only create MIDs as a child of the calling object if construction script is running Change 3710421 by Ben.Woodhouse Bring over a couple of XB1 rendering fixes from 4.18 3692692: Integrate XB1 translucent lighting fix 3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache #jira UE-49416 Change 3710338 by Marc.Audy Fix Json <-> Property converter to handle maps with struct keys Merged from CL# 3521195 #jira UE-46616 Change 3710226 by Bob.Tellez #UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit Change 3709046 by andrew.grant Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds #jira FORT-57180 Change 3709040 by andrew.grant Fixed issue where this could fail if a messagebox was spawned early during initialization Change 3708830 by Bob.Tellez #UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value" #jira FORT-57833 Change 3708826 by Bob.Tellez #UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders. Change 3707905 by Ori.Cohen Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization #jira UE-51485 Change 3706450 by Chris.Bunner Removing illegal material set on decal component in GameplayStatics. Set a related JIRA, this doesn't actually fix the issue but contributes. #jira FORT-51597 Change 3706223 by Marc.Audy Shrink UPackage class size substantially Change 3706221 by Marc.Audy Store CustomVersions in array rather than set Change 3705798 by Bob.Tellez #UE4 ShadowDepthVertexShader.usf fix to fix Mac cook. Change 3705613 by Uriel.Doyon Texture streaming integration from Main. #jira FORT-57376 Change 3705137 by Michael.Trepka Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined #jira FORT-55309 Change 3704310 by Marcus.Wassmer fix d3ddebug error with shadowcasting pointlights also suppress spammy d3ddebug data about texture debug names #jira FORT-58063 Change 3703477 by Marc.Audy Minor tweak to keep Padding on one cache line. Change 3703449 by Michael.Trepka Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy #jira FORT-55309 Change 3703217 by Marcus.Wassmer Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems #jira FORT-58021 Change 3702926 by Aaron.Eady #JIRA na Engine Code Improvements (that this project doesn't have yet); Added engine code for drawing a debug 2D box. Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \. -- Code -- DrawDebugHelpers: DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes. RemoteConfigIni: SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts. Change 3701976 by Michael.Noland Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor: - CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass - CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor)) - Now shows each function as a separate button, placed in the category associated with the function - The button strip entry is now searchable by function name or tooltip - Prevented operating on functions that have parameters or return values, which would crash before - Removed the duplicate copies of properties placed in the Blutility section - Added a scoped transaction around CallInEditor execution - Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...) Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main Change 3700836 by Bob.Tellez Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive). For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value: -ParamA="-ParamB=Value" #jira FORT-57833 Change 3700821 by Bob.Tellez Merging CL#3461205 from //UE4/Dev-Core Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log") #jira UE-33790 Change 3699584 by Chad.Garyet Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit. #jira FORT-0 Change 3698692 by Aaron.McLeran #jira FORT-57582 crash in sound mix state code - Removed the assert as it looks like that state is now possible. Change 3698411 by Bob.Tellez #UE4 One last correctness fix for when to not save generated base ini files. #jira FORT-57315 Change 3698390 by Bob.Tellez #UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files) #JIRA FORT-57315 Change 3698369 by Bob.Tellez #UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config Change 3698352 by Bob.Tellez #UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds #jira FORT-57315 Change 3698341 by Bob.Tellez #UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely. #JIRA FORT-57315 Change 3697553 by Nick.Darnell Slate - When setting the content of an SBox it should always invalidate. Change 3697330 by Bart.Hawthorne APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update. #jira FORT-57099 #tests ran 100 player bot match Change 3695578 by Bob.Tellez #UE4 Fix Win32 Change 3695508 by Eric.Newman Tweaked LogInit logging to clarify when the command line is being filtered * Encountered this red herring when evaluating crash logs #jira FORT-55839 #tests ran shipping & debug client builds, and editor game build Change 3694898 by Michael.Trepka Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361 #jira FORT-57121 Change 3694655 by David.Ratti Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred). #JIRA FORT-57298 Change 3694491 by Ben.Woodhouse Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test) #jira FORT-57376 Change 3693609 by Ryan.Gerleve Back out CL 3689050 since it was likely causing a crash. #jira FORT-57298 Change 3693327 by Aaron.McLeran #jira FORT-57416 Fixing PS4 cook. Making sure zero pad bytes stays positive without a check. Change 3693136 by David.Ratti fix clang warning Change 3692703 by Thomas.Sarkanen Fix CIS warning on PS4/Linux Change 3692589 by Thomas.Sarkanen Moved exposed value handler bound function initialization to CDO postload This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances #jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms) #tests PIE PvE, 20-bot BR game on PC/PS4. Change 3692552 by Alex.Delesky Change 3692495 by Bart.Hawthorne Fix build Change 3692488 by Bart.Hawthorne Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same. #jira FORT-57104 #tests played 100 player bot match Change 3691819 by Bob.Tellez #UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font. Change 3691805 by Bob.Tellez #UE4 CIS fix Change 3691784 by Bob.Tellez #UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds Change 3691273 by Aaron.McLeran #jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished. Change 3691268 by Aaron.McLeran #jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform Reducing log level Change 3690547 by Ryan.Gerleve Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue. #jira FORT-55763 Change 3690451 by Lukasz.Furman changed branch name testing in engine hacks to use case insensitive match Change 3690270 by David.Ratti Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel. #jira FORT-57156 Change 3690227 by David.Ratti Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally. This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame. #jira FORT-57156 Change 3690184 by David.Ratti Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor. #jira FORT-57156 Change 3689805 by Peter.Knepley Make ConditionalInitAxisProperties protected instead of private #jira FORT-56414 Change 3689789 by Marcus.Wassmer Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding #jira FORT-56792 Change 3689702 by Peter.Knepley Allow games to have a custom MassageAxisInput function #jira FORT-56414 Change 3689687 by Bob.Tellez #UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing Change 3689655 by Peter.Knepley Make SmoothMouse virtual so games can have their own smoothing #jira FORT-56417 Change 3689499 by Bart.Hawthorne Fix Linux CIS warnings Change 3689397 by Bart.Hawthorne Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time Change 3689056 by Lukasz.Furman 3rd attempt for branch name checking in engine code hacks Change 3689050 by David.Ratti First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage. Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors. #jira FORT-57156 Change 3688972 by Bob.Tellez #UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED Change 3688864 by Ryan.Gerleve Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing. #jira FORT-56553 Change 3687654 by Bob.Tellez #UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds. Change 3686615 by Lukasz.Furman Back out changelist 3686610 Change 3686592 by Matt.Kuhlenschmidt Gave the CL description in the source control submit window more room Change 3686020 by Ben.Marsh Remove debug code that prints to logs while building. #jira FORT-56923 Change 3684414 by Peter.Knepley Back out changelist 3678336 #jira FORT-56512 Change 3683894 by Gil.Gribb UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow. Change 3683686 by peter.knepley Raise MTU from 512 to 1024 #jira FORT-56756 Change 3683343 by Rob.Cannaday Fixes insert disk popup #jira FORT-56500 Change 3683156 by Peter.Knepley Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time Change 3682234 by Guillaume.Abadie Cherrypick TAA refactor 3512696 and TAA fix 3668108 #jira FORT-56303 Change 3681494 by Bob.Tellez #UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave Change 3681342 by Bob.Tellez #UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory Change 3681014 by Yenal.Kal #jira FORT-56209 #jira FORT-56272 Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once. This was happening because we were broadcasting the event before we decrement the active count. Change 3680739 by Michael.Trepka Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values #jira FORT-56425 Change 3679237 by Bob.Tellez #UE4 Remove some debug logging Change 3679187 by Bob.Tellez #UE4 Dramatically imrpove speed of writing cookloadorder log file Change 3678926 by Bob.Tellez #UE4 Minor savepackage speed improvements Change 3678336 by Aaron.McLeran #jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished. Change 3676998 by Ben.Woodhouse Fix XGE shader compilation so it doesn't crash randomly Change 3676606 by Ori.Cohen Update GC to be 61.1 to avoid heartbeat collision Change 3676447 by Ori.Cohen Fix CIS warning Change 3676286 by Max.Preussner Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107) #jira FORT-56107 Change 3674591 by Ryan.Gerleve Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients. #jira FORT-55802 Change 3674181 by Michael.Noland Framework: DLL export LogGameplayTags Change 3674138 by Billy.Bramer #jira FORT-56138, FORT-56139 - Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes Change 3672464 by Lukasz.Furman removed recast layers crash tracking code Change 3672153 by Daniel.Lamb Added some debugging code to help track down why shaders are hashing poorly. Change 3671498 by Luke.Thatcher [~] Modify new frame syncing to reduce performance regression seen when the game is running over budget. - Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget. - The game thread will naturally resync with the vsync when we return to being in budget. #jira FORT-55842 Change 3671079 by Ryan.Gerleve Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues. #jira FORT-55763 Change 3670487 by Zak.Middleton Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present. #jira FORT-55999 Change 3670351 by Zak.Middleton Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP. #jira FORT-55999 Change 3670344 by Josh.Markiewicz #UE4 - more verbose logging for SetExpectedClientLoginMsgType Change 3670323 by Wes.Hunt Fix for dedicated servers not flushing events in a timely manner. #jira FORT-56015 Doh, using GFrameNumber was NOT a good idea on servers... :-/ Change 3669817 by Zak.Middleton Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present. #jira FORT-55999 Change 3668416 by Michael.Noland Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized #jira FORT-55887 Change 3668411 by Olaf.Piesche Always cache depth collision particle shader #jira FORT-51307 Change 3668361 by Aaron.McLeran #jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load. Change 3667892 by Rob.Cannaday libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection #jira FORT-55917 Touch LwsWebSocket.cpp to ensure the module gets built with the new libs Change 3667308 by Uriel.Doyon Postponed the release of IO requests when canceling mip updates to prevent threading issue. #jira FORT-54491 Change 3666835 by Lukasz.Furman fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation #jira UE-50370 Change 3665374 by Mike.Fricker Fixed server crashing after hotfixes have re-imported curve table data - The hotfix system is capable of replacing the content of a UCurveTable on the fly - If any systems had references to inner curves on that curve table, they would become invalid - This needs to be fixed in 1.6.4 (tonight) and also in 1.7 #jira FORT-55792 Change 3665063 by Daniel.Broder Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow. Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully. Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file. Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change. #UE4 #NoReleaseNotes #RNX Change 3664948 by Lukasz.Furman reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion #jira FORT-51111 Change 3664916 by John.Abercrombie Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/... - Been testing with this for a while now - This change makes particle effects show up on the current frame's pose for skel meshes as well Removed my StopAllMontagesByGroupName temp hack CL 3383318 Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable). This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose. CL 3388506 Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched. Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress. #jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName Change 3780616 by Gil.Gribb Fixed and reenabled r.DelaySceneRenderCompletion Change 3778979 by Gil.Gribb UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame. Change 3778200 by Nick.Darnell UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state. Change 3777612 by Zak.Middleton Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0". Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched). Change 3774338 by Ben.Woodhouse Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes. Saves up to a millsecond of frame time in CPU-bound scenarios Change 3773462 by Gil.Gribb UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems. Change 3771375 by Hongyi.Yu Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE. Change 3771368 by Ben.Zeigler #jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors. Change 3771173 by Seth.Weedin Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default. Change 3768811 by Ori.Cohen Change animation scale collision code so that it uses the physics asset. Change 3768148 by Brian.Bekich Fix muting being unable to find remote player controller Change 3768117 by Ori.Cohen Prevent pawn collision from updating during animation Change 3766554 by Gil.Gribb UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default. Change 3766427 by Nick.Darnell Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade. Change 3761682 by nick.darnell Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus. Change 3761416 by Ben.Zeigler #jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory. Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful Change 3750998 by Ethan.Geller #jira FORT-60191 Allow -audiomixer command line arg to work on all platforms. Change 3749540 by Marc.Audy SignificanceManager now takes viewpoints in as TArrayView instead of const TArray& Change 3748102 by Marc.Audy Allow cheat cvars to work in Test builds by default Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files Change 3744756 by Bart.Hawthorne Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures. Change 3741168 by Max.Preussner MediaUtils: Fixed movies not playing properly in Shipping builds Change 3739256 by Jian.Ru Set distance field self-shadow bias without recreating all render states Change 3730756 by Ben.Woodhouse HISM optimization: Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues) Change vert threshold to 2K. 1-2ms renderthread win without impacting GPU when rendering point lights Change 3724029 by Zak.Middleton Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling). Change 3723985 by Marc.Audy SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior) Change 3722910 by Jian.Ru Amortize shadow cache update caused by resolution change Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation Change 3718247 by Yenal.Kal Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client. Change 3716343 by Jamie.Dale Adding Korean and Turkish to the localization automation Change 3710534 by Uriel.Doyon Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view. This is used to cull irrelevant levels and reduce the async task number of iterations. The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize. This requires to remove primitives with big UV density from the level data. Those primitives get moved to the dynamic lists. This is controlled by r.Streaming.MaxTextureUVDensity Change 3707207 by David.Ratti Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc. unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients Change 3706272 by Thomas.Sarkanen Added utility/math functions to aid in optimizing anim blueprints Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions. Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality. Change 3706159 by David.Ratti PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update Change 3692891 by David.Ratti Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same. Change 3691392 by Aaron.McLeran #jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled - Fix log error in BulkData.cpp - Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system - Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned - Fix up DDC key, serialize AudioDataSize separately from chunk DataSize Change 3682683 by Zak.Middleton Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server. Change 3678771 by Ori.Cohen Added the ability to turn on stack walk during hitching vs lightweight stats Change 3676363 by Ori.Cohen Added the ability to get callstacks as part of hitch detection Change 3674877 by Keith.Judge Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile. Change 3672515 by Bob.Tellez Added code to play wind particle effects Change 3670909 by Zak.Middleton Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking). [CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
#if IS_PROGRAM
return false;
#else
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3115282) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3114846 on 2016/09/06 by Bob.Tellez #UE4 The cooking process now respects the per-platform chunking manifest configuration in the game ini. If you specify -manifests it forces all platforms to generate a manifest. Change 3114805 on 2016/09/06 by Bob.Tellez #UE4 Attribute sets now work with their owning actor directly instead of asking the associated ability system component for the owning actor when updating the vis logger. #JIRA FORT-29511 Change 3112750 on 2016/09/02 by Bob.Tellez #UE4 bGenerateChunks from platform-specific Game.ini is now respected in pak generation code. Change 3108977 on 2016/08/31 by Jeff.Campeau Virtual keyboard support for Xbox One Text set by virtual keyboards is now submitted on the main thread through an internal tick Change 3108956 on 2016/08/31 by Chris.Gagnon Added "ClientOnly" module type to the build tools. Fixed "ServerOnly" which seems to have rotted, I assume it wasn't in use as it didn't work. Cleaned up some duplicated code which attributted to the rot most likely Change 3108879 on 2016/08/31 by Jeff.Campeau Eliminate binary renaming (allows side by side configs) Handle multiple binaries Temporary return of fixed extension SDK DLLs (required for multiplayer until they can be dynamically configured) Change 3108876 on 2016/08/31 by Jeff.Campeau Fix a manifest generation bug that was eating a character on conjoined values. Change 3108511 on 2016/08/31 by Billy.Bramer - Submit change from JoshM at my desk to make cloud mcp requests use shared pointers for net ids, enabling the use of AsShared on cloud-related callbacks which pass net ids as parameters - Note that this change does not have any validity checking as of yet Change 3108199 on 2016/08/31 by Ben.Woodhouse Disable r.lightshaftrendertoseparatetranslucency to 0 by default, but enable in fortnite via defaultEngine.ini. Change 3107825 on 2016/08/31 by Ben.Woodhouse Lightshaft rendering - add support for rendering the lightshafts to separate translucency (via the r.LightShaftRenderToSeparateTranslucency). This ensures postprocess materials with BL_BeforeTranslucency are rendered before lightshafts are applied. This fixes issues with the skin postprocess appearing too bright where it overlaps with lightshafts #jira UE-35359 Change 3107197 on 2016/08/30 by Chris.Gagnon Added ClientOnly option for Modules: ... "Modules" : [ { "Name" : "PluginName", "Type" : "ClientOnly", "LoadingPhase" : "Default" } ] ... (example taken from a plugin definition) Change 3104551 on 2016/08/29 by Lukasz.Furman potential fix for crash in ability cancelling #jira FORT-29200 Change 3104469 on 2016/08/29 by Lukasz.Furman added iteration limit to navmesh raycast loop to protect against invalid navmesh links creating an infinite loops #jira FORT-29198 Change 3103529 on 2016/08/26 by Jeff.Campeau Xbox One keyboard shift is sometimes unresponsive Change 3103523 on 2016/08/26 by Jeff.Campeau Aug XDK era launch bug fixed Change 3103183 on 2016/08/26 by Jeff.Campeau August XDK support Change 3102360 on 2016/08/26 by James.Hopkin Removed another load of float casts - these ones weren't causing problems, but are no longer necessary. Change 3099375 on 2016/08/24 by Lukasz.Furman added sanity check to UAnimInstance::Montage_Play #jira FORT-28140 Change 3097832 on 2016/08/23 by Chad.Garyet moving set_latest_build out of notifications section, was put there accidentally Change 3097139 on 2016/08/22 by Aaron.McLeran FORT-28502 Hard crash occurs on Win10 when locking computer and then unplugging audio device - Fix is modification of CL 3062338. Moving the checking of state change to head of audio update, adding new thread safe bool to immediately halt creatiing new voices if audio device changed. - Current theory is the xaudio2 in win10 doesn't properly handle audio device remove so this is a workaround till we update to XAudio2 2.8 -#rb Bob.Tellez #tests run game, lock computer, then disable or unplug audio device used by game, audio should stop gracefully without crashing Change 3096552 on 2016/08/22 by Ben.Marsh Fix killing adb.exe instead of notepad.exe. Change 3096473 on 2016/08/22 by Ben.Marsh Kill any ADB processes after a UAT command completes. The Android target platform in the editor spawns instances of ADB, and that spawns a background process to handle this and future requests. It can keep open handles to stdout, preventing the EC postprocessor from terminating. Change 3096459 on 2016/08/22 by Ben.Marsh Remove taskkill call for now. Change 3096450 on 2016/08/22 by Ben.Marsh Use system function instead of backticks to prevent errors killing job. Change 3096449 on 2016/08/22 by Ben.Marsh Kill ADB instances after running UAT; attempt to fix handle to stdout being kept open at the end of builds. Change 3096272 on 2016/08/22 by Chad.Garyet trying to remove postpfilter to see if that might be the stdout/err issue Change 3095369 on 2016/08/19 by Ben.Zeigler #Jira FORT-28683 Fix it so when using SimulateInEditor with Online PIE enabled, it disables trying to use the online service. Before it would half create the online instances, leading to issues in gameplay code when using simulate This will need updating when merging to Main to deal with the module changes Change 3095002 on 2016/08/19 by James.Hopkin Fixed another case of integers being cast to floats before being written to JSON. #jira FORT-28694 Change 3094834 on 2016/08/19 by Chad.Garyet trying a close of stdout and stderr to see if that remedies the ai test issue Change 3094719 on 2016/08/19 by John.Abercrombie Force a net update on the Avatar Actor whenever we start or stop a new Montage Change 3094487 on 2016/08/19 by James.Hopkin JSON writing of session settings no longer casts ints to floats (was causing INT_MIN to be written incorrectly). Change 3092389 on 2016/08/17 by Chad.Garyet more caveman debugging, skipping email notification if node is the fortnite ai test node. Change 3090898 on 2016/08/16 by Aaron.McLeran FORT-25911 Live OT7 crash in FVorbisAudioInfo::ReadCompressedData Implementing CL 3080958 in FN Change 3090761 on 2016/08/16 by Chris.Gagnon Added initial pass of safe zone suport to the front end. Change 3090734 on 2016/08/16 by John.Abercrombie Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage Here's the issue in the version of the code prior to this checkin: - UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped - When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value - So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick - It also means if we were playing a montage, and then stop, we'll start ticking - Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing Change 3090405 on 2016/08/16 by Chad.Garyet checking in caveman debugging for fortnite ai test node Change 3089743 on 2016/08/15 by Ben.Zeigler #jira FORT-28235 When a UWidget is added/removed from a UPanelWidget, invalidate layout. This fixes issues where removing a widget leaves it still visible on screen. There may be a better slate-level solution to this issue Change 3088178 on 2016/08/12 by Saul.Abreu Fixed bug in wrap box layout logic that would cause the inner slot vertical padding to only be added *after* the second row. Change 3087372 on 2016/08/12 by James.Hopkin Added a float overload from TJsonWriter::WriteValue - ever since I made doubles ultra precise to allow large numbers to be read properly, floats have been written with garbage on the end. Also removed 100 lines worth of code duplication while I was there. Automation tests still pass. Change 3084836 on 2016/08/10 by Lina.Halper Fix crash with retargeting additive anim montage Change 3083188 on 2016/08/09 by Bob.Tellez #UE4 UEnvQueryItemType_Point expects a FNavLocation instead of an FVector. Since passing an FVector in AddItemData() causes an assertion failure and the template specialization for FNavLocation has linkage problems, it is now required to pass in a FNavLocation instead of an FVector explicitly. Change 3082835 on 2016/08/09 by Bob.Tellez #UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances. Change 3082621 on 2016/08/09 by Lukasz.Furman fixed accessing empty navigation data in crowd's path processing #jira FORT-27847 Change 3081749 on 2016/08/08 by Saul.Abreu #jira UE-34104 Implemented a customizable snapshot delay in the widget reflector - particularly handy for getting snapshots of tooltips. Change 3081596 on 2016/08/08 by John.Abercrombie Added a tick prerequisite for the mesh's primary actor tick of the FortGameState when a movement comp registers to be ticked by the game state Backed out change to CharacterMovementComponent to check to see if the pose had been ticked this frame. Tested root motion in PIE ded, PIE non-ded, and client/server configuration and it all looked good. (Basically it looks like there's some tick ordering issue with root motion in the engine, and I don't have the time right now to investigate it. This works.) #jira FORT-28139 - Hero's animation hitches when performing any action besides walking and jumping Change 3081536 on 2016/08/08 by Daniel.Broder Fixed bug in FGameplayTagContainer::AppendTags() where it was not reserving the correct amount of space for all of the tags it is about to add. #UE4 #NoReleaseNotes Change 3080679 on 2016/08/08 by Simon.Tovey Increased threshold to ignore stall warning on partilce async work. Increased precision of error message. May still fire and still needs looking into properly. If it does fire still I'll make it a higher priority. Change 3080652 on 2016/08/08 by Chad.Garyet Merging token scripts from ue4 main to fortnite changed fornite main json scheduled builds to all use skiptargetswithouttickets Change 3079357 on 2016/08/05 by John.Abercrombie Character movement components can now be throttled - This can be enabled/disabled by using the FortniteChar.ServerTickMovementAtNetUpdateRate console variable - game should be restarted after toggling it - Character movement components are throttled based on their current NetUpdateRate All character movement components are updated by the Game State - This can be enabled/disabled by using the FortniteChar.CentralCharMovementTick console variable - game should be restarted after toggling it Change 3078666 on 2016/08/05 by Simon.Tovey Disabling some log spam for particles. Change 3072992 on 2016/08/01 by Jonathan.Lindquist Fixing a bug related to weld object seams Change 3070991 on 2016/07/29 by Fred.Kimberley Allow aggregators to perform calculations while ignoring multiple GEs. Change 3070518 on 2016/07/29 by Bob.Tellez #UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad. Change 3069605 on 2016/07/28 by Bob.Tellez #UE4 SScrollBox now works with invalidation panels. Change 3069600 on 2016/07/28 by Bob.Tellez #UE4 SMenuAnchor now works with invalidation panels. Change 3069583 on 2016/07/28 by Bob.Tellez #UE4 Added some code to warn and recover from some invalid accounting of render instances in HierarchicalInstancedStaticMesh, if it exists in the future. Change 3068935 on 2016/07/28 by Bob.Tellez [AUTOMERGE] #UE4 Added a CVar to disable stencils on metal since they are very expensive right now. This is believed to be much better in OSX 10.12. #JIRA FORT-27836 -------- Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3068932 by Bob.Tellez on 2016/07/28 15:50:40. Change 3068422 on 2016/07/28 by John.Pollard Fix FORT-27840 - Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player #tests Live game + replays Change 3067537 on 2016/07/27 by Bob.Tellez [AUTOMERGE] #UE4 Nullifying HierarchicalInstancedStaticMesh instances that were neither in the PerInstanceSMData list nor in the RemovedInstances list. #JIRA FORT-26696 -------- Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3065681 by Bob.Tellez on 2016/07/26 21:02:55. Change 3065138 on 2016/07/26 by Josh.Markiewicz #UE4 - fixed rare case where CreateSession would crash (duplicate of Dev-Networking fix) - DestroySession now always adds a task to the async queue and never tries to complete its work within the same call - *BUG REPRO* - if CreateSession was called leaving a session in the Creating state followed by a call to DestroySession before session left Creating state this could happen - DestroySession would remove the named session while the previous CreateSession was in flight - A new CreateSession could be called afterward because the previous named session was removed - the first CreateSession would finish and give the session a valid SessionInfo - the second CreateSession would finish and assert that the SessionInfo should be invalid #tests contrived Create,Destroy,Create in same frame and saw crash, fixed code, crashes no more Change 3064932 on 2016/07/26 by Tim.Tillotson Fix for editor crash when loading unreal stats in the session frontend. Was a results of modifying EventMetadata while using a copy of the data. #JIRA UE-33426 Change 3064743 on 2016/07/26 by Mark.Satterthwaite Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash. #jira FORT-27685 Change 3063870 on 2016/07/25 by Lukasz.Furman fixed navlink area class assignment, again custom link definitions were exporting from CDO without initializing data first #jira FORT-27713 Change 3063747 on 2016/07/25 by Bob.Tellez #Fortnite Fixed XB1 compile error due to use of DeviceDetails in XAudio2. Also removed a redundant #if XAUDIO_SUPPORTS_DEVICE_DETAILS #JIRA Change 3063500 on 2016/07/25 by Bob.Tellez #UE4 Fixing static analysis warning about not checking the return value of CoInitialize. Also initializing DeviceEnumerator to nullptr in case CoCreateInstance fails. Change 3063317 on 2016/07/25 by Lukasz.Furman fixed navlink deprecation in engine module, temporarily changed deprecation to private access since macro doesn't work with auto generated constructors #fortnite Change 3063224 on 2016/07/25 by Bob.Tellez #UE4 Unshelved change from Nick.Darnell. This is the less-invasive version of 3062014. Avoid adding widgets to the hittest grid more than once. Change 3063188 on 2016/07/25 by Lukasz.Furman removed all raw class pointers from link & area nav modifiers and replaced them with weak object pointers #jira FORT-27186 Change 3062338 on 2016/07/22 by Aaron.McLeran FORT-26470 Adding ability to stop sounds and switch audio engine into a no-sound mode when audio device is disabled/unplugged. #tests run game, disable or unplug audio device used by game, audio should stop gracefully without crashing Change 3061806 on 2016/07/22 by Ben.Zeigler #jira FORT-27519 Change error from moving a non registered component to an ensure instead of a fatal crash, this error is very old and I'm not sure what would cause it, but it went off without giving us a stack Change 3061790 on 2016/07/22 by Ben.Zeigler #jira FORT-26136 Stop a shipping game without blueprint guard enabled from printing useless stacks without an accompanying error message. This was slowing down shipping builds with no benefit Related to changes made on Orion in CL #2878992 Change 3060590 on 2016/07/21 by Mark.Satterthwaite Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D. Change 3060542 on 2016/07/21 by Bob.Tellez #UE4 Made SetIsEnabled and SetVisibility virtual. Change 3058876 on 2016/07/20 by Aaron.McLeran FORT-25593 Mac crash when idling in zone with screen locked Adding logging when failing to update AuGraph and not asserting. Change 3058653 on 2016/07/20 by Bob.Tellez #UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects. Change 3058568 on 2016/07/20 by Bob.Tellez #UE4 Added an optional flag to IAssetRegistry::GetAssetByObjectPath to ignore in-memory assets for maxiumum performance. Change 3058203 on 2016/07/20 by Bob.Tellez #UE4 Clearing pin links for fixed up BT nodes so they are not asymmetrical by the time the node gets destroyed, causing an ensure to fail. Also removing the replaced nodes so they are no longer saved in the package. Change 3056767 on 2016/07/19 by Bob.Tellez #UE4 Speculative DetachLinker crash fix. #JIRA FORT-27335 Change 3056665 on 2016/07/19 by John.Abercrombie Fixed UPathFollowingComponent::HasReached not using the Goal's Radius when bUseNavAgentGoalLocation is false - When bUseNavAgentGoalLocation is true, we want to avoid using the Goal's location on the Nav Mesh, but the acceptability of a radius should be based on the Goal's radius Change 3054368 on 2016/07/18 by Lina.Halper - moved removing notifies to end of montage event - that way between blending out to terminate, it still can trigger notifies. #code review: Martin.Wilson, John.Abercrombie Change 3054109 on 2016/07/18 by Bob.Tellez #UE4 Fixed a bug where IAssetRegistry::GetAllAssets would not return data about live objects when passing bIncludeOnlyOnDiskAssets = false. Change 3053831 on 2016/07/18 by Lina.Halper #Anim montage recursive issue: Make sure to check valid before additive #code review: Bob.Tellez Change 3052641 on 2016/07/15 by Bob.Tellez #UE4 Fix a crash in OpusAudioInfo when InSrcBufferData is null. Change 3052601 on 2016/07/15 by Daniel.Broder EnvQueryInstanceBlueprintWrapper is now blueprintable, so you can make blueprints that allow more complex 'wrapper' behavior when using the blueprint node RunEQSQuery (on the EnvQueryManager). #ReleaseNoteAbove^^ Also, made EEnvQueryStatus a blueprint type, which makes it much easier to work with in blueprints. #UE4 #ReleaseNote! Change 3052201 on 2016/07/15 by Rob.Cannaday Fix for broken party state when timeout on receiving leave request response Execute delegate after marking the party in a disconnected state #jira FORT-25362 Change 3050944 on 2016/07/14 by Bob.Tellez #UE4 Fix an ensure that was incorrectly triggering when the number of hitches in a session is 0 Change 3050352 on 2016/07/14 by Olaf.Piesche #jira UE-32058 Making sure owned pointer to CurrentMaterial is set to RenderMaterial if we choose default material because of missing flags for particle systems. Change 3049049 on 2016/07/13 by Bob.Tellez #UE4 Fix an ensure and a crash in ParticleTrail2EmitterInstance for Ribbon particles. #JIRA FORT-27030 Change 3048186 on 2016/07/13 by John.Abercrombie Selecting Geometry trace mode will no longer project onto the nav mesh first in ProjectedPoints EQS generators Change 3046531 on 2016/07/12 by Bob.Tellez #UE4 Added more information to an ensure about BeginPlay being called on an actor that has already begun play. #JIRA FORT-26683 Change 3046134 on 2016/07/12 by Ian.Fox #UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin Change 3045544 on 2016/07/11 by Bob.Tellez #UE4 Made Attribute fixup code only execute when loading the data from disk as it was intended. Change 3045101 on 2016/07/11 by Fred.Kimberley Changed PostSerialize logic to always use the attribute data if it is valid. Updated the details customization to set the owner and name properties when the attribute is changed. Change 3045035 on 2016/07/11 by John.Abercrombie UpdateMoveFocus will only clear the focus if the path following component is idle - Keeps the AI rotated in the correct direction when movements get paused Change 3044883 on 2016/07/11 by Mark.Satterthwaite Avoid FORT-26879 - when rendering into the viewport back-buffer the scene-viewport sets a null render-target array which MetalRHI wasn't handing, so add the necessary branches to clear the render-target array in MetalStateCache. #jira FORT-26879 Change 3044819 on 2016/07/11 by Carlos.Cuello Setting LOCKED_REPLAY_VERSION to 0 so that replays have valid changelists associated with them in ReplayMGR Change 3044683 on 2016/07/11 by Bob.Tellez #UE4 ActorPosition is now set to your AttachmentRootActor's position instead of your owning actor's position. Change 3044581 on 2016/07/11 by Nick.Cooper #UE4 - Added bSuppressStackingCues to UGameplayEffect, to allow the option avoid sending a GameplayCue RPC for each instance of a stacking UGameplayEffect #jira FORT-23140 Change 3043726 on 2016/07/08 by Billy.Bramer - Add ability for custom UGameplayModMagnitudeCalculations to specify that they have gameplay-code dependencies external to the ability system that can invalidate them aside from just routine attribute capture - UGameplayModMagnitudeCalculations can specify an external multicast delegate that the ability system component can bind to for notification of when the mod calculations are dirty and need to be refreshed - Add advanced support for UGameplayModMagnitudeCalculations opting into allowing this feature to work on client machines as well; Advanced feature to really only be used by games utilizing network dormancy on attributes that they don't mind the client attempting to calculate (ones that won't have gameplay impact); Client-based feature cannot work in tandem with attribute capture - Rename FGameplayEffectModifierMagnitude::AttemptRecalculateMagnitudeFromDependentChange to AttemptRecalculateMagnitudeFromDependentAggregatorChange to alleviate possible confusion from the newly added support for external dependencies - Rename FActiveGameplayEffectsContainer::PreDestroy to Uninitialize and move its call site from the destructor of the owning ASC to UnitializeComponents, where it can have enough information to be useful - Misc ability system cleanup (fix typos, etc.) Change 3043152 on 2016/07/08 by Daniel.Broder Re-enabled EQS details table on screen by default. (This matches the actual description of the variable, which says that enabled is the default. Also, we really need this as the default since those details are critical for debugging.) #UE4 #NoReleaseNotes Change 3041765 on 2016/07/07 by John.Abercrombie Fixed basing whether the AI should turn or not by comparing the current desired rotation vs the last update's desired rotation - The AI should be turning based on whether or not the current desired rotation is different from the rotation of the Pawn Change 3041664 on 2016/07/07 by Bob.Tellez #UE4 Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #JIRA FORT-25983 Change 3040645 on 2016/07/06 by Bob.Tellez #UE4 Added a cvar to disable OpenGL support on Mac. If a mac that does not support Metal launches while this cvar is set to 1 then they will get a dialog box describing that they do not support metal and the process will close. Change 3039969 on 2016/07/06 by Billy.Bramer - Fix for non-snapshotted, attribute-based modifiers potentially not replicating correctly - When dependency magnitude results in a magnitude recalculation, mark the active effect dirty and wake the owner from dormancy, as the client is incapable of recalculating the value properly Change 3036256 on 2016/07/01 by Bob.Tellez #UE4 RequestExit(true) on Mac now exits without triggering exception handling, just like on Windows. Change 3036173 on 2016/07/01 by Ben.Salem Get FTests running sequentially. And, actually, running at all in non-editor. Known issues: Filename lookup needs to be changed to use asset registry instead of packages in directory. Will be worked on next. Change 3035551 on 2016/07/01 by John.Abercrombie Reworked use of the Montage pointer of the AnimNotifyEvent in UAnimInstance::OnMontageInstanceStopped based on Lina's feedback - CL 3034853 contained the original change Change 3035152 on 2016/06/30 by Daniel.Broder Added new API function for DrawDebugSolidBox, which takes an FBox instead of a Center and Extent. It also allows specifying a transform as well (but defaults to using the identity transform for convenience). #ReleaseNoteAbove The new version of DrawDebugSolidBox is more convenient and more efficient if you already have an FBox! No need to calculate the Center and Extent just to use them to recalculate the Box. Made the previous two versions of DrawDebugSolidBox call to the new one that takes an FBox and FTransform. This change keeps the implementation details more manageable for any future changes. Also, fixed typos in parameter names for DrawDebugSolidBox and DrawDebugBox versions where Extent was erroneously named "Box". NOTE: In the future, we should probably make the same changes to the DrawDebugBox API that were made for DrawDebugSolidBox, as well as similar changes for other shapes (such as DrawDebugSphere, Cylinder, etc.), which currently don't have versions that take the shape class directly/ #UE4 #ReleaseNoteAtTop Change 3034918 on 2016/06/30 by William.Ewen Updating Null RHI's max texture dimensions and max texture mip count to avoid a warning and match up with d3d11 and metal. Change 3034853 on 2016/06/30 by John.Abercrombie When a Montage is stopped we send out any anim notify state end notifications related to the Montage, and remove it from the list Change 3033507 on 2016/06/29 by Ben.Zeigler #jira UE-32651 Fix crash I had while auto saving a map with a reflection capture component. This has happened fairly often to licensees as well so we may want to merge it to a release branch Change 3033413 on 2016/06/29 by Daniel.Wright Added DistanceFieldBias to StaticMesh BuildSettings for mesh distance fields * Useful for reducing self shadowing on meshes that have ambient animation Change 3033343 on 2016/06/29 by Billy.Bramer - Fix typo in ability system: FMinimapReplicationTagCountMap should be FMinimalReplicationTagCountMap (it has nothing to do with minimaps!) Change 3032888 on 2016/06/29 by Billy.Bramer - Add ability to base a gameplay effect modifier's magnitude off of the magnitude of an attribute evaluated only up to a certain channel when using attribute-based modifiers Change 3031800 on 2016/06/28 by Jonathan.Lindquist new exr texture Change 3030807 on 2016/06/28 by Lukasz.Furman added more debug logs for rare navmesh raycast crash #jira FORT-22373 Change 3030624 on 2016/06/28 by Lukasz.Furman switching navgraph to use FMetaNavMeshPath #fortnite Change 3030002 on 2016/06/27 by Ben.Zeigler Fix crash I got in SGraphPin::OnDragEnter when the pin did not have an outer. GetOuter now calls the Unchecked version I'm not sure why it was allowed to be null here, but it was clearly supported on purpose before and was crashing with the pin changes. Change 3029720 on 2016/06/27 by Ben.Zeigler Fix TextFilterTests to pass the parameters in the correct order for > operators, and add tests that actually verify this. The real use cases were correct, only the test was broken Change 3029574 on 2016/06/27 by Bob.Tellez #UE4 Fixed a crash caused by attempting to render shadows while r.ShadowQuality was 0. Change 3027275 on 2016/06/24 by Billy.Bramer - First pass of adding evaluation channel support to non-instant gameplay effects - Evaluation channels allow for game-specific control over the order of modifier evaluation - Channels evaluate in order, with the output of one channel acting as the base value/input into the next channel in sequential order - Example: Sample Attribute: Base Value 100. Multiplicative Mod 1.1 in channel 0 and multplicative mod 1.1 in channel 1 will evaluate as ((100 * 1.1) * 1.1) instead of (100 * 1.2) - By default, evaluation channels are disabled (everything evaluates at channel 0), but a game can opt into using channels via INI - Game must specify bAllowGameplayModEvaluationChannels=true, as well as provide name aliases for the channels that the game is allowed to use via GameplayModEvaluationChannelAliases array - Game can also specify the DefaultGameplayModEvaluationChannel via INI; Gameplay effect modifiers will default into that channel - Evaluation channels show up per modifier (and per scoped modifier) in a new property on gameplay effects - Misc. clean-up and refactors within the ability system as a result of changes to support evaluation channels; Begin process of trying to remove heavy reliance on friend classes Change 3022931 on 2016/06/22 by Nick.Cooper #UE4 - Prevent camera anims without an FOV track from making any modifications to the camera FOV Change 3021845 on 2016/06/21 by Carlos.Cuello Fix for crash at startup on Mac, was asserting on !bPerformingOperation but there are codepaths where that wasn't being set to false at the end of an operation in failure cases. Fixed up those codepaths and changed the check() to an ensure() so we can still track where these cases happen but won't affect our shipping build. #jira Fort-25978 Change 3021800 on 2016/06/21 by Lukasz.Furman adding function to query if navmesh was initialized in given radius #jira FORT-24487 Change 3021777 on 2016/06/21 by Martin.Mittring UE-31921 The sub surface profile shader seems to be incorrectly ignoring post processes content that used SkyLight OcclusionTint feature will look different and might need a retweak. a brighter (~ 3-4 times) and less vibrant color results in a similar look #code_review:Jonathan.Lindquist [CL 3123852 by Bob Tellez in Main branch]
2016-09-13 18:15:38 -04:00
return !FPlatformProperties::IsServerOnly();
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3780878 by Nick.Darnell UMG - Providing more information when the compile fails to find a bindable widget. Change 3780855 by Gil.Gribb UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR. Change 3780803 by Thomas.Sarkanen Dont create animation tasks for skeletal meshes that have no anim instance This avoids some wasted work for non-animated attachments, such as pickaxes #jira FORT-61523 - Don't create anim worker tasks if no AnimBP Change 3780741 by Yenal.Kal #jira FORT-60177 Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly. Change 3780663 by Gil.Gribb UE4 - Batching for audio thread commands. Change 3780466 by Ben.Marsh Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record') Change 3779937 by Nick.Darnell UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation. Change 3779858 by Sam.Zamani #http use separate "-multihomehttp" instead of "-multihome" for routing http socket #jira FORT-61666 #tests none Change 3779288 by Michael.Trepka Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data #jira FORT-59762 Change 3779062 by Mike.Fricker Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor. ---- Improve responsiveness of Open Asset dialog. On large projects, there's a noticeable delay when opening and searching/filtering assets. Stopwatch measurements on my machine (seconds for ~122,000 assets): before with this CL ctrl-P 1.4 0.45 search 1.8 0.55 CollectionManagerModule was the main culprit for search/filter slowness. Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation. Change 3778954 by Nick.Darnell Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling. Change 3778896 by Ben.Marsh Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two. #jira Change 3778807 by Ben.Marsh Fix Tencent include paths not registering if workspace directory contains a space. Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote. #jira Change 3778686 by Luke.Thatcher Reduced impact of dynamic vertex buffer RHI stall in D3D12 - In most cases we can avoid the stall if the vertex buffer has never been used before. - Only when a buffer has an existing SRV do we need to stall. - Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash. This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10. #jira FORT-61390 Change 3778679 by Thomas.Sarkanen Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously. #jira FORT-61548 Change 3778591 by Ben.Woodhouse Add build config to FPSChart HTML output #jira FORT-56478 Change 3778175 by ben.marsh Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter. Will remove all the surrounding code in a later update to a development branch. #jira Change 3777750 by Chris.Gagnon - Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit. - This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary. - This differs from Custom which is a full override of the navigation behavior. Change 3777678 by Bob.Tellez #UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath Change 3776962 by Bob.Tellez #UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands) Change 3776656 by Thomas.Sarkanen Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components This was causing AIs to get stuck in montage playback in some circumstances #jira FORT-61324, FORT-60558 Change 3776655 by Bob.Tellez #UE4 CIS fix after 3776629 Change 3776650 by Bob.Tellez Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files Change 3776649 by Nick.Darnell UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel. Change 3776629 by Bob.Tellez #UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL. Change 3776328 by James.Golding Add command line option (-statnamedevents) for enabling named events Change 3776024 by Nick.Darnell Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale. Change 3775569 by Gil.Gribb UE4 - Fixed bugs with r.DelaySceneRenderCompletion Change 3775543 by Luke.Thatcher [XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer - Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update. Change 3775488 by Thomas.Sarkanen Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks #jira FORT-61157 - Run anim update on worker, even if not visible Change 3775219 by Bob.Tellez #UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking Change 3774886 by Mike.Fricker Fixed occasional crash when backing out to lobby - Don't force DF data to be updated when the mesh isn't in the world or has no scene interface #jira FORT-60863 Change 3774767 by Ori.Cohen Fix race condition for creating statid in test configs Change 3774682 by Bob.Tellez #UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it. Change 3774621 by Bob.Tellez #UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds. Change 3774201 by Gil.Gribb UE4 - Fixed rare crash caused by unmounting pak files. Change 3773920 by Gil.Gribb UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default. Change 3773896 by Thomas.Sarkanen Push non-rendered anim updates back onto the worker thread Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation). #jira FORT-61157 - Run anim update on worker, even if not visible Change 3773886 by Gil.Gribb UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1. Change 3773882 by Gil.Gribb UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer. Change 3773461 by Gil.Gribb UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing. Change 3773459 by Gil.Gribb UE4 - Adds TLS caches for MallocBinned2 to the Audio thread. Change 3773458 by Gil.Gribb UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks. Change 3773011 by Robert.Manuszewski Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports. + Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff Change 3772867 by Thomas.Sarkanen Nativization now correctly generates and builds code for "Client" builds Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly. Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne) Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client" #jira FORT-52823 - Nativizing Player Animation Blueprints Change 3772408 by Robert.Manuszewski Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly) Change 3772359 by Thomas.Sarkanen Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations. Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with. Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s. #jira FORT-52823 - Nativizing Player Animation Blueprints Change 3771975 by Zak.Middleton Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist(). #jira FORT-61134 Change 3771421 by Ori.Cohen Fix CIS Change 3771052 by Robert.Manuszewski Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway. Change 3771039 by Bob.Tellez #UE4 Allowing use of -FPS in PGO profile builds Change 3770747 by Ori.Cohen Added missing stat named events for anim bp Change 3769616 by Arciel.Rekman UBT: Use response files for compiler when compiling for Linux. - Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units). Change 3769457 by Gil.Gribb UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion. Change 3769136 by Michael.Noland Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in Change 3768736 by Robert.Manuszewski More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized #jira FORT-60943 Change 3768634 by Robert.Manuszewski Small optimization to FEDLCookChecker::Verify function Change 3768603 by Robert.Manuszewski Merging CL #3766740 by Steve.Robb TMultiMap::Append added. Change 3768586 by Ben.Woodhouse csv profiler screen message Change 3768506 by Thomas.Sarkanen Duplicating CL 3764661 from Paragon: Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics(). Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test. #jira OR-46341 #tests LaneMinionFXTests, monolith w/ full teams. Change 3768504 by Thomas.Sarkanen Duplicating CL 3758315 from Paragon: Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work. PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations. Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms. Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims. Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance. #jira OR-46341 #tests minion FX perf map, lane minion test map, monolith match with 2 full teams. Change 3768097 by Bob.Tellez #UE4 Fix non-editor CIS Change 3767957 by Bob.Tellez #UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets) Change 3767906 by Mike.Fricker Add Blueprint functions to query parameters from MIC - GetScalarParameterValue - GetTextureParameterValue - GetVectorParameterValue MIDs already had these functions, but MICs did not. Change 3767737 by Max.Preussner Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached #author jack.porter #jira FORT-59777 Change 3767735 by Bob.Tellez #UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time. #jira FORT-60918 Change 3767244 by Ethan.Geller #jira FORT-60885 Merge in fix for memory leak from 4.18.1. Change 3766567 by Marc.Audy Fix initialization ordering warnings Change 3766443 by Jian.Ru Submit PSO locking fix again as it has passed local tests Change 3766362 by Ori.Cohen Added the ability to get concurrent captures in Test configurations without having to turn full stats on Change 3766277 by Marc.Audy Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup Change 3766275 by Marc.Audy Better pack UTexture* classes Change 3766272 by Thomas.Sarkanen Fixes to enable auto-nativization for animation blueprints For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets: - In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer. - Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'. - Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system. Disabled fast-path optimization when running a native anim BP, as native code is faster! #jira FORT-52823 - Nativizing Player Animation Blueprints #jira FORT-57378 - Perf optimization: animation blueprint improvements Change 3766215 by Marc.Audy Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap Change 3765664 by Michael.Noland Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty Change 3765624 by Marc.Audy Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean Change 3765200 by Nick.Darnell Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention. Change 3764881 by Wes.Hunt Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep. #jira FORT-60585 #review-3764882 @arciel.rekman Change 3763872 by Max.Chen Sequencer: Set default completion mode for all sections to project default. Copy from Dev-Sequencer #jira UE-49480 Change 3763871 by Max.Chen Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState. Copy from Dev-Sequencer #jira UE-49480 Change 3763810 by Gil.Gribb UE4 - remove some init timing spew in programs (i.e. UHT) Change 3762939 by Robert.Manuszewski Removing all locks from FEDLCookChecker to improve SavePackage performance Change 3762851 by Bob.Tellez Duplicating CL#3740778 from //UE4/Dev-Editor Fixed issue with content browser column sorting #jira UE-49460 Change 3762660 by Bob.Tellez #UE4 Fix a few parallelsave threading problems. Change 3761861 by Marc.Audy Fix archive complaints about bitfield Change 3761802 by Marc.Audy Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings Change 3761299 by Matt.Kuhlenschmidt Fix levels not being lockable/unlockable if they are not checked out #jira FORT-60086 Change 3760422 by Bob.Tellez #UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials. Change 3760113 by Jian.Ru Back out changelist 3759715 as it causes a crash on UGS autotest Change 3759761 by Jian.Ru Clean up some debug comments Change 3759715 by Jian.Ru Removing excessive locking when accessing PSO caches. Change 3759285 by Nick.Darnell Editor - Fixing the length of the datatable row dropdown in the editor. Change 3758334 by Alexis.Matte Fix a crash when importing morph target there was a unsync between some buffer depending on the import options #jira UE-52319 Change 3758332 by Ben.Marsh Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio. #jira Change 3758215 by Brian.Bekich Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers Change 3757702 by Bob.Tellez #UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave Change 3757545 by ben.marsh Suppress Arxan warning about being unable to install a default guard at it's default location. Change 3757452 by Aaron.McLeran #jira FORT-59675 Client Crash in __delayLoadHelper2() Fixing build error on linux. Change 3757389 by Hongyi.Yu Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level. #jira FORT-58283 Change 3757229 by Aaron.McLeran #jira FORT-59675 Client Crash in __delayLoadHelper2() Change 3757077 by Max.Preussner MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint #jira FORT-59774 #jira UE-51943 #tests none Change 3756854 by Mike.Fricker Fix "double-delete" crash when using level streaming - Backed out unintentional network checksum change! Change 3756790 by Bob.Tellez #UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances Change 3756639 by Arciel.Rekman Pool memory (only 64KB allocations) on servers (FORT-60342). - Has a fixed cost of 1GB virtual memory usage. #jira FORT-60342 Change 3755995 by Alexis.Matte Fix crash when importing morph target with "built in" tangent option #jira UE-52319 Change 3755896 by Arciel.Rekman Remove unnecessary switch for profiling (part of FORT-58878). - -fno-omit-stack-pointer is only needed when getting callstacks for perf. #jira FORT-58878 Change 3755711 by Mike.Fricker Fix "double-delete" crash when using level streaming - Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG) Change 3755701 by David.Ratti FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now. #jira FORT-60317 #review-3755702 @Ryan.Gerleve Change 3754928 by Arciel.Rekman Linux: add LTO support and more. - Adds ability to use link-time opitimization (reusing current target property bAllowLTCG). - Supports using llvm-ar and lld instead of ar/ranlib and ld. - More build information printed (and in a better organized way). - Native scripts updated to install packages with the appropriate tools on supported systems - AutoSDKs updated to require a new toolchain (already checked in). - Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089 #jira FORT-58878 Change 3753986 by Ben.Zeigler #jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly Change 3753274 by Ben.Marsh Fix blank lines in errors and warnings being omitted from notification emails. #jira Change 3753175 by Thomas.Sarkanen Fix hang in animation editor menus Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates. Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list. #jira UE-52271 - Persona menu option locks up editor Change 3752887 by Nick.Darnell Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children. Change 3752785 by Marc.Audy Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes Change 3752185 by Ben.Marsh Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree. #jira Change 3751813 by Ben.Marsh Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines. #jira Change 3750413 by Ben.Zeigler Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one Fix issue where refreshing tags for asset registry would do a very slow array delete/add Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally Change 3750014 by Lina.Halper - duplicate change from following changelists CL 3669273 - delete all tracks option - allow to opt out on bone track importing - fixed pose preview for fullbody to select weights that has pose from asset. CL 3672170 Remove track support for Animation Blueprint Library This is required for facial pose retargeting Change 3749714 by Brian.Bekich Back out changelist 3748287 #jira FORT-60125 Change 3749377 by Robert.Manuszewski Improved log formatting for reporting deterministic cook issues. #jira FORT-59919 Change 3749360 by Robert.Manuszewski Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences. #jira FORT-59919 Change 3748746 by Hongyi.Yu Fixed compiling error in Automation project #jira FORT-59621 Change 3748530 by Mike.Fricker Fixed non-determinism of landscape grass across platforms/compilers This causes bushes to be located in different places depending on what platform you were playing on. 1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug. 2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI. 3) Strings used for CRCs could have possibly have different case. Now forced lowercase. #jira FORT-60109 Change 3748471 by Zak.Middleton Added stats to NetDriver TickFlush and stats gathering within that function. Change 3748287 by Brian.Bekich Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar FInBunch defaults to prior behavior if cvar is 0 UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE Check for path name serialization error before tryng to read checksum #jira FORT-57974 Change 3747980 by Bart.Hawthorne In Oodle, only generate and write dictionaries on Windows, Mac, and Linux Change 3747642 by Gil.Gribb Fix CIS Change 3747635 by Zak.Middleton Avoid string alloc on every ServerMove() call on the server. Change 3747560 by Gil.Gribb UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored. Change 3747548 by Gil.Gribb UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks. Change 3747544 by Bart.Hawthorne When detecting if Oodle is installed, use the newest version instad of the oldest one. Change 3746440 by Robert.Manuszewski Dterministic cook issues reporting improvements - Huge performance improvements - Added new metric to the summary: NumberOfDifferencesInPackages - Diff stats have their own section now (Package.Diff) - When running with -diffonly there commandlet will not log the Warning/Error summary anymore - Callstacks are no longer logged with instruction addresses - Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks - Callstacks, Serialized Object and Serialized Property are now indented - Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning. - Replaced \r\n with \n in the callstack log to make it work better with EC #jira FORT-59919 Change 3746426 by Gil.Gribb UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on. Change 3746348 by Mike.Fricker Added new CVars to toggle level streaming behavior - No effective change to engine yet. The defaults values enable the same default behavior. - New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.) - New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.) - New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up) Change 3746127 by Gil.Gribb UE4 - Slight tweak to more agressively batch occlusion queries. Change 3746111 by Cecil.McRae Change 3745681 by Bob.Tellez #UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning) Change 3745631 by Matt.Kuhlenschmidt Fix details panel crash after compiling blueprints that have edit conditon properties Change 3744544 by Gil.Gribb UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them. #jira FORT-59879 Change 3744419 by Matt.Kuhlenschmidt Fix opening color picker causing values to change. Was due to conversion between srgb and linear color. Change 3744270 by Ben.Marsh Merging change to include deterministic cooking summary from Dev-Core (CL 3743182). #jira FORT-59919 Change 3743621 by Guillaume.Abadie Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144. #jira UE-51569 Change 3743403 by Gil.Gribb UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262) Change 3743392 by Gil.Gribb Merged IO fixed from //UE4 (CL 3641155) Change 3743376 by Gil.Gribb UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates. Change 3743372 by Gil.Gribb UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config. Change 3743030 by Bob.Tellez #UE4 Revert some code the was accidentally merged to UE4Main #jira UE-52032 Change 3742611 by Josh.Markiewicz #UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called #tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless) Change 3742187 by Nick.Darnell Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states. Change 3742053 by Michael.Trepka Copy of CL 3713881 Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets. #jira UE-31093 Change 3742050 by Michael.Trepka Copy of CL 3711085 Reenabled UBT makefiles on Mac Change 3741924 by Josh.Markiewicz #UE4 - delete EpicSurvey module - working toward engine/plugins/online removal from game branch Change 3741865 by Nick.Darnell UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects. Change 3741442 by Ryan.Gerleve Fix initialization order warnings Change 3741370 by Ryan.Gerleve Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android. Change 3740914 by Peter.Knepley Restore player name obsfuscation Change 3740828 by Marc.Audy Dynamically create FKey if the char code is unknown #jira FORT-59735 Change 3740811 by Ben.Marsh UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs. #jira Change 3740328 by Bob.Tellez #UE4 Fix FullLoadAndSave cook method Change 3740327 by Bob.Tellez #UE4 Minor movie scene cooking improvements Change 3740280 by Bob.Tellez #UE4 Fix shipping config CIS Change 3740232 by Bob.Tellez #UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines. Change 3740209 by Nick.Darnell UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget). Change 3740207 by Nick.Darnell Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop. Change 3740189 by Bob.Tellez #UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus Change 3740171 by Marc.Audy Fix merge issue causing compile error for AutomationTool Change 3739270 by Ben.Woodhouse Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread #jira FORT-56961 Change 3739244 by Ben.Woodhouse -statunit commandline option Change 3738920 by peter.knepley Fix issue where simulated proxies had bad crouch state when re-entering relevancy Change 3738904 by Gil.Gribb UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1. Change 3738378 by Ori.Cohen Added better profiling for scene query hitches Change 3736984 by Ben.Woodhouse Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities #jira FORT-56700 Change 3736754 by Zak.Middleton Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes. Change 3736282 by Hongyi.Yu Don't check target file while doing iterative shared prebuild cooking. #jira FORT-58911 Change 3736109 by Michael.Trepka Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC. #jira FORT-55309 Change 3735765 by Ben.Woodhouse Fix GTSynctype logic when vsync is disabled. This was breaking profiling Change 3734436 by Marcus.Wassmer More reliable Aftermath data. #jira FORT-45518 Change 3734103 by Bob.Tellez #UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs Change 3733985 by Saul.Abreu #jira FORT-58816 "Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale Needed to workaround an issue with guillemets (weird arrow quotes). Change 3733922 by Brian.Bekich Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths Check for path name serialization error before tryng to read checksum #jira FORT-57974 Change 3733850 by Max.Chen Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool. #jira FORT-56092 Change 3733299 by Ethan.Geller #jira FORT-58943 Handle corner cases for repeated calls to precache buffers. Change 3732907 by Gil.Gribb UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms. Change 3732728 by Robert.Manuszewski Fixing a crash when dumping stats with massive callstacks #jira FORT-58901 Change 3732438 by Marc.Audy When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated. #jira FORT-56997 Change 3730413 by Lukasz.Furman fixed PlayerName encryption key #jira FORT-59066 Change 3729588 by Bob.Tellez #UE4 Only calling FixupData on load. Fixes crash during parallel saving. Change 3729475 by Marc.Audy Fix missing ; Change 3729444 by Marc.Audy Fix cases where GetWorld() being called multiple times per function Change 3729143 by Hongyi.Yu Added support to extract pak files to mount point. - Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent() #jira FORT-58635 Change 3728981 by Nick.Darnell Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used. Change 3728838 by Zak.Middleton Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling. Change 3728604 by Jian.Ru Submit one render command rather than many in FScene::UpdateParameterCollections Change 3728434 by Marc.Audy PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag. Change 3728427 by Gil.Gribb UE4 - reduce stat overhead when not collecting stats. Change 3728197 by Marc.Audy Properly call post significance on initial registration if the post significance type is sequential Change 3726266 by Gil.Gribb UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps. Change 3724501 by Marc.Audy Fix initialization order Change 3724411 by Ben.Woodhouse Point light shadow rendering optimization - Made per-triangle culling take Z into account. In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k. On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms. On PS4, GPU cost went from 2.3 to 1.9ms. #jira FORT-58921 Change 3724367 by Chad.Garyet Downgrading lock warning about still waiting to a message instead of a warning. Change 3723903 by Max.Preussner MediaAssets: Merged workaround for uninitialized media sound waves from 4.17 #jira FORT-57260 Change 3723134 by Lukasz.Furman added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation Change 3722955 by Jian.Ru Fix a compilation warning #jira FORT-58749 Change 3722667 by Luke.Thatcher [BUILD] [!] Fix PGO failures on build machines. - The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code. - Failure to reserve a device should not be fatal. #jira FORT-58001 Change 3722291 by Lukasz.Furman restored public access to PlayerName for now, current code will be going through accessor Change 3721012 by Alicia.Cano chunk title file generation #jira FORT-53605 Change 3720961 by Marcus.Wassmer Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge. #jira FORT-58240 Change 3719318 by Lukasz.Furman replaced old branch name assertions Change 3719047 by Lukasz.Furman added branch name assertion to core headers to avoid duplicating it Change 3718499 by peter.knepley Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction. Change 3716965 by Alicia.Cano No sound was playing for Android. #jira FORT-58302 #android Change 3715746 by Ben.Marsh Hide Arxan warnings about PDB files not being present. #jira Change 3715172 by Bob.Tellez #UE4 FullLoadAndSave now does SavePackage in parallel. Change 3715055 by Bob.Tellez #UE4 Fix to actually use the precached streaming audio DDC data when cooking. Change 3714130 by Bob.Tellez #UE4 Core changes to allow SavePackage to be done concurrently Change 3714099 by Bob.Tellez #UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions Change 3713145 by Ben.Marsh Disable an Arxan warning in EC. #jira FORT-56926 Change 3712904 by Ben.Woodhouse Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false) Change 3712693 by Ben.Woodhouse Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now. #jira FORT-58409 Change 3712544 by Ben.Woodhouse add missing skylight diffuse gpu stat Change 3712515 by Ben.Woodhouse CSV profiler GPU and pre-declared stat support - refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds - add support for pre-declared CSV stats, using FNames (these are required for GPU stats) - add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats Change 3712297 by Mike.Fricker Fixed huge client hitch when applying changes to in-game options - Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC) #jira FORT-57661 Change 3711501 by Ben.Marsh Fix build failure on Linux. #jira Change 3710962 by David.Ratti Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE Change 3710602 by Marc.Audy Only create MIDs as a child of the calling object if construction script is running Change 3710421 by Ben.Woodhouse Bring over a couple of XB1 rendering fixes from 4.18 3692692: Integrate XB1 translucent lighting fix 3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache #jira UE-49416 Change 3710338 by Marc.Audy Fix Json <-> Property converter to handle maps with struct keys Merged from CL# 3521195 #jira UE-46616 Change 3710226 by Bob.Tellez #UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit Change 3709046 by andrew.grant Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds #jira FORT-57180 Change 3709040 by andrew.grant Fixed issue where this could fail if a messagebox was spawned early during initialization Change 3708830 by Bob.Tellez #UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value" #jira FORT-57833 Change 3708826 by Bob.Tellez #UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders. Change 3707905 by Ori.Cohen Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization #jira UE-51485 Change 3706450 by Chris.Bunner Removing illegal material set on decal component in GameplayStatics. Set a related JIRA, this doesn't actually fix the issue but contributes. #jira FORT-51597 Change 3706223 by Marc.Audy Shrink UPackage class size substantially Change 3706221 by Marc.Audy Store CustomVersions in array rather than set Change 3705798 by Bob.Tellez #UE4 ShadowDepthVertexShader.usf fix to fix Mac cook. Change 3705613 by Uriel.Doyon Texture streaming integration from Main. #jira FORT-57376 Change 3705137 by Michael.Trepka Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined #jira FORT-55309 Change 3704310 by Marcus.Wassmer fix d3ddebug error with shadowcasting pointlights also suppress spammy d3ddebug data about texture debug names #jira FORT-58063 Change 3703477 by Marc.Audy Minor tweak to keep Padding on one cache line. Change 3703449 by Michael.Trepka Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy #jira FORT-55309 Change 3703217 by Marcus.Wassmer Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems #jira FORT-58021 Change 3702926 by Aaron.Eady #JIRA na Engine Code Improvements (that this project doesn't have yet); Added engine code for drawing a debug 2D box. Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \. -- Code -- DrawDebugHelpers: DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes. RemoteConfigIni: SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts. Change 3701976 by Michael.Noland Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor: - CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass - CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor)) - Now shows each function as a separate button, placed in the category associated with the function - The button strip entry is now searchable by function name or tooltip - Prevented operating on functions that have parameters or return values, which would crash before - Removed the duplicate copies of properties placed in the Blutility section - Added a scoped transaction around CallInEditor execution - Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...) Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main Change 3700836 by Bob.Tellez Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive). For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value: -ParamA="-ParamB=Value" #jira FORT-57833 Change 3700821 by Bob.Tellez Merging CL#3461205 from //UE4/Dev-Core Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log") #jira UE-33790 Change 3699584 by Chad.Garyet Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit. #jira FORT-0 Change 3698692 by Aaron.McLeran #jira FORT-57582 crash in sound mix state code - Removed the assert as it looks like that state is now possible. Change 3698411 by Bob.Tellez #UE4 One last correctness fix for when to not save generated base ini files. #jira FORT-57315 Change 3698390 by Bob.Tellez #UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files) #JIRA FORT-57315 Change 3698369 by Bob.Tellez #UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config Change 3698352 by Bob.Tellez #UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds #jira FORT-57315 Change 3698341 by Bob.Tellez #UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely. #JIRA FORT-57315 Change 3697553 by Nick.Darnell Slate - When setting the content of an SBox it should always invalidate. Change 3697330 by Bart.Hawthorne APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update. #jira FORT-57099 #tests ran 100 player bot match Change 3695578 by Bob.Tellez #UE4 Fix Win32 Change 3695508 by Eric.Newman Tweaked LogInit logging to clarify when the command line is being filtered * Encountered this red herring when evaluating crash logs #jira FORT-55839 #tests ran shipping & debug client builds, and editor game build Change 3694898 by Michael.Trepka Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361 #jira FORT-57121 Change 3694655 by David.Ratti Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred). #JIRA FORT-57298 Change 3694491 by Ben.Woodhouse Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test) #jira FORT-57376 Change 3693609 by Ryan.Gerleve Back out CL 3689050 since it was likely causing a crash. #jira FORT-57298 Change 3693327 by Aaron.McLeran #jira FORT-57416 Fixing PS4 cook. Making sure zero pad bytes stays positive without a check. Change 3693136 by David.Ratti fix clang warning Change 3692703 by Thomas.Sarkanen Fix CIS warning on PS4/Linux Change 3692589 by Thomas.Sarkanen Moved exposed value handler bound function initialization to CDO postload This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances #jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms) #tests PIE PvE, 20-bot BR game on PC/PS4. Change 3692552 by Alex.Delesky Change 3692495 by Bart.Hawthorne Fix build Change 3692488 by Bart.Hawthorne Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same. #jira FORT-57104 #tests played 100 player bot match Change 3691819 by Bob.Tellez #UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font. Change 3691805 by Bob.Tellez #UE4 CIS fix Change 3691784 by Bob.Tellez #UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds Change 3691273 by Aaron.McLeran #jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished. Change 3691268 by Aaron.McLeran #jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform Reducing log level Change 3690547 by Ryan.Gerleve Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue. #jira FORT-55763 Change 3690451 by Lukasz.Furman changed branch name testing in engine hacks to use case insensitive match Change 3690270 by David.Ratti Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel. #jira FORT-57156 Change 3690227 by David.Ratti Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally. This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame. #jira FORT-57156 Change 3690184 by David.Ratti Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor. #jira FORT-57156 Change 3689805 by Peter.Knepley Make ConditionalInitAxisProperties protected instead of private #jira FORT-56414 Change 3689789 by Marcus.Wassmer Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding #jira FORT-56792 Change 3689702 by Peter.Knepley Allow games to have a custom MassageAxisInput function #jira FORT-56414 Change 3689687 by Bob.Tellez #UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing Change 3689655 by Peter.Knepley Make SmoothMouse virtual so games can have their own smoothing #jira FORT-56417 Change 3689499 by Bart.Hawthorne Fix Linux CIS warnings Change 3689397 by Bart.Hawthorne Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time Change 3689056 by Lukasz.Furman 3rd attempt for branch name checking in engine code hacks Change 3689050 by David.Ratti First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage. Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors. #jira FORT-57156 Change 3688972 by Bob.Tellez #UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED Change 3688864 by Ryan.Gerleve Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing. #jira FORT-56553 Change 3687654 by Bob.Tellez #UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds. Change 3686615 by Lukasz.Furman Back out changelist 3686610 Change 3686592 by Matt.Kuhlenschmidt Gave the CL description in the source control submit window more room Change 3686020 by Ben.Marsh Remove debug code that prints to logs while building. #jira FORT-56923 Change 3684414 by Peter.Knepley Back out changelist 3678336 #jira FORT-56512 Change 3683894 by Gil.Gribb UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow. Change 3683686 by peter.knepley Raise MTU from 512 to 1024 #jira FORT-56756 Change 3683343 by Rob.Cannaday Fixes insert disk popup #jira FORT-56500 Change 3683156 by Peter.Knepley Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time Change 3682234 by Guillaume.Abadie Cherrypick TAA refactor 3512696 and TAA fix 3668108 #jira FORT-56303 Change 3681494 by Bob.Tellez #UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave Change 3681342 by Bob.Tellez #UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory Change 3681014 by Yenal.Kal #jira FORT-56209 #jira FORT-56272 Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once. This was happening because we were broadcasting the event before we decrement the active count. Change 3680739 by Michael.Trepka Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values #jira FORT-56425 Change 3679237 by Bob.Tellez #UE4 Remove some debug logging Change 3679187 by Bob.Tellez #UE4 Dramatically imrpove speed of writing cookloadorder log file Change 3678926 by Bob.Tellez #UE4 Minor savepackage speed improvements Change 3678336 by Aaron.McLeran #jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished. Change 3676998 by Ben.Woodhouse Fix XGE shader compilation so it doesn't crash randomly Change 3676606 by Ori.Cohen Update GC to be 61.1 to avoid heartbeat collision Change 3676447 by Ori.Cohen Fix CIS warning Change 3676286 by Max.Preussner Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107) #jira FORT-56107 Change 3674591 by Ryan.Gerleve Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients. #jira FORT-55802 Change 3674181 by Michael.Noland Framework: DLL export LogGameplayTags Change 3674138 by Billy.Bramer #jira FORT-56138, FORT-56139 - Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes Change 3672464 by Lukasz.Furman removed recast layers crash tracking code Change 3672153 by Daniel.Lamb Added some debugging code to help track down why shaders are hashing poorly. Change 3671498 by Luke.Thatcher [~] Modify new frame syncing to reduce performance regression seen when the game is running over budget. - Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget. - The game thread will naturally resync with the vsync when we return to being in budget. #jira FORT-55842 Change 3671079 by Ryan.Gerleve Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues. #jira FORT-55763 Change 3670487 by Zak.Middleton Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present. #jira FORT-55999 Change 3670351 by Zak.Middleton Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP. #jira FORT-55999 Change 3670344 by Josh.Markiewicz #UE4 - more verbose logging for SetExpectedClientLoginMsgType Change 3670323 by Wes.Hunt Fix for dedicated servers not flushing events in a timely manner. #jira FORT-56015 Doh, using GFrameNumber was NOT a good idea on servers... :-/ Change 3669817 by Zak.Middleton Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present. #jira FORT-55999 Change 3668416 by Michael.Noland Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized #jira FORT-55887 Change 3668411 by Olaf.Piesche Always cache depth collision particle shader #jira FORT-51307 Change 3668361 by Aaron.McLeran #jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load. Change 3667892 by Rob.Cannaday libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection #jira FORT-55917 Touch LwsWebSocket.cpp to ensure the module gets built with the new libs Change 3667308 by Uriel.Doyon Postponed the release of IO requests when canceling mip updates to prevent threading issue. #jira FORT-54491 Change 3666835 by Lukasz.Furman fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation #jira UE-50370 Change 3665374 by Mike.Fricker Fixed server crashing after hotfixes have re-imported curve table data - The hotfix system is capable of replacing the content of a UCurveTable on the fly - If any systems had references to inner curves on that curve table, they would become invalid - This needs to be fixed in 1.6.4 (tonight) and also in 1.7 #jira FORT-55792 Change 3665063 by Daniel.Broder Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow. Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully. Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file. Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change. #UE4 #NoReleaseNotes #RNX Change 3664948 by Lukasz.Furman reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion #jira FORT-51111 Change 3664916 by John.Abercrombie Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/... - Been testing with this for a while now - This change makes particle effects show up on the current frame's pose for skel meshes as well Removed my StopAllMontagesByGroupName temp hack CL 3383318 Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable). This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose. CL 3388506 Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched. Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress. #jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName Change 3780616 by Gil.Gribb Fixed and reenabled r.DelaySceneRenderCompletion Change 3778979 by Gil.Gribb UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame. Change 3778200 by Nick.Darnell UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state. Change 3777612 by Zak.Middleton Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0". Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched). Change 3774338 by Ben.Woodhouse Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes. Saves up to a millsecond of frame time in CPU-bound scenarios Change 3773462 by Gil.Gribb UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems. Change 3771375 by Hongyi.Yu Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE. Change 3771368 by Ben.Zeigler #jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors. Change 3771173 by Seth.Weedin Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default. Change 3768811 by Ori.Cohen Change animation scale collision code so that it uses the physics asset. Change 3768148 by Brian.Bekich Fix muting being unable to find remote player controller Change 3768117 by Ori.Cohen Prevent pawn collision from updating during animation Change 3766554 by Gil.Gribb UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default. Change 3766427 by Nick.Darnell Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade. Change 3761682 by nick.darnell Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus. Change 3761416 by Ben.Zeigler #jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory. Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful Change 3750998 by Ethan.Geller #jira FORT-60191 Allow -audiomixer command line arg to work on all platforms. Change 3749540 by Marc.Audy SignificanceManager now takes viewpoints in as TArrayView instead of const TArray& Change 3748102 by Marc.Audy Allow cheat cvars to work in Test builds by default Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files Change 3744756 by Bart.Hawthorne Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures. Change 3741168 by Max.Preussner MediaUtils: Fixed movies not playing properly in Shipping builds Change 3739256 by Jian.Ru Set distance field self-shadow bias without recreating all render states Change 3730756 by Ben.Woodhouse HISM optimization: Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues) Change vert threshold to 2K. 1-2ms renderthread win without impacting GPU when rendering point lights Change 3724029 by Zak.Middleton Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling). Change 3723985 by Marc.Audy SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior) Change 3722910 by Jian.Ru Amortize shadow cache update caused by resolution change Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation Change 3718247 by Yenal.Kal Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client. Change 3716343 by Jamie.Dale Adding Korean and Turkish to the localization automation Change 3710534 by Uriel.Doyon Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view. This is used to cull irrelevant levels and reduce the async task number of iterations. The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize. This requires to remove primitives with big UV density from the level data. Those primitives get moved to the dynamic lists. This is controlled by r.Streaming.MaxTextureUVDensity Change 3707207 by David.Ratti Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc. unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients Change 3706272 by Thomas.Sarkanen Added utility/math functions to aid in optimizing anim blueprints Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions. Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality. Change 3706159 by David.Ratti PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update Change 3692891 by David.Ratti Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same. Change 3691392 by Aaron.McLeran #jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled - Fix log error in BulkData.cpp - Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system - Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned - Fix up DDC key, serialize AudioDataSize separately from chunk DataSize Change 3682683 by Zak.Middleton Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server. Change 3678771 by Ori.Cohen Added the ability to turn on stack walk during hitching vs lightweight stats Change 3676363 by Ori.Cohen Added the ability to get callstacks as part of hitch detection Change 3674877 by Keith.Judge Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile. Change 3672515 by Bob.Tellez Added code to play wind particle effects Change 3670909 by Zak.Middleton Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking). [CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
#endif
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3115282) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3114846 on 2016/09/06 by Bob.Tellez #UE4 The cooking process now respects the per-platform chunking manifest configuration in the game ini. If you specify -manifests it forces all platforms to generate a manifest. Change 3114805 on 2016/09/06 by Bob.Tellez #UE4 Attribute sets now work with their owning actor directly instead of asking the associated ability system component for the owning actor when updating the vis logger. #JIRA FORT-29511 Change 3112750 on 2016/09/02 by Bob.Tellez #UE4 bGenerateChunks from platform-specific Game.ini is now respected in pak generation code. Change 3108977 on 2016/08/31 by Jeff.Campeau Virtual keyboard support for Xbox One Text set by virtual keyboards is now submitted on the main thread through an internal tick Change 3108956 on 2016/08/31 by Chris.Gagnon Added "ClientOnly" module type to the build tools. Fixed "ServerOnly" which seems to have rotted, I assume it wasn't in use as it didn't work. Cleaned up some duplicated code which attributted to the rot most likely Change 3108879 on 2016/08/31 by Jeff.Campeau Eliminate binary renaming (allows side by side configs) Handle multiple binaries Temporary return of fixed extension SDK DLLs (required for multiplayer until they can be dynamically configured) Change 3108876 on 2016/08/31 by Jeff.Campeau Fix a manifest generation bug that was eating a character on conjoined values. Change 3108511 on 2016/08/31 by Billy.Bramer - Submit change from JoshM at my desk to make cloud mcp requests use shared pointers for net ids, enabling the use of AsShared on cloud-related callbacks which pass net ids as parameters - Note that this change does not have any validity checking as of yet Change 3108199 on 2016/08/31 by Ben.Woodhouse Disable r.lightshaftrendertoseparatetranslucency to 0 by default, but enable in fortnite via defaultEngine.ini. Change 3107825 on 2016/08/31 by Ben.Woodhouse Lightshaft rendering - add support for rendering the lightshafts to separate translucency (via the r.LightShaftRenderToSeparateTranslucency). This ensures postprocess materials with BL_BeforeTranslucency are rendered before lightshafts are applied. This fixes issues with the skin postprocess appearing too bright where it overlaps with lightshafts #jira UE-35359 Change 3107197 on 2016/08/30 by Chris.Gagnon Added ClientOnly option for Modules: ... "Modules" : [ { "Name" : "PluginName", "Type" : "ClientOnly", "LoadingPhase" : "Default" } ] ... (example taken from a plugin definition) Change 3104551 on 2016/08/29 by Lukasz.Furman potential fix for crash in ability cancelling #jira FORT-29200 Change 3104469 on 2016/08/29 by Lukasz.Furman added iteration limit to navmesh raycast loop to protect against invalid navmesh links creating an infinite loops #jira FORT-29198 Change 3103529 on 2016/08/26 by Jeff.Campeau Xbox One keyboard shift is sometimes unresponsive Change 3103523 on 2016/08/26 by Jeff.Campeau Aug XDK era launch bug fixed Change 3103183 on 2016/08/26 by Jeff.Campeau August XDK support Change 3102360 on 2016/08/26 by James.Hopkin Removed another load of float casts - these ones weren't causing problems, but are no longer necessary. Change 3099375 on 2016/08/24 by Lukasz.Furman added sanity check to UAnimInstance::Montage_Play #jira FORT-28140 Change 3097832 on 2016/08/23 by Chad.Garyet moving set_latest_build out of notifications section, was put there accidentally Change 3097139 on 2016/08/22 by Aaron.McLeran FORT-28502 Hard crash occurs on Win10 when locking computer and then unplugging audio device - Fix is modification of CL 3062338. Moving the checking of state change to head of audio update, adding new thread safe bool to immediately halt creatiing new voices if audio device changed. - Current theory is the xaudio2 in win10 doesn't properly handle audio device remove so this is a workaround till we update to XAudio2 2.8 -#rb Bob.Tellez #tests run game, lock computer, then disable or unplug audio device used by game, audio should stop gracefully without crashing Change 3096552 on 2016/08/22 by Ben.Marsh Fix killing adb.exe instead of notepad.exe. Change 3096473 on 2016/08/22 by Ben.Marsh Kill any ADB processes after a UAT command completes. The Android target platform in the editor spawns instances of ADB, and that spawns a background process to handle this and future requests. It can keep open handles to stdout, preventing the EC postprocessor from terminating. Change 3096459 on 2016/08/22 by Ben.Marsh Remove taskkill call for now. Change 3096450 on 2016/08/22 by Ben.Marsh Use system function instead of backticks to prevent errors killing job. Change 3096449 on 2016/08/22 by Ben.Marsh Kill ADB instances after running UAT; attempt to fix handle to stdout being kept open at the end of builds. Change 3096272 on 2016/08/22 by Chad.Garyet trying to remove postpfilter to see if that might be the stdout/err issue Change 3095369 on 2016/08/19 by Ben.Zeigler #Jira FORT-28683 Fix it so when using SimulateInEditor with Online PIE enabled, it disables trying to use the online service. Before it would half create the online instances, leading to issues in gameplay code when using simulate This will need updating when merging to Main to deal with the module changes Change 3095002 on 2016/08/19 by James.Hopkin Fixed another case of integers being cast to floats before being written to JSON. #jira FORT-28694 Change 3094834 on 2016/08/19 by Chad.Garyet trying a close of stdout and stderr to see if that remedies the ai test issue Change 3094719 on 2016/08/19 by John.Abercrombie Force a net update on the Avatar Actor whenever we start or stop a new Montage Change 3094487 on 2016/08/19 by James.Hopkin JSON writing of session settings no longer casts ints to floats (was causing INT_MIN to be written incorrectly). Change 3092389 on 2016/08/17 by Chad.Garyet more caveman debugging, skipping email notification if node is the fortnite ai test node. Change 3090898 on 2016/08/16 by Aaron.McLeran FORT-25911 Live OT7 crash in FVorbisAudioInfo::ReadCompressedData Implementing CL 3080958 in FN Change 3090761 on 2016/08/16 by Chris.Gagnon Added initial pass of safe zone suport to the front end. Change 3090734 on 2016/08/16 by John.Abercrombie Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage Here's the issue in the version of the code prior to this checkin: - UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped - When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value - So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick - It also means if we were playing a montage, and then stop, we'll start ticking - Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing Change 3090405 on 2016/08/16 by Chad.Garyet checking in caveman debugging for fortnite ai test node Change 3089743 on 2016/08/15 by Ben.Zeigler #jira FORT-28235 When a UWidget is added/removed from a UPanelWidget, invalidate layout. This fixes issues where removing a widget leaves it still visible on screen. There may be a better slate-level solution to this issue Change 3088178 on 2016/08/12 by Saul.Abreu Fixed bug in wrap box layout logic that would cause the inner slot vertical padding to only be added *after* the second row. Change 3087372 on 2016/08/12 by James.Hopkin Added a float overload from TJsonWriter::WriteValue - ever since I made doubles ultra precise to allow large numbers to be read properly, floats have been written with garbage on the end. Also removed 100 lines worth of code duplication while I was there. Automation tests still pass. Change 3084836 on 2016/08/10 by Lina.Halper Fix crash with retargeting additive anim montage Change 3083188 on 2016/08/09 by Bob.Tellez #UE4 UEnvQueryItemType_Point expects a FNavLocation instead of an FVector. Since passing an FVector in AddItemData() causes an assertion failure and the template specialization for FNavLocation has linkage problems, it is now required to pass in a FNavLocation instead of an FVector explicitly. Change 3082835 on 2016/08/09 by Bob.Tellez #UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances. Change 3082621 on 2016/08/09 by Lukasz.Furman fixed accessing empty navigation data in crowd's path processing #jira FORT-27847 Change 3081749 on 2016/08/08 by Saul.Abreu #jira UE-34104 Implemented a customizable snapshot delay in the widget reflector - particularly handy for getting snapshots of tooltips. Change 3081596 on 2016/08/08 by John.Abercrombie Added a tick prerequisite for the mesh's primary actor tick of the FortGameState when a movement comp registers to be ticked by the game state Backed out change to CharacterMovementComponent to check to see if the pose had been ticked this frame. Tested root motion in PIE ded, PIE non-ded, and client/server configuration and it all looked good. (Basically it looks like there's some tick ordering issue with root motion in the engine, and I don't have the time right now to investigate it. This works.) #jira FORT-28139 - Hero's animation hitches when performing any action besides walking and jumping Change 3081536 on 2016/08/08 by Daniel.Broder Fixed bug in FGameplayTagContainer::AppendTags() where it was not reserving the correct amount of space for all of the tags it is about to add. #UE4 #NoReleaseNotes Change 3080679 on 2016/08/08 by Simon.Tovey Increased threshold to ignore stall warning on partilce async work. Increased precision of error message. May still fire and still needs looking into properly. If it does fire still I'll make it a higher priority. Change 3080652 on 2016/08/08 by Chad.Garyet Merging token scripts from ue4 main to fortnite changed fornite main json scheduled builds to all use skiptargetswithouttickets Change 3079357 on 2016/08/05 by John.Abercrombie Character movement components can now be throttled - This can be enabled/disabled by using the FortniteChar.ServerTickMovementAtNetUpdateRate console variable - game should be restarted after toggling it - Character movement components are throttled based on their current NetUpdateRate All character movement components are updated by the Game State - This can be enabled/disabled by using the FortniteChar.CentralCharMovementTick console variable - game should be restarted after toggling it Change 3078666 on 2016/08/05 by Simon.Tovey Disabling some log spam for particles. Change 3072992 on 2016/08/01 by Jonathan.Lindquist Fixing a bug related to weld object seams Change 3070991 on 2016/07/29 by Fred.Kimberley Allow aggregators to perform calculations while ignoring multiple GEs. Change 3070518 on 2016/07/29 by Bob.Tellez #UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad. Change 3069605 on 2016/07/28 by Bob.Tellez #UE4 SScrollBox now works with invalidation panels. Change 3069600 on 2016/07/28 by Bob.Tellez #UE4 SMenuAnchor now works with invalidation panels. Change 3069583 on 2016/07/28 by Bob.Tellez #UE4 Added some code to warn and recover from some invalid accounting of render instances in HierarchicalInstancedStaticMesh, if it exists in the future. Change 3068935 on 2016/07/28 by Bob.Tellez [AUTOMERGE] #UE4 Added a CVar to disable stencils on metal since they are very expensive right now. This is believed to be much better in OSX 10.12. #JIRA FORT-27836 -------- Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3068932 by Bob.Tellez on 2016/07/28 15:50:40. Change 3068422 on 2016/07/28 by John.Pollard Fix FORT-27840 - Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player #tests Live game + replays Change 3067537 on 2016/07/27 by Bob.Tellez [AUTOMERGE] #UE4 Nullifying HierarchicalInstancedStaticMesh instances that were neither in the PerInstanceSMData list nor in the RemovedInstances list. #JIRA FORT-26696 -------- Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3065681 by Bob.Tellez on 2016/07/26 21:02:55. Change 3065138 on 2016/07/26 by Josh.Markiewicz #UE4 - fixed rare case where CreateSession would crash (duplicate of Dev-Networking fix) - DestroySession now always adds a task to the async queue and never tries to complete its work within the same call - *BUG REPRO* - if CreateSession was called leaving a session in the Creating state followed by a call to DestroySession before session left Creating state this could happen - DestroySession would remove the named session while the previous CreateSession was in flight - A new CreateSession could be called afterward because the previous named session was removed - the first CreateSession would finish and give the session a valid SessionInfo - the second CreateSession would finish and assert that the SessionInfo should be invalid #tests contrived Create,Destroy,Create in same frame and saw crash, fixed code, crashes no more Change 3064932 on 2016/07/26 by Tim.Tillotson Fix for editor crash when loading unreal stats in the session frontend. Was a results of modifying EventMetadata while using a copy of the data. #JIRA UE-33426 Change 3064743 on 2016/07/26 by Mark.Satterthwaite Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash. #jira FORT-27685 Change 3063870 on 2016/07/25 by Lukasz.Furman fixed navlink area class assignment, again custom link definitions were exporting from CDO without initializing data first #jira FORT-27713 Change 3063747 on 2016/07/25 by Bob.Tellez #Fortnite Fixed XB1 compile error due to use of DeviceDetails in XAudio2. Also removed a redundant #if XAUDIO_SUPPORTS_DEVICE_DETAILS #JIRA Change 3063500 on 2016/07/25 by Bob.Tellez #UE4 Fixing static analysis warning about not checking the return value of CoInitialize. Also initializing DeviceEnumerator to nullptr in case CoCreateInstance fails. Change 3063317 on 2016/07/25 by Lukasz.Furman fixed navlink deprecation in engine module, temporarily changed deprecation to private access since macro doesn't work with auto generated constructors #fortnite Change 3063224 on 2016/07/25 by Bob.Tellez #UE4 Unshelved change from Nick.Darnell. This is the less-invasive version of 3062014. Avoid adding widgets to the hittest grid more than once. Change 3063188 on 2016/07/25 by Lukasz.Furman removed all raw class pointers from link & area nav modifiers and replaced them with weak object pointers #jira FORT-27186 Change 3062338 on 2016/07/22 by Aaron.McLeran FORT-26470 Adding ability to stop sounds and switch audio engine into a no-sound mode when audio device is disabled/unplugged. #tests run game, disable or unplug audio device used by game, audio should stop gracefully without crashing Change 3061806 on 2016/07/22 by Ben.Zeigler #jira FORT-27519 Change error from moving a non registered component to an ensure instead of a fatal crash, this error is very old and I'm not sure what would cause it, but it went off without giving us a stack Change 3061790 on 2016/07/22 by Ben.Zeigler #jira FORT-26136 Stop a shipping game without blueprint guard enabled from printing useless stacks without an accompanying error message. This was slowing down shipping builds with no benefit Related to changes made on Orion in CL #2878992 Change 3060590 on 2016/07/21 by Mark.Satterthwaite Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D. Change 3060542 on 2016/07/21 by Bob.Tellez #UE4 Made SetIsEnabled and SetVisibility virtual. Change 3058876 on 2016/07/20 by Aaron.McLeran FORT-25593 Mac crash when idling in zone with screen locked Adding logging when failing to update AuGraph and not asserting. Change 3058653 on 2016/07/20 by Bob.Tellez #UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects. Change 3058568 on 2016/07/20 by Bob.Tellez #UE4 Added an optional flag to IAssetRegistry::GetAssetByObjectPath to ignore in-memory assets for maxiumum performance. Change 3058203 on 2016/07/20 by Bob.Tellez #UE4 Clearing pin links for fixed up BT nodes so they are not asymmetrical by the time the node gets destroyed, causing an ensure to fail. Also removing the replaced nodes so they are no longer saved in the package. Change 3056767 on 2016/07/19 by Bob.Tellez #UE4 Speculative DetachLinker crash fix. #JIRA FORT-27335 Change 3056665 on 2016/07/19 by John.Abercrombie Fixed UPathFollowingComponent::HasReached not using the Goal's Radius when bUseNavAgentGoalLocation is false - When bUseNavAgentGoalLocation is true, we want to avoid using the Goal's location on the Nav Mesh, but the acceptability of a radius should be based on the Goal's radius Change 3054368 on 2016/07/18 by Lina.Halper - moved removing notifies to end of montage event - that way between blending out to terminate, it still can trigger notifies. #code review: Martin.Wilson, John.Abercrombie Change 3054109 on 2016/07/18 by Bob.Tellez #UE4 Fixed a bug where IAssetRegistry::GetAllAssets would not return data about live objects when passing bIncludeOnlyOnDiskAssets = false. Change 3053831 on 2016/07/18 by Lina.Halper #Anim montage recursive issue: Make sure to check valid before additive #code review: Bob.Tellez Change 3052641 on 2016/07/15 by Bob.Tellez #UE4 Fix a crash in OpusAudioInfo when InSrcBufferData is null. Change 3052601 on 2016/07/15 by Daniel.Broder EnvQueryInstanceBlueprintWrapper is now blueprintable, so you can make blueprints that allow more complex 'wrapper' behavior when using the blueprint node RunEQSQuery (on the EnvQueryManager). #ReleaseNoteAbove^^ Also, made EEnvQueryStatus a blueprint type, which makes it much easier to work with in blueprints. #UE4 #ReleaseNote! Change 3052201 on 2016/07/15 by Rob.Cannaday Fix for broken party state when timeout on receiving leave request response Execute delegate after marking the party in a disconnected state #jira FORT-25362 Change 3050944 on 2016/07/14 by Bob.Tellez #UE4 Fix an ensure that was incorrectly triggering when the number of hitches in a session is 0 Change 3050352 on 2016/07/14 by Olaf.Piesche #jira UE-32058 Making sure owned pointer to CurrentMaterial is set to RenderMaterial if we choose default material because of missing flags for particle systems. Change 3049049 on 2016/07/13 by Bob.Tellez #UE4 Fix an ensure and a crash in ParticleTrail2EmitterInstance for Ribbon particles. #JIRA FORT-27030 Change 3048186 on 2016/07/13 by John.Abercrombie Selecting Geometry trace mode will no longer project onto the nav mesh first in ProjectedPoints EQS generators Change 3046531 on 2016/07/12 by Bob.Tellez #UE4 Added more information to an ensure about BeginPlay being called on an actor that has already begun play. #JIRA FORT-26683 Change 3046134 on 2016/07/12 by Ian.Fox #UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin Change 3045544 on 2016/07/11 by Bob.Tellez #UE4 Made Attribute fixup code only execute when loading the data from disk as it was intended. Change 3045101 on 2016/07/11 by Fred.Kimberley Changed PostSerialize logic to always use the attribute data if it is valid. Updated the details customization to set the owner and name properties when the attribute is changed. Change 3045035 on 2016/07/11 by John.Abercrombie UpdateMoveFocus will only clear the focus if the path following component is idle - Keeps the AI rotated in the correct direction when movements get paused Change 3044883 on 2016/07/11 by Mark.Satterthwaite Avoid FORT-26879 - when rendering into the viewport back-buffer the scene-viewport sets a null render-target array which MetalRHI wasn't handing, so add the necessary branches to clear the render-target array in MetalStateCache. #jira FORT-26879 Change 3044819 on 2016/07/11 by Carlos.Cuello Setting LOCKED_REPLAY_VERSION to 0 so that replays have valid changelists associated with them in ReplayMGR Change 3044683 on 2016/07/11 by Bob.Tellez #UE4 ActorPosition is now set to your AttachmentRootActor's position instead of your owning actor's position. Change 3044581 on 2016/07/11 by Nick.Cooper #UE4 - Added bSuppressStackingCues to UGameplayEffect, to allow the option avoid sending a GameplayCue RPC for each instance of a stacking UGameplayEffect #jira FORT-23140 Change 3043726 on 2016/07/08 by Billy.Bramer - Add ability for custom UGameplayModMagnitudeCalculations to specify that they have gameplay-code dependencies external to the ability system that can invalidate them aside from just routine attribute capture - UGameplayModMagnitudeCalculations can specify an external multicast delegate that the ability system component can bind to for notification of when the mod calculations are dirty and need to be refreshed - Add advanced support for UGameplayModMagnitudeCalculations opting into allowing this feature to work on client machines as well; Advanced feature to really only be used by games utilizing network dormancy on attributes that they don't mind the client attempting to calculate (ones that won't have gameplay impact); Client-based feature cannot work in tandem with attribute capture - Rename FGameplayEffectModifierMagnitude::AttemptRecalculateMagnitudeFromDependentChange to AttemptRecalculateMagnitudeFromDependentAggregatorChange to alleviate possible confusion from the newly added support for external dependencies - Rename FActiveGameplayEffectsContainer::PreDestroy to Uninitialize and move its call site from the destructor of the owning ASC to UnitializeComponents, where it can have enough information to be useful - Misc ability system cleanup (fix typos, etc.) Change 3043152 on 2016/07/08 by Daniel.Broder Re-enabled EQS details table on screen by default. (This matches the actual description of the variable, which says that enabled is the default. Also, we really need this as the default since those details are critical for debugging.) #UE4 #NoReleaseNotes Change 3041765 on 2016/07/07 by John.Abercrombie Fixed basing whether the AI should turn or not by comparing the current desired rotation vs the last update's desired rotation - The AI should be turning based on whether or not the current desired rotation is different from the rotation of the Pawn Change 3041664 on 2016/07/07 by Bob.Tellez #UE4 Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #JIRA FORT-25983 Change 3040645 on 2016/07/06 by Bob.Tellez #UE4 Added a cvar to disable OpenGL support on Mac. If a mac that does not support Metal launches while this cvar is set to 1 then they will get a dialog box describing that they do not support metal and the process will close. Change 3039969 on 2016/07/06 by Billy.Bramer - Fix for non-snapshotted, attribute-based modifiers potentially not replicating correctly - When dependency magnitude results in a magnitude recalculation, mark the active effect dirty and wake the owner from dormancy, as the client is incapable of recalculating the value properly Change 3036256 on 2016/07/01 by Bob.Tellez #UE4 RequestExit(true) on Mac now exits without triggering exception handling, just like on Windows. Change 3036173 on 2016/07/01 by Ben.Salem Get FTests running sequentially. And, actually, running at all in non-editor. Known issues: Filename lookup needs to be changed to use asset registry instead of packages in directory. Will be worked on next. Change 3035551 on 2016/07/01 by John.Abercrombie Reworked use of the Montage pointer of the AnimNotifyEvent in UAnimInstance::OnMontageInstanceStopped based on Lina's feedback - CL 3034853 contained the original change Change 3035152 on 2016/06/30 by Daniel.Broder Added new API function for DrawDebugSolidBox, which takes an FBox instead of a Center and Extent. It also allows specifying a transform as well (but defaults to using the identity transform for convenience). #ReleaseNoteAbove The new version of DrawDebugSolidBox is more convenient and more efficient if you already have an FBox! No need to calculate the Center and Extent just to use them to recalculate the Box. Made the previous two versions of DrawDebugSolidBox call to the new one that takes an FBox and FTransform. This change keeps the implementation details more manageable for any future changes. Also, fixed typos in parameter names for DrawDebugSolidBox and DrawDebugBox versions where Extent was erroneously named "Box". NOTE: In the future, we should probably make the same changes to the DrawDebugBox API that were made for DrawDebugSolidBox, as well as similar changes for other shapes (such as DrawDebugSphere, Cylinder, etc.), which currently don't have versions that take the shape class directly/ #UE4 #ReleaseNoteAtTop Change 3034918 on 2016/06/30 by William.Ewen Updating Null RHI's max texture dimensions and max texture mip count to avoid a warning and match up with d3d11 and metal. Change 3034853 on 2016/06/30 by John.Abercrombie When a Montage is stopped we send out any anim notify state end notifications related to the Montage, and remove it from the list Change 3033507 on 2016/06/29 by Ben.Zeigler #jira UE-32651 Fix crash I had while auto saving a map with a reflection capture component. This has happened fairly often to licensees as well so we may want to merge it to a release branch Change 3033413 on 2016/06/29 by Daniel.Wright Added DistanceFieldBias to StaticMesh BuildSettings for mesh distance fields * Useful for reducing self shadowing on meshes that have ambient animation Change 3033343 on 2016/06/29 by Billy.Bramer - Fix typo in ability system: FMinimapReplicationTagCountMap should be FMinimalReplicationTagCountMap (it has nothing to do with minimaps!) Change 3032888 on 2016/06/29 by Billy.Bramer - Add ability to base a gameplay effect modifier's magnitude off of the magnitude of an attribute evaluated only up to a certain channel when using attribute-based modifiers Change 3031800 on 2016/06/28 by Jonathan.Lindquist new exr texture Change 3030807 on 2016/06/28 by Lukasz.Furman added more debug logs for rare navmesh raycast crash #jira FORT-22373 Change 3030624 on 2016/06/28 by Lukasz.Furman switching navgraph to use FMetaNavMeshPath #fortnite Change 3030002 on 2016/06/27 by Ben.Zeigler Fix crash I got in SGraphPin::OnDragEnter when the pin did not have an outer. GetOuter now calls the Unchecked version I'm not sure why it was allowed to be null here, but it was clearly supported on purpose before and was crashing with the pin changes. Change 3029720 on 2016/06/27 by Ben.Zeigler Fix TextFilterTests to pass the parameters in the correct order for > operators, and add tests that actually verify this. The real use cases were correct, only the test was broken Change 3029574 on 2016/06/27 by Bob.Tellez #UE4 Fixed a crash caused by attempting to render shadows while r.ShadowQuality was 0. Change 3027275 on 2016/06/24 by Billy.Bramer - First pass of adding evaluation channel support to non-instant gameplay effects - Evaluation channels allow for game-specific control over the order of modifier evaluation - Channels evaluate in order, with the output of one channel acting as the base value/input into the next channel in sequential order - Example: Sample Attribute: Base Value 100. Multiplicative Mod 1.1 in channel 0 and multplicative mod 1.1 in channel 1 will evaluate as ((100 * 1.1) * 1.1) instead of (100 * 1.2) - By default, evaluation channels are disabled (everything evaluates at channel 0), but a game can opt into using channels via INI - Game must specify bAllowGameplayModEvaluationChannels=true, as well as provide name aliases for the channels that the game is allowed to use via GameplayModEvaluationChannelAliases array - Game can also specify the DefaultGameplayModEvaluationChannel via INI; Gameplay effect modifiers will default into that channel - Evaluation channels show up per modifier (and per scoped modifier) in a new property on gameplay effects - Misc. clean-up and refactors within the ability system as a result of changes to support evaluation channels; Begin process of trying to remove heavy reliance on friend classes Change 3022931 on 2016/06/22 by Nick.Cooper #UE4 - Prevent camera anims without an FOV track from making any modifications to the camera FOV Change 3021845 on 2016/06/21 by Carlos.Cuello Fix for crash at startup on Mac, was asserting on !bPerformingOperation but there are codepaths where that wasn't being set to false at the end of an operation in failure cases. Fixed up those codepaths and changed the check() to an ensure() so we can still track where these cases happen but won't affect our shipping build. #jira Fort-25978 Change 3021800 on 2016/06/21 by Lukasz.Furman adding function to query if navmesh was initialized in given radius #jira FORT-24487 Change 3021777 on 2016/06/21 by Martin.Mittring UE-31921 The sub surface profile shader seems to be incorrectly ignoring post processes content that used SkyLight OcclusionTint feature will look different and might need a retweak. a brighter (~ 3-4 times) and less vibrant color results in a similar look #code_review:Jonathan.Lindquist [CL 3123852 by Bob Tellez in Main branch]
2016-09-13 18:15:38 -04:00
}
return false;
}
bool FModuleDescriptor::IsLoadedInCurrentConfiguration() const
{
// Check that the module is built for this configuration
if(!IsCompiledInCurrentConfiguration())
{
return false;
}
// Check that the runtime environment allows it to be loaded
switch (Type)
{
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2835147) ========================== MAJOR FEATURES + CHANGES ========================== Change 2817214 on 2016/01/06 by mason.seay Adjusted Walkable Slope Override for mesh #jira UE-24473 Change 2817384 on 2016/01/06 by Michael.Schoell Crash fix when selecting a variable node for a variable that is not owned by a Blueprint. #jira UE-24958 - Crash when getting the sequence player in level blueprint Change 2817438 on 2016/01/06 by Max.Chen Sequencer: Add option to specify position of material name from the movie scene capture interface. For example, MovieCapture_{material}_{width}x{height}.{frame} will create files like this: MovieCapture_FinalImage_1920x1080.0010.exr #rb Andrew.Rodham #jira UE-24926 Change 2817459 on 2016/01/06 by Marc.Audy PR #1679: Move MinRespawnDelay to virtual method AController::GetMinRespawnDelay() (Contributed by bozaro) #jira UE-22309 Change 2817472 on 2016/01/06 by Ben.Marsh Always run UHT in unattended mode from UBT; we don't want it opening any dialogs. Match3 is currently missing a plugin, and it's causing builds to time out. Change 2817473 on 2016/01/06 by Marc.Audy PR #1644: Improve "SpawnActor failed because the spawned actor IsPendingKill" error message (Contributed by slonopotamus) #jira UE-21911 Change 2817533 on 2016/01/06 by Lauren.Ridge Fixing Match3 not compiling in Debug (removed two checks on TileLibrary) #jira UE-25004 Change 2817625 on 2016/01/06 by Taizyd.Korambayil #jira UE-19659 Reimported Template Animations with Proper Skeletons Change 2817647 on 2016/01/06 by Lukasz.Furman replaced ensure during initialization of blackboard based behavior tree task with log warning #ue4 #jira UE-24448 #rb Mieszko.Zielinski Change 2817648 on 2016/01/06 by Lukasz.Furman fixed broken rendering component of navmesh actor after delete-undo operation #ue4 #jira UE-24446 #rb Mieszko.Zielinski Change 2817688 on 2016/01/06 by Taizyd.Korambayil #jira UE-22347 Fixed Message Warnings on Startup Change 2817815 on 2016/01/06 by Jamie.Dale Multiple fixes when editing right-to-left text - Text is now shaped over the entire line to allow rich-text and selected text to be shaped correctly across block boundaries. - Text layout highlights are now able to correctly handle bi-directional and right-to-left text. - Text picking can now handle bi-directional and right-to-left text. - Text picking can now pick the individual characters that make up a ligature glyph. - The caret now draws on the logical (rather than visual) side of the glyph (to handle right-to-left text). - Glyph clusters (multiple glyphs produced from a single character) are now treated as a single logical glyph. - Optimized some of the FShapedGlyphSequence to allow an early out once they've found and processed the start and end glyphs. #jira UE-25013 Change 2817828 on 2016/01/06 by Nick.Darnell Editor - Fixing the OpenLauncher call to be take a structure to allow us to customize it more, and to properly handle the silent command the way we're planning to handle it in the launcher. #jira UE-24563 Change 2818052 on 2016/01/06 by Nick.Darnell Editor - Adding another application check for the launcher to catch the current app name on mac. #jira UE-24563 Change 2818149 on 2016/01/06 by Taizyd.Korambayil #jira UE-19097 Adjusted FirstPerson Pawn, so that Camera doesnt clip the Arm Mesh Change 2818360 on 2016/01/06 by Chris.Babcock Fix reading from ini sections not cached after build system changes for 4.11 #jira UE-25027 #ue4 #android Change 2818369 on 2016/01/06 by Ryan.Vance #jira UE-24976 Adding tessellation support to instanced stereo Change 2818999 on 2016/01/07 by Robert.Manuszewski UHT will no longer try to load game-only plugins. #jira UE-25032 - Changed module type RuntimeNoProgram to RuntimeAndProgram so that bu default Runtime plugin modules won't be loaded by programs - Added better error message when UHT's PreInit fails Change 2819064 on 2016/01/07 by Richard.Hinckley #jira UE-24694 Fixing array usage in 4.11 stream. Change 2819067 on 2016/01/07 by Ori.Cohen When editor tries to spawn a physics asset we automatically load the needed skeletal mesh #rb Matt.K #JIRA UE-24165
2016-01-22 08:13:18 -05:00
case EHostType::Runtime:
#if WITH_ENGINE || WITH_PLUGIN_SUPPORT
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2835147) ========================== MAJOR FEATURES + CHANGES ========================== Change 2817214 on 2016/01/06 by mason.seay Adjusted Walkable Slope Override for mesh #jira UE-24473 Change 2817384 on 2016/01/06 by Michael.Schoell Crash fix when selecting a variable node for a variable that is not owned by a Blueprint. #jira UE-24958 - Crash when getting the sequence player in level blueprint Change 2817438 on 2016/01/06 by Max.Chen Sequencer: Add option to specify position of material name from the movie scene capture interface. For example, MovieCapture_{material}_{width}x{height}.{frame} will create files like this: MovieCapture_FinalImage_1920x1080.0010.exr #rb Andrew.Rodham #jira UE-24926 Change 2817459 on 2016/01/06 by Marc.Audy PR #1679: Move MinRespawnDelay to virtual method AController::GetMinRespawnDelay() (Contributed by bozaro) #jira UE-22309 Change 2817472 on 2016/01/06 by Ben.Marsh Always run UHT in unattended mode from UBT; we don't want it opening any dialogs. Match3 is currently missing a plugin, and it's causing builds to time out. Change 2817473 on 2016/01/06 by Marc.Audy PR #1644: Improve "SpawnActor failed because the spawned actor IsPendingKill" error message (Contributed by slonopotamus) #jira UE-21911 Change 2817533 on 2016/01/06 by Lauren.Ridge Fixing Match3 not compiling in Debug (removed two checks on TileLibrary) #jira UE-25004 Change 2817625 on 2016/01/06 by Taizyd.Korambayil #jira UE-19659 Reimported Template Animations with Proper Skeletons Change 2817647 on 2016/01/06 by Lukasz.Furman replaced ensure during initialization of blackboard based behavior tree task with log warning #ue4 #jira UE-24448 #rb Mieszko.Zielinski Change 2817648 on 2016/01/06 by Lukasz.Furman fixed broken rendering component of navmesh actor after delete-undo operation #ue4 #jira UE-24446 #rb Mieszko.Zielinski Change 2817688 on 2016/01/06 by Taizyd.Korambayil #jira UE-22347 Fixed Message Warnings on Startup Change 2817815 on 2016/01/06 by Jamie.Dale Multiple fixes when editing right-to-left text - Text is now shaped over the entire line to allow rich-text and selected text to be shaped correctly across block boundaries. - Text layout highlights are now able to correctly handle bi-directional and right-to-left text. - Text picking can now handle bi-directional and right-to-left text. - Text picking can now pick the individual characters that make up a ligature glyph. - The caret now draws on the logical (rather than visual) side of the glyph (to handle right-to-left text). - Glyph clusters (multiple glyphs produced from a single character) are now treated as a single logical glyph. - Optimized some of the FShapedGlyphSequence to allow an early out once they've found and processed the start and end glyphs. #jira UE-25013 Change 2817828 on 2016/01/06 by Nick.Darnell Editor - Fixing the OpenLauncher call to be take a structure to allow us to customize it more, and to properly handle the silent command the way we're planning to handle it in the launcher. #jira UE-24563 Change 2818052 on 2016/01/06 by Nick.Darnell Editor - Adding another application check for the launcher to catch the current app name on mac. #jira UE-24563 Change 2818149 on 2016/01/06 by Taizyd.Korambayil #jira UE-19097 Adjusted FirstPerson Pawn, so that Camera doesnt clip the Arm Mesh Change 2818360 on 2016/01/06 by Chris.Babcock Fix reading from ini sections not cached after build system changes for 4.11 #jira UE-25027 #ue4 #android Change 2818369 on 2016/01/06 by Ryan.Vance #jira UE-24976 Adding tessellation support to instanced stereo Change 2818999 on 2016/01/07 by Robert.Manuszewski UHT will no longer try to load game-only plugins. #jira UE-25032 - Changed module type RuntimeNoProgram to RuntimeAndProgram so that bu default Runtime plugin modules won't be loaded by programs - Added better error message when UHT's PreInit fails Change 2819064 on 2016/01/07 by Richard.Hinckley #jira UE-24694 Fixing array usage in 4.11 stream. Change 2819067 on 2016/01/07 by Ori.Cohen When editor tries to spawn a physics asset we automatically load the needed skeletal mesh #rb Matt.K #JIRA UE-24165
2016-01-22 08:13:18 -05:00
return true;
#endif
break;
Copying //UE4/Dev-Core to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2799478 on 2015/12/11 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Added Dev Stream custom versions. - Each stream now has its own custom version - Developers working in a stream should only modify their respective version Change 2789867 on 2015/12/04 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 UnrealHeaderTool plugins no longer need to be a separate plugin and don't require UnrealHeaderTool source code changes to work. - Merged ScriptGeneratorPlugin with ScriptPlugin - Introduced the concept of UHT plugin support for plugins so that UHT's source files don't need to be modified to make it work with external plugins - Added RuntimeNoProgram module type (module that can be used at runtime but not by program targets). - Fixed logic with project file path setting in the engine. It will no longer try to crate a full path from an already rooted path. Change 2796114 on 2015/12/09 by Steve.Robb@Dev-Core TEnumRange - enabled ranged-based for iteration over enum values. Change 2789843 on 2015/12/04 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2 More thorough way of verifying GC cluster assumptions. Change 2794221 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2 Don't merge GC clusters by default Change 2797824 on 2015/12/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Added the option to load all symbols for stack walking in non-monolithic builds. Change 2790539 on 2015/12/04 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec Stats/Profiler - Better handling for live connection, using the same path as file profiles, added FStatsLoadedState to separate runtime stats state from the loaded one Change 2794183 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Always reset events when returning them to pool. Change 2794406 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2 Fixing -unversioned flag being completely ignored when cooking Change 2794563 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2 Making sure string referenced assets don't get cooked if referenced by editor-only properties. Change 2795124 on 2015/12/08 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec Profiler - Fixed bad data in min/max/avg inclusive times, added min/max/avg num calls, fixed event graph tooltip not displaying correct values Change 2796208 on 2015/12/09 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec Profiler - Remove support for multiple instances in the profiler (game thread is always visible, a few crash fixes, cleaned code a bit) Change 2797658 on 2015/12/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Allocation verification helpers. Helps with tracking down memory stomps, freeing the same pointers multiple times. Change 2797699 on 2015/12/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Fix incorrect asset loading in Cooked game data (by bozaro) PR #1844 Change 2798173 on 2015/12/10 by Steve.Robb@Dev-Core Migration of Fortnite to use engine's TEnumRange. Change 2798217 on 2015/12/10 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec PR #1331 [Core] Added a stomp allocator that allows finding memory overruns, underruns, and read/write after free. (Contributed by Pablo Zurita) Change 2799605 on 2015/12/11 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Fixing a crash when cancelling async loading caused by detaching linker from objects that had RF_NeedLoad flag set. Change 2799849 on 2015/12/11 by Steve.Robb@Dev-Core Migration of Ocean to use engine's TEnumRange. Change 2803144 on 2015/12/15 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Changed export tagging archive to also serialize class default objects using the normal Serialize path so that it can collect all custom versions used by exports. Change 2803206 on 2015/12/15 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec #jira UE-24177 Audit ôshippingö defines in engine Change 2804868 on 2015/12/16 by Steve.Robb@Dev-Core Removal of stats from MallocBinned2, to be readded later. #lockdown Nick.Penwarden [CL 2805158 by Robert Manuszewski in Main branch]
2015-12-16 11:52:36 -05:00
case EHostType::RuntimeNoCommandlet:
#if WITH_ENGINE || WITH_PLUGIN_SUPPORT
if(!IsRunningCommandlet()) return true;
#endif
break;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3380068) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3358702 on 2017/03/22 by Marc.Audy Always mark child actors pending kill when in PostLoad as often the World is too early to have a WorldContext which causes issues in DestroyActor #jira UE-42679 Change 3358737 on 2017/03/22 by Mieszko.Zielinski Exposed UBrainComponent::IsRunning() and UBrainComponent::IsPaused() to Blueprint #UE4 Change 3359062 on 2017/03/22 by Michael.Noland Blueprints: Show the Save and Find in CB buttons when working with level script blueprints (they will save/show the map package) #jira UE-30748 Change 3359066 on 2017/03/22 by Michael.Noland PR #3348: Make fields of FAttributeMetaData editable (Contributed by hoelzl) #jira UE-42620 Change 3359069 on 2017/03/22 by Michael.Noland PR #3288: InverseLerp Blueprint Tooltips Clarification (Contributed by wunawuna) #jira UE-42250 Change 3359108 on 2017/03/22 by Michael.Noland Blueprints: Fix an issue where running the editor in a different culture could break pins on nodes that have optional arrays of pins (e.g., animation graph nodes like blend by layer) #jira UE-36232 Change 3359235 on 2017/03/22 by Marc.Audy Expose bShouldPerformFullTickWhenPaused to blueprints and details panel #jira UE-17286 Change 3359324 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Disable collision on NavModifierVolumes. Previously they had an OverlapAll response and generated overlap events. They are only supposed to be used for preventing nav mesh generation, but overlap events could affect gameplay, and also are bad for performance. (Integrate CL 3249525 from Odin). Change 3359326 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Optimization during attachment to check bool before expensive casts and body instance fetching. (Integrate CL 3261262 from Odin). Change 3359327 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make bSkipAgentHeightCheckWhenPickingNavData actually ignore height when picking data. (Integrate CL 3231908 from Odin) Change 3359328 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make a static FName in UMovementComponent::OverlapTest const and move it to a namespace. (Integrate CL 3259985 from Odin) Change 3359329 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix ProjectileMovementComponent continuing to simulate (and generate hit events) after it is deactivated during simulation. HasStoppedSimulation() should check if bIsActive is false. (Integrate CL 3260001 from Odin) Change 3359330 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix accumulated forces in CharacterMovement when movement mode or activation changes. - Added CharacterMovementComponent::ClearAccumulatedForces() - AddForce() and related functions now avoid adding the force if in MovementMode "None". When ticking in "None", forces are cleared so they don't pile up until the next valid movement mode. Forces are also cleared if the updated component changes or when the capsule simulates physics. - CharacterMovementComponent::Deactivate() implemented to stop movement and call ClearAccumulatedForces(). - ClearAccumulatedForces() now also clears pending launch velocity. - Exposed ClearAccumulatedForces() to blueprints. - AddForce() and AddImpulse() now also check that character movement is active (not deactivated, able to tick). - ApplyAccumulatedForces() does not call ClearAccumulatedForces(), since that would prevent pending launch. - SimulateMovement() handles pending launch and clears forces regardless of whether it's simulated proxy. Added note to investigate using ApplyAccumulatedForces() in SimulateMovement(). - Inlined ActorComponent::IsActive(). (Integrate CLs 3259933, 3266018 from Odin) Change 3359338 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) TickCharacterPose() and clear root motion before abandoning tick in UCharacterMovementComponent::PerformMovement() when movement mode is None. Prevents root motion building up until next valid movement mode. (Integrate CL 3271928 from Odin) Change 3359345 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix characters sliding when landing on slanted surfaces or stairs, when aggressive "Perch" settings could cause a line trace (from the center of a capsule) instead of capsule trace and thereby screw up the floor distance checks. (Integrate CL 3273026 from Odin) Change 3359381 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Performance tweak to ApplyRadialDamageWithFalloff(). Don't rebuild FRadialDamageEvent each loop over hit actors. Added stats for BreakHitResult()/MakeHitResult() under "stat game". (Integrate CLs 3275415, 3276810 from Odin). Change 3359422 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix build (CollisionProfile included). Change 3359442 on 2017/03/22 by Michael.Noland Blueprints: Prevent comment boxes from clipping the last letter of some words at the edge by increasing the padding on the wrap-at position Change 3359445 on 2017/03/22 by Michael.Noland PR #2989: Improved BP comment nodes (Contributed by projectgheist) #jira UE-36788 #jira UE-39118 Change 3359446 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Add support for FScopedMovementUpdate to be able to queue up overlaps that do not require reflexive bGenerateOverlapEvents. This allows custom inspection or processing of overlaps within a scoped move. Overlap events from the move will still only trigger in UpdateOverlaps() if bGenerateOverlapEvents is enabled on both components, as before. (Integrate CL 3278307 from Odin) Change 3359494 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make some data in FScopedMovementUpdate protected rather than private so it can easily be subclassed, and expose a new helper SetWorldLocationAndRotation(). (Integrated CL 3280775 from Odin). Change 3359506 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) MovementComponent::Deactivate() calls StopMovement() to clear cached velocity. It's silly that reactivation many seconds or frames later would restore that velocity. Some special handling in CharacterMovement to keep it acting as before (it cleared velocity, but did not clear the path request, leaving that alone). (Integrate CL 3287026 from Odin). Change 3359514 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Collision.ListComponentsWithResponseToProfile command includes pending kill objects. (Integrate CL 3293322 from Odin) Change 3359553 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Optimization in CharacterMovement tick to not extract transform values twice. (Integrate CL 3299098 from Odin). Change 3359554 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: optimize UKismetMathLibrary::GetForwardVector() (converts Rotator to forward direction). This way we avoid building a matrix, and avoids 1 more SinCos call. (Integrate CL 3296254 from Odin). Change 3359555 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Add OnComponentCollisionSettingsChangedEvent delegate to PrimitiveComponent. Fixed SkeletalMeshComponent not calling Super implementation. (Integrate CL 3295744 from Odin) Change 3359561 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: AActor::GetComponents() with generic type should *not* assume the output array needs space for the entire contents of OwnedComponents. If OwnedComponents.Num() > the array reserve size, this forces an allocation, even if few or no components of the requested type are found. (Integrate CL 3299111 from Odin) Change 3359573 on 2017/03/22 by dan.reynolds Added BP log to the Passive Mix Modifier test platform BP Change 3359593 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: avoid allocations during creation in AAIController::PostInitializeComponents() (in development builds). (Integrate CL 3299118 from Odin) Change 3359595 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: HasActiveCameraComponent() and HasActivePawnControlCameraComponent() don't need to fill in an array while searching for a certain component. Also see CL 3359561, which could cause each of these functions to always cause an allocation when filling in the array when num components > 24. (Integrate CL 3299116 from Odin) Change 3359602 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Clean up some of the new fast overlap code in PrimitiveComponent. Mostly some variable renaming, and CVar access optimization. (Integrate CL 3340622 from Odin) Change 3359616 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Added support for bIgnoreTouches to FCollisionQueryParams. MoveComponent uses this to avoid PhysX collision queries for overlaps in GeomSweepMulti when bGenerateOverlapEvents is off. (Integrate CL 3340635 from Odin) Change 3359864 on 2017/03/23 by Mieszko.Zielinski Added a safeguard to prevent crashes resulting from people trying to name their BB keys things longer than 1024 characters #UE4 #jira UE-43120 Change 3360884 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: AUDIO_MIXER_ENABLE_DEBUG_MODE turned off in Test builds. Shipping already had it off. (Integrate CL 3310724 from Odin) Change 3361045 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: new cvars to help with optimization: - au.DisableReverbSubmix - au.DisableEQSubmix - au.DisableParallelSourceProcessing - au.SetAudioChannelCount Also checked in some code to cut down on the amount of parameter setting in EQ (Integrate of CL 3303165 in Odin by Aaron.Mcleran) Change 3361172 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: added stat for HRTF. (Integrate CL 3310728 from Odin) Change 3361189 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) CVar to toggle HRTF for perf settings. Default is on. (Integrate CL 3310926 from Odin). Change 3361914 on 2017/03/23 by Aaron.McLeran UE-42649 Fixing crash in cleaning up active sound in sound concurrency -Handling edge case of an active sound not have a sound base ptr, which is possible. Change 3361924 on 2017/03/23 by Aaron.McLeran UE-41378 Fixing passive mix modifier bug Change 3361978 on 2017/03/23 by Aaron.McLeran UE-42627 Fix for when audio device is removed and getting a deadlock in computing audio clock Change 3361989 on 2017/03/23 by Aaron.McLeran PR #3010: Check for null GEngine on sound processing Change 3362053 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: Perf: Avoid thousands of Array.Add() calls during processing, which on shipping still does checks to see if the allocator has to grow, and updates ArrayCount. (Integrate CL 3311120 from Odin) Change 3362102 on 2017/03/23 by Aaron.McLeran PR #3182: Enabled SwitchOnEnum nodes for EAttenuationShape and EAttenuationDistanceModel Change 3362153 on 2017/03/23 by Aaron.McLeran UE-43286 Oculus audio plugin not working/available Change 3362162 on 2017/03/23 by Aaron.McLeran UE-42252 Frequent ensure in FLevelEditorViewportClient::UpdateAudioListener Change 3362206 on 2017/03/23 by Aaron.McLeran UE-43287 Fixing HRTF spatialization in editor viewport - Steam Audio doesn't support multiple audio devices at the moment - Instead of hard-coding all audio plugins to not work in main audio device (GDC temp fix), I allow audio plugins to specify if they should be used on main audio device Change 3362775 on 2017/03/24 by mason.seay Replaced deprecated node Change 3363024 on 2017/03/24 by Ben.Zeigler Fix regression in behavior of streamable manager where loading both a valid and null asset used to work but now fails. Instead added a warning for that case, but if only null are requested it still fails with an error Change 3363030 on 2017/03/24 by Zak.Middleton #ue4 - Lower default max sendrate for clients to 60Hz from 90Hz when net speed is high and player count is low. Throttled rate remains at 45Hz. This value has been tested in Paragon with no ill effect, and saves on bandwidth and server CPU when clients run at high framerate. Change 3363036 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: turned a float divide into a multiply. It happens at least 32k times per audio update. (Integrate CL 3311158 from Odin) Change 3363541 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: remove pointer indirection, and successive TArray Add()s in GetChannelMap(). (Integrate CL 3311169 from Odin) Change 3363642 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: Save ~5% total audio update time. Savings in "Source Output Buffers". - Removed function call overhead to updating channel map. 64,000 function calls... - Simplified FSourceParam::Update() to reduce branching and have 1 return site. - Added alternative to GetChannelMap() called UpdateChannelMap() that avoids copying out values to an array. The values can then be fetched from the channel data directly. (Integrate CL 3311235 from Odin) Change 3364441 on 2017/03/24 by Ben.Zeigler Fix issue where calling LoadLocalIniFile on a plugin file would result in an empty file. It was assuming engine/game dirs, now it instead pulls it out of GConfig if available. This fixes issue where iterative cooking would fail on plugin config files Add FindConfigFileWithBaseName to GConfig Change 3364652 on 2017/03/25 by Phillip.Kavan #jira UE-43210 - Fix a runtime VM crash upon removing an element from a set after consecutive add/remove iterations. Change summary: - Fixed FScriptSet::Add() to initialize the HashIndex member of the new element when the HashSize does not change. Change 3365609 on 2017/03/27 by Richard.Hinckley #jira UEDOC-4720 Fixed global enums being dropped from documentation after being extracted by Doxygen. Change 3365737 on 2017/03/27 by Marc.Audy Move setting of the ParentComponent property on an actor to PostRepNotifies instead of having a separate OnRep function. Change 3365795 on 2017/03/27 by Marc.Audy Fix compile error Change 3365894 on 2017/03/27 by Phillip.Kavan #jira UE-35507 - Fix for a GLEO when choosing an LSBP class as the default value for a class input pin in a non-LSBP graph. Change summary: - Modified FGraphPinFilter::IsClassAllowed() to disallow a given class if the type is contained within a map package that does not match the current graph context. Change 3366067 on 2017/03/27 by Marc.Audy Add UWorld* to PostLoadMap indicating which world has been loaded. Null if an error has occurred. #jira UE-40228 Change 3366097 on 2017/03/27 by Marc.Audy Fixed missed deprecation disable pairing for PostLadMap Change 3366170 on 2017/03/27 by Aaron.McLeran Fixing div by zero Change 3366221 on 2017/03/27 by Aaron.McLeran UE-43240 Removing dependency on component visualizers in runtime Phonon module. Change 3366698 on 2017/03/27 by Marc.Audy Fix Orion compile errors Change 3366782 on 2017/03/27 by Aaron.McLeran Bringing over optimizations from Odin to Dev-framework. Original CL 3311435 Change 3366818 on 2017/03/27 by Aaron.McLeran Bringing fix from Odin to Dev-Framework from CL 3304533 Fix for rare condition that stomps memory during source recycling. Change 3366984 on 2017/03/27 by Michael.Noland Blueprints: Downgraded a warning in the connection drawing policy to verbose to suppress it. It does no good to a typical user. #jira UE-41638 Change 3367085 on 2017/03/27 by Brent.Pease - Improve AudioMixer buffering so that only two buffers are needed instead of three, buffer submission and buffer processing are ovelapped, and a warning is issued if the audio processing thread can not keep up. - Added time critical thread priority so that audio processing is not starved which would produce clicks and popping - Allow the audio thread to not be created if a platform implements its own BeginGeneratingAudio() call (as happens on Android) Change 3367434 on 2017/03/28 by Marc.Audy Fix UT compile error Change 3368587 on 2017/03/28 by Mike.Beach Adding a "CookedOnly" plugin type (now used by the nativized Blueprint plugin). Change 3368724 on 2017/03/28 by Zak.Middleton #ue4 - MovementComponent does not ignore initial blocking overlaps when moving from SafeMoveUpdatedComponent(). Set "p.MoveIgnoreFirstBlockingOverlap" back to zero and add a new flag that prevents the depenetration test from generating hit events (to prevent the problem discovered in UE-39387). #jira UE-41613, UE-28610 Change 3368748 on 2017/03/28 by Dan.Oconnor Provide &FUObjectThreadContext::Get().ObjLoaded when using the compilation manager, add validation functions for finding REINST/TRASH references Change 3368852 on 2017/03/28 by Mike.Beach Fixing a CIS error before it happens - wrapping implementation in preprocessor defines to match declaration in header. Change 3368873 on 2017/03/28 by Dan.Oconnor Rather than collecting script object references, just use the ScriptObjectReferences array. This allows reference replacing archives to update ScriptObjectReferences. Change 3368998 on 2017/03/28 by Dan.Oconnor Setting CLASS_Interface early in the compilation process Change 3369494 on 2017/03/29 by Marc.Audy Fix UAT compile error Change 3369924 on 2017/03/29 by Zak.Middleton #ue4 - Allow CharacterMovement AdjustFloorHeight() to adjust using the line trace if in penetration. Force next floor check so it will check after it depenetrates. #jira UE-36973 Change 3369932 on 2017/03/29 by Ben.Zeigler #jira UE-19494 Finish asset auditing work by allowing reading back a cooked asset registry in the editor Split off FAssetRegistryState as the struct to hold serialization and accessors, to allow loading multiple platform states at once. Optimized runtime asset registry serialization to be around 1/3 as large as before. Dependencies are disabled by default for the runtime registry, you can re-enable with bSerializeDependencies in Engine.ini Add FAssetPackageData which is explicitly per-package and only updated on save/load time. File size is stored in here and is computed for both editor and cooked data Add code to AssetManagerEditorModule to allow loading pre-cooked asset registry files and reading cooked sizes. The Asset Audit window now has a platform drop down that allows reading from cooked data Rename ChunkManifestGenerator to AssetRegistryGenerator and change it to directly hold an FAssetRegistryState internally Add new experimental AssetRegistry mode for iterative cooking. This mode is much faster as it does not need to do it's own internal dependency checking and it can be enabled with bUseAssetRegistryForIteration Change it so during cooking it doesn't directly load string asset references, but instead cues them for cook and uses the asset registry to find and add redirector mappings that are used during save time Change 3370028 on 2017/03/29 by Ben.Zeigler CIS fix Change 3370360 on 2017/03/29 by Mike.Beach Adding an extra field to FPlatformInfo; a 'UBTTarget' identifier intended to sync up with UBT's UnrealTargetPlatform enum (needed for programatically generating plugin platform whitelists). Change 3370363 on 2017/03/29 by Ben.Zeigler Fix issue where loading out of date editor asset registry cache would throw pointless errors Change 3370414 on 2017/03/29 by Marc.Audy Remove autos Change 3370428 on 2017/03/29 by Ben.Zeigler Fix linux CIS issue, remove implicit conversion from FSavePackageResultStruct back to enum result as it was creating ambiguous operators Change 3370453 on 2017/03/29 by Marc.Audy CIS fix Change 3370548 on 2017/03/29 by Marc.Audy #rn Fix issues with seamless travel in PIE and shared sub levels between different parents. Change 3370564 on 2017/03/29 by Mieszko.Zielinski PR #3429: fix comment typo (Contributed by kayama-shift) Change 3370602 on 2017/03/29 by Mieszko.Zielinski Fixed FRecastTileGenerator::Modifiers being erroneously counted twice when stating memory #UE4 Change 3370615 on 2017/03/29 by Phillip.Kavan #jira UE-35515 - No longer crash when creating a new BP class from one or more selected Actors in which the root component is not Blueprint-spawnable. Change summary: - Modified FKismetEditorUtilities::AddComponentsToBlueprint() to handle deferred SceneComponent SCS node adds when the parent component was not also added (due to not being BP-spawnable). Change 3370693 on 2017/03/29 by Michael.Noland Fixing some bad indentation #rnx Change 3370740 on 2017/03/29 by Ben.Zeigler DLC/Mod Cooking fixes, the list of packages from release build as in uncooked filename format so fixed code and made this more obvious Fix Asset Registry to allow loading multiple source asset registries into the same state, by keeping a list of preallocated buffers Change 3370792 on 2017/03/29 by Michael.Noland Blueprints: Deleted some unversioned backwards compat. code that would only matter for assets older than VER_UE4_OLDEST_LOADABLE_PACKAGE Change 3370794 on 2017/03/29 by Michael.Noland PR #3190: Reduce some output logging - Reduced an Oculus log from Log to Verbose because it spams quite a bit - Corrected the spelling and the meaning of a blueprint warning when an invalid breakpoint is encountered - Treat UInputComponent::GetAxisValue(None) as not a warning - Switch FGenericSaveGameSystem::LoadGame to silently attempt to load the file, it returns success/failure and it isn't necessary to have a separate warning at the file i/o layer #jira UE-41446 Change 3370831 on 2017/03/29 by Dan.Oconnor Iteration on compilation manager - Fix Skeleton class compilation order - Pass ObjLoaded array to compilation manager to ensure all objects get PostLoaded - Make sure data only classes get reinstanced, so that UpdateCustomPropertyListForPostConstruction is run correctly Change 3370923 on 2017/03/29 by Michael.Noland Blueprints: Added an icon to indicate whether or not a macro contains latent actions - Note: The state of the icon is cached for performance reasons on request, with the cache being cleared when the BP containing the macro is modified or a macro graph is removed - This does mean that editing the inner macro of a nested macro to add/remove a latent action will not show up in visualization for the outer node until the editor is restarted or the outer macro is modified Change 3371039 on 2017/03/29 by Dan.Oconnor Hacky fix for dropping return params when a function's return node is culled Change 3371750 on 2017/03/30 by Richard.Hinckley Stencil write mask exposed. Adds nine new options (all bits, plus each bit individually - write on pass or depth fail). This allows stencil overlaps to be detected by mixing masks. Change 3372513 on 2017/03/30 by Ben.Zeigler #jira UE-43475 Fix cooker issues with string asset references to null packages. Fix redirector detection to follow recursive chains, and correctly strip object class from redirected string asset references. Change 3372565 on 2017/03/30 by Richard.Hinckley Rolling back stencil change, will be moved to Dev-Rendering. Change 3372764 on 2017/03/30 by Marc.Audy Do not create a duplicate sub object that is not in the annotation if a sub object of the same name and class already exists. #jira UE-43328 #rn Fixed cases where the blueprint of a class used as a child actor could be dirtied when compiling the owning blueprint. Change 3372847 on 2017/03/30 by Marc.Audy Fix missing include Change 3372994 on 2017/03/30 by Zak.Middleton #ue4 - Fix build in Debug (checkSlow using incorrect function params). Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3373320 on 2017/03/30 by mason.seay Basic for TM-Gameplay map (WIP) Change 3373448 on 2017/03/30 by Ben.Zeigler Fix recursive size display in audit window Improve asset manager comments Change 3373576 on 2017/03/30 by dan.reynolds AEOverview Update: Updated Passive Mix Modifier Test based on recent changes in behavior Also added Initial Delay Time timer to test Change 3373589 on 2017/03/30 by dan.reynolds AEOverview Passive Mix Mod Test Map update Change 3373624 on 2017/03/30 by Zak.Middleton #ue4 - Increase Pawn location replication precision to 2 decimal places from 0. Prevents replicated pawns from being inside geometry by a large amount. Removed CVars controlling CharacterMovement proxy shrink amount and made those instanced properties on the component. #jira UE-40420 Change 3374271 on 2017/03/31 by Marc.Audy Fix deprecation warning in new UT code Change 3374320 on 2017/03/31 by Marc.Audy Fix HTML5 compile. Change 3374413 on 2017/03/31 by Jeff.Farris Added ENGINE_API to 2 functions in PlanarReflection, so projects can subclass it. (Copied CL 3276454 from Robo Recall to Dev-Framework) Change 3374414 on 2017/03/31 by Jeff.Farris Added support for setting UNavigationSystem::bUpdateNavOctreeOnComponentChange (Copied CL 3267903 from RoboRecall to Dev-Framework) Change 3374616 on 2017/03/31 by Ben.Zeigler Copy of Fortnite CL #3312058 to add a missing redirector. I do not understand why this is not erroring on Main, I guess my minor cook changes somehow exposed this Change 3374664 on 2017/03/31 by Jeff.Farris Consted AIController::GetBrainComponent() (Copied 3239101 from Robo Recall to Dev-Framework) Change 3374665 on 2017/03/31 by Jeff.Farris PrimitiveComponent bIgnoreRadialImpulse and bIgnoreRadialForce are now exposed to BPs. bIgnoreRadialImpulse now respected when applying impulse to relevant movement components. (Coped CL 3242355 from Robo Recall to Dev-Framework) Change 3374779 on 2017/03/31 by Jeff.Farris Exposed SetAllPhysicsAngularVelocity to blueprints (Copied CL 3228390 from Robo Recall to Dev-Framework) Change 3374792 on 2017/03/31 by Ben.Zeigler #jira UE-42618 PR #3347: Improve support for FGameplayAttributeData properties in attribute sets (Contributed by hoelzl) Change 3374844 on 2017/03/31 by Ben.Zeigler #jira UE-42587 Fix issue where supressed gameplay effects that granted abilities would only work the first time, it now clears out of date ability handles Change 3374925 on 2017/03/31 by Marc.Audy Don't throw warning about missing world context for inactive worlds. #jira UE-42679 Change 3374927 on 2017/03/31 by Michael.Noland Editor: Added options for configuring the editor window background color and texture, which can be useful to visually distinguish the editor when switching between different branches or projects Change 3374995 on 2017/03/31 by Michael.Noland Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor: - CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass - CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor)) - Now shows each function as a separate button, placed in the category associated with the function - The button strip entry is now searchable by function name or tooltip - Prevented operating on functions that have parameters or return values, which would crash before - Removed the duplicate copies of properties placed in the Blutility section - Added a scoped transaction around CallInEditor execution - Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...) Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components Upgrade Note: Behavior has changed so that CallInEditor can be called on CDOs as well, this will probably be walked back in a subsequent update, at least for actors and components. Change 3375005 on 2017/03/31 by Michael.Noland Fixing incremental compilation error due to missing include #rnx Change 3375015 on 2017/03/31 by Michael.Noland Fixing incremental compilation error due to missing include (for real) #rnx Change 3375045 on 2017/03/31 by Marc.Audy Only calculate the streaming levels prefix during seamless travel if it is a PIE world #jira UE-43485 Change 3375053 on 2017/03/31 by Ben.Zeigler #jira UE-41988 Fix it so leaving PIE while gameplay debugger is active will disable HUD extensions properly, restoring ability to print messages to screen Change 3375057 on 2017/03/31 by Ben.Zeigler #jira UE-39226 Don't add to DrawDebug list for player controllers with no local player Change 3375121 on 2017/03/31 by Michael.Noland Added missing include for FScopedTransaction #rnx Change 3375222 on 2017/03/31 by mason.seay Submitting work done to TM-Gameplay. Still WIP Change 3375308 on 2017/03/31 by Michael.Noland Editor: Added back CDO filtering to CallInEditor, it's too easy to explode in the BP editor. May consider allowing opt-in behavior when we revisit Blutilities Change 3375321 on 2017/03/31 by Ben.Zeigler #jira UE-39062 Fix issue where using the level editor toolbar to modify blueprints was not properly marking the blueprints as modified, so the constructor links weren't being updated until manually compiling or resaving Always recompute post constructor links when calling MarkBlueprintAsModified, as it can be called from native and other places where we modified CDOs but don't have a property changed event Change 3375372 on 2017/03/31 by Ben.Zeigler #jira UE-39568 Change Components to specifically update LatentActions the same as Actors do, so they update properly if bUpdateWhilePaused is set Change 3375380 on 2017/03/31 by Marc.Audy Modify IsMainAudioDevice to deal with the case where no audio device has been created. Change 3375402 on 2017/03/31 by Marc.Audy Fix DuplicateWorldForPIE in the case that the OwningWorld is null. Change 3376037 on 2017/04/02 by Phillip.Kavan #jira UE-35332 - Preserve the least common ancestor pin type on object array function node inputs after a node refresh. Change summary: - Added UK2Node_CallArrayFunction::GetDynamicallyTypedPins() to consolidate the code that retrieves type-dependent parameter pins. - Added FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to consolidate the code that considers other linked pins when choosing which type to propagate to type-dependent parameter pins. - Added FBlueprintEditorUtils::PropagatePinTypeInfo() to consolidate the common code from UK2Node_CallArrayFunction::PropagateArrayTypeInfo(); this eliminated a redundant retrieval of the target pin set. - Refactored UK2Node_CallArrayFunction::PropagateArrayTypeInfo() to now call FBlueprintEditorUtils::PropagatePinTypeInfo() after retrieving the set of dynamically-typed pins. - Refactored UK2Node_CallArrayFunction::NotifyPinConnectionListChanged() to remove some unnecessary iteration passes and to ensure that we propagate the authoritative (least common ancestor) pin type for object- and struct-based types. Change 3376364 on 2017/04/03 by Richard.Hinckley UE-40920 Fix to Paper2D flipbook timeline editor. Previously, the timeline shown was one frame shorter than the animation. Now, the timeline shows the correct frame count. Change 3376366 on 2017/04/03 by Richard.Hinckley UE-40920 Bugfix to Paper2D flipbook editor. The red line indicating the current frame now adjusts properly if the timeline is longer than the editor window and the scroll bar is moved to the right. Change 3376517 on 2017/04/03 by Marc.Audy PR #3195: Added support for GamePad on RawInput Plugin (Contributed by katze7514) #jira UE-41499 Change 3376708 on 2017/04/03 by Mike.Beach Moving nativized plugins into a centralized folder (so we can use it as an additional plugin lookup dir) - this is so we can ultimately keep the generated code around for debugging purposes. Summary of changes: - nativized plugins now moved to ...\Intermediate\Plugins\<PLATFORM>\NativizedAssets - corresponding manifest files get saved inside the module and named to match the platform - nativized modules now whitelisted only for the platform they were generated for - cleanup on how we generate paths (now piping in platform name) and pass multi-cook process ids (for building manifest filenames) - extending the 'NativizeAssets' command line, so you can use it to specify the target plugin path (utilized by UAT to coordinate the plugin path between cook & build - was previously hardcoded in multiple places). Change 3376826 on 2017/04/03 by Phillip.Kavan #jira UE-43330 - Fix a crash when adding an input parameter to a Custom Event node after deleting a Function Graph containing a Create Event node. Change summary: - Modified UK2Node_CreateDelegate::HandleAnyChangeWithoutNotifying() to check for a valid blueprint before accessing it (since the accessor is now a checked operation). - Modified UK2Node_CreateDelegate::GetScopeClass() to also check for a valid blueprint before accessing it. - Switched 'NULL' to 'nullptr' in a few spots. Change 3376831 on 2017/04/03 by Ben.Zeigler #jira UE-43500, clean up UPackage when EDL/async loading fails. This restores EDL LoadPackage to work the same as non EDL and return NULL instead of an invalid empty package Change 3376846 on 2017/04/03 by Ben.Zeigler #jira UE-38760 Properly refresh exec pins when removing pin from a Switch on Int node Change 3376850 on 2017/04/03 by Dan.Oconnor Use authoritative class to mitigate compilation order issues Change 3376961 on 2017/04/03 by Ben.Zeigler #jira UE-43127 Add struct ops implementations for FIntVector and FBox2d, any blueprint type needs struct ops to avoid crashes Fix Box2d variable name in NoExportTypes Change 3376985 on 2017/04/03 by Ben.Zeigler #jira UE-43582 Remove Xbox-specific code from AssetRegistry because it won't work after my refactor. The serialization is much faster now and neither Bob nor I can conceive of a way this would take long enough to stall the main thread. If it it is somehow a problem, it should be wrapped in a slow task instead Change 3377009 on 2017/04/03 by Ben.Zeigler #jira UE-43036 Fix crash when right clicking blueprint with no parent class. Ensures are fine but crashes should be avoided so people can try to copy data out of them Change 3377054 on 2017/04/03 by Zak.Middleton #ue4 - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta. #jira UE-40344 #udn https://udn.unrealengine.com/questions/310497/large-delta-time-for-first-player-movement-update.html Change 3377061 on 2017/04/03 by Dan.Oconnor Fixes for issues exposed by cooking with compilation manager. When cooking we end up with more blueprints compiling at a single time, which highlighted issues reading from generated classes while they were actively regenerating. Note that EInternalCompilerFlags::PostponeLocalsGenerationUntilPhaseTwo has only been added to mitigate risk - there is no known reason that existing compilation flows can't postpone generatation of local variables. Change 3377073 on 2017/04/03 by Mike.Beach CIS fix - proper initialization ordering. Change 3377371 on 2017/04/03 by Ben.Zeigler #jira UE-43144 Disallow creating map of FText, like bool it is not hashable Change 3377395 on 2017/04/03 by Dan.Oconnor Build fix - make order in source match initialization order in artifact Change 3377417 on 2017/04/03 by Dan.Oconnor Speculative SA fix Change 3377496 on 2017/04/03 by Aaron.McLeran #jira UE-43558 Cleaning up shutdown code with audio plugins. Change 3377608 on 2017/04/03 by Zak.Middleton #ue4 - Added function ACharacter::CacheInitialMeshOffset() to cache initial mesh offset, used as the target for network smoothing. Added a call to this function from BeginPlay() in addition to the existing call from PostInitializeComponents(), and exposed this to blueprints as well. This fixes the case of people moving the mesh in BeginPlay rather than in the editor or construction script and not having the mesh offset reflected correctly in network games. #jira UE-38966 Change 3377880 on 2017/04/03 by Aaron.McLeran Audio bug fixes #jira UE-43600 Fixing sounds played by playsoundatlocation for audio volume calculations #jira UE-43601 Fixing listener volume interpolation #jida UE-43602 Fixing reverb/eq interpolation Change 3377908 on 2017/04/03 by Phillip.Kavan #jira UE-43565 - Fix a regression on type-dependent array function node pins that have more than one link. Change summary: - Added FBlueprintEditorUtils::FindLinkedPinWithMostDerivedPinType() - Modified FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to properly handle pins that have multiple links. Change 3377912 on 2017/04/03 by Dan.Oconnor Fix for missing SUBINSTANCE variables on anim BP skeletons. I elected to force SUBINSTANCE variable creation for the compilation manager codepath Change 3377946 on 2017/04/03 by Ben.Zeigler #jira UE-43594 Fix issue with streamable manager where a failed load would leave bAsyncLoadRequestOutstanding, which would confuse later calls to stream the same asset Lower some error verbosity now that I believe I have tracked down the issue Change 3377950 on 2017/04/03 by Michael.Noland Blueprints: Prevent merge tool from crashing in SVN when looking at a file with gaps in the revision history (May still not work correctly, but it won't crash; full fix covered by UE-43603) #jira UE-22428 Change 3377981 on 2017/04/03 by Michael.Noland PR #3416: UE-43005: Prevent crash due to too long name (Contributed by projectgheist) #jira UE-43291 #jira UE-43005 Change 3378039 on 2017/04/04 by Michael.Noland PhysX: Allowed the editor to compile when bRuntimePhysicsCooking is disabled (WITH_EDITOR is used in every place in C++ to force it in already) Change 3378041 on 2017/04/04 by Michael.Noland Paper2D: Adjusted under what circumstances CreatePhysicsMeshes is called on various Paper2D types to match UProceduralMeshComponent Change 3378081 on 2017/04/04 by Dan.Oconnor Fix Blueprint Context nodes so that they don't rely on Ar.IsBeingSaved() call before compilation 3x because of copy/paste Change 3378094 on 2017/04/04 by Dan.Oconnor Add missing preload call for compilation manager Change 3378917 on 2017/04/04 by Marc.Audy Fix static analysis (which is very dumb) Change 3378986 on 2017/04/04 by Dan.Oconnor Fix bad merge Change 3379100 on 2017/04/04 by Dan.Oconnor Fix missing CPF_ConstParm/CPF_ReferenceParm/CPF_OutParm logic in 'fast' skeleton path #jira UE-43629 Change 3379102 on 2017/04/04 by Ben.Zeigler Actually fix StreamableManager issues with cancelling a request messing up things in the future. We now always queue a request, even if it failed before or there is one in progress. This has to be done to avoid issues with cancelling the existing request or mounting new files after it's failed once Now that StreamableManager will retry missing files, add failed load packages to the known missing list so it won't spam errors over and over Change 3379147 on 2017/04/04 by Zak.Middleton #ue4 - Improve on CL 3377608: Made Character::CacheInitialMeshOffset() take location and rotation params so you can be explicit on the values, in case you try to change these during network smoothing, where reading the relative offsets would have been skewed. Change 3379254 on 2017/04/04 by Aaron.McLeran Fixing sounds in audio mixer when no EQ has been set. Change 3379760 on 2017/04/04 by Ben.Zeigler #jira UE-43647 Don't delete failed async packages that are rooted [CL 3380073 by Dan Oconnor in Main branch]
2017-04-04 20:49:52 -04:00
case EHostType::CookedOnly:
return FPlatformProperties::RequiresCookedData();
case EHostType::Developer:
#if WITH_UNREAL_DEVELOPER_TOOLS
return true;
#endif
break;
case EHostType::Editor:
#if WITH_EDITOR
if(GIsEditor) return true;
#endif
break;
case EHostType::EditorNoCommandlet:
#if WITH_EDITOR
if(GIsEditor && !IsRunningCommandlet()) return true;
#endif
break;
case EHostType::Program:
#if WITH_PLUGIN_SUPPORT && IS_PROGRAM
return true;
#endif
break;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
case EHostType::ServerOnly:
return !FPlatformProperties::IsClientOnly();
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3115282) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3114846 on 2016/09/06 by Bob.Tellez #UE4 The cooking process now respects the per-platform chunking manifest configuration in the game ini. If you specify -manifests it forces all platforms to generate a manifest. Change 3114805 on 2016/09/06 by Bob.Tellez #UE4 Attribute sets now work with their owning actor directly instead of asking the associated ability system component for the owning actor when updating the vis logger. #JIRA FORT-29511 Change 3112750 on 2016/09/02 by Bob.Tellez #UE4 bGenerateChunks from platform-specific Game.ini is now respected in pak generation code. Change 3108977 on 2016/08/31 by Jeff.Campeau Virtual keyboard support for Xbox One Text set by virtual keyboards is now submitted on the main thread through an internal tick Change 3108956 on 2016/08/31 by Chris.Gagnon Added "ClientOnly" module type to the build tools. Fixed "ServerOnly" which seems to have rotted, I assume it wasn't in use as it didn't work. Cleaned up some duplicated code which attributted to the rot most likely Change 3108879 on 2016/08/31 by Jeff.Campeau Eliminate binary renaming (allows side by side configs) Handle multiple binaries Temporary return of fixed extension SDK DLLs (required for multiplayer until they can be dynamically configured) Change 3108876 on 2016/08/31 by Jeff.Campeau Fix a manifest generation bug that was eating a character on conjoined values. Change 3108511 on 2016/08/31 by Billy.Bramer - Submit change from JoshM at my desk to make cloud mcp requests use shared pointers for net ids, enabling the use of AsShared on cloud-related callbacks which pass net ids as parameters - Note that this change does not have any validity checking as of yet Change 3108199 on 2016/08/31 by Ben.Woodhouse Disable r.lightshaftrendertoseparatetranslucency to 0 by default, but enable in fortnite via defaultEngine.ini. Change 3107825 on 2016/08/31 by Ben.Woodhouse Lightshaft rendering - add support for rendering the lightshafts to separate translucency (via the r.LightShaftRenderToSeparateTranslucency). This ensures postprocess materials with BL_BeforeTranslucency are rendered before lightshafts are applied. This fixes issues with the skin postprocess appearing too bright where it overlaps with lightshafts #jira UE-35359 Change 3107197 on 2016/08/30 by Chris.Gagnon Added ClientOnly option for Modules: ... "Modules" : [ { "Name" : "PluginName", "Type" : "ClientOnly", "LoadingPhase" : "Default" } ] ... (example taken from a plugin definition) Change 3104551 on 2016/08/29 by Lukasz.Furman potential fix for crash in ability cancelling #jira FORT-29200 Change 3104469 on 2016/08/29 by Lukasz.Furman added iteration limit to navmesh raycast loop to protect against invalid navmesh links creating an infinite loops #jira FORT-29198 Change 3103529 on 2016/08/26 by Jeff.Campeau Xbox One keyboard shift is sometimes unresponsive Change 3103523 on 2016/08/26 by Jeff.Campeau Aug XDK era launch bug fixed Change 3103183 on 2016/08/26 by Jeff.Campeau August XDK support Change 3102360 on 2016/08/26 by James.Hopkin Removed another load of float casts - these ones weren't causing problems, but are no longer necessary. Change 3099375 on 2016/08/24 by Lukasz.Furman added sanity check to UAnimInstance::Montage_Play #jira FORT-28140 Change 3097832 on 2016/08/23 by Chad.Garyet moving set_latest_build out of notifications section, was put there accidentally Change 3097139 on 2016/08/22 by Aaron.McLeran FORT-28502 Hard crash occurs on Win10 when locking computer and then unplugging audio device - Fix is modification of CL 3062338. Moving the checking of state change to head of audio update, adding new thread safe bool to immediately halt creatiing new voices if audio device changed. - Current theory is the xaudio2 in win10 doesn't properly handle audio device remove so this is a workaround till we update to XAudio2 2.8 -#rb Bob.Tellez #tests run game, lock computer, then disable or unplug audio device used by game, audio should stop gracefully without crashing Change 3096552 on 2016/08/22 by Ben.Marsh Fix killing adb.exe instead of notepad.exe. Change 3096473 on 2016/08/22 by Ben.Marsh Kill any ADB processes after a UAT command completes. The Android target platform in the editor spawns instances of ADB, and that spawns a background process to handle this and future requests. It can keep open handles to stdout, preventing the EC postprocessor from terminating. Change 3096459 on 2016/08/22 by Ben.Marsh Remove taskkill call for now. Change 3096450 on 2016/08/22 by Ben.Marsh Use system function instead of backticks to prevent errors killing job. Change 3096449 on 2016/08/22 by Ben.Marsh Kill ADB instances after running UAT; attempt to fix handle to stdout being kept open at the end of builds. Change 3096272 on 2016/08/22 by Chad.Garyet trying to remove postpfilter to see if that might be the stdout/err issue Change 3095369 on 2016/08/19 by Ben.Zeigler #Jira FORT-28683 Fix it so when using SimulateInEditor with Online PIE enabled, it disables trying to use the online service. Before it would half create the online instances, leading to issues in gameplay code when using simulate This will need updating when merging to Main to deal with the module changes Change 3095002 on 2016/08/19 by James.Hopkin Fixed another case of integers being cast to floats before being written to JSON. #jira FORT-28694 Change 3094834 on 2016/08/19 by Chad.Garyet trying a close of stdout and stderr to see if that remedies the ai test issue Change 3094719 on 2016/08/19 by John.Abercrombie Force a net update on the Avatar Actor whenever we start or stop a new Montage Change 3094487 on 2016/08/19 by James.Hopkin JSON writing of session settings no longer casts ints to floats (was causing INT_MIN to be written incorrectly). Change 3092389 on 2016/08/17 by Chad.Garyet more caveman debugging, skipping email notification if node is the fortnite ai test node. Change 3090898 on 2016/08/16 by Aaron.McLeran FORT-25911 Live OT7 crash in FVorbisAudioInfo::ReadCompressedData Implementing CL 3080958 in FN Change 3090761 on 2016/08/16 by Chris.Gagnon Added initial pass of safe zone suport to the front end. Change 3090734 on 2016/08/16 by John.Abercrombie Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage Here's the issue in the version of the code prior to this checkin: - UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped - When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value - So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick - It also means if we were playing a montage, and then stop, we'll start ticking - Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing Change 3090405 on 2016/08/16 by Chad.Garyet checking in caveman debugging for fortnite ai test node Change 3089743 on 2016/08/15 by Ben.Zeigler #jira FORT-28235 When a UWidget is added/removed from a UPanelWidget, invalidate layout. This fixes issues where removing a widget leaves it still visible on screen. There may be a better slate-level solution to this issue Change 3088178 on 2016/08/12 by Saul.Abreu Fixed bug in wrap box layout logic that would cause the inner slot vertical padding to only be added *after* the second row. Change 3087372 on 2016/08/12 by James.Hopkin Added a float overload from TJsonWriter::WriteValue - ever since I made doubles ultra precise to allow large numbers to be read properly, floats have been written with garbage on the end. Also removed 100 lines worth of code duplication while I was there. Automation tests still pass. Change 3084836 on 2016/08/10 by Lina.Halper Fix crash with retargeting additive anim montage Change 3083188 on 2016/08/09 by Bob.Tellez #UE4 UEnvQueryItemType_Point expects a FNavLocation instead of an FVector. Since passing an FVector in AddItemData() causes an assertion failure and the template specialization for FNavLocation has linkage problems, it is now required to pass in a FNavLocation instead of an FVector explicitly. Change 3082835 on 2016/08/09 by Bob.Tellez #UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances. Change 3082621 on 2016/08/09 by Lukasz.Furman fixed accessing empty navigation data in crowd's path processing #jira FORT-27847 Change 3081749 on 2016/08/08 by Saul.Abreu #jira UE-34104 Implemented a customizable snapshot delay in the widget reflector - particularly handy for getting snapshots of tooltips. Change 3081596 on 2016/08/08 by John.Abercrombie Added a tick prerequisite for the mesh's primary actor tick of the FortGameState when a movement comp registers to be ticked by the game state Backed out change to CharacterMovementComponent to check to see if the pose had been ticked this frame. Tested root motion in PIE ded, PIE non-ded, and client/server configuration and it all looked good. (Basically it looks like there's some tick ordering issue with root motion in the engine, and I don't have the time right now to investigate it. This works.) #jira FORT-28139 - Hero's animation hitches when performing any action besides walking and jumping Change 3081536 on 2016/08/08 by Daniel.Broder Fixed bug in FGameplayTagContainer::AppendTags() where it was not reserving the correct amount of space for all of the tags it is about to add. #UE4 #NoReleaseNotes Change 3080679 on 2016/08/08 by Simon.Tovey Increased threshold to ignore stall warning on partilce async work. Increased precision of error message. May still fire and still needs looking into properly. If it does fire still I'll make it a higher priority. Change 3080652 on 2016/08/08 by Chad.Garyet Merging token scripts from ue4 main to fortnite changed fornite main json scheduled builds to all use skiptargetswithouttickets Change 3079357 on 2016/08/05 by John.Abercrombie Character movement components can now be throttled - This can be enabled/disabled by using the FortniteChar.ServerTickMovementAtNetUpdateRate console variable - game should be restarted after toggling it - Character movement components are throttled based on their current NetUpdateRate All character movement components are updated by the Game State - This can be enabled/disabled by using the FortniteChar.CentralCharMovementTick console variable - game should be restarted after toggling it Change 3078666 on 2016/08/05 by Simon.Tovey Disabling some log spam for particles. Change 3072992 on 2016/08/01 by Jonathan.Lindquist Fixing a bug related to weld object seams Change 3070991 on 2016/07/29 by Fred.Kimberley Allow aggregators to perform calculations while ignoring multiple GEs. Change 3070518 on 2016/07/29 by Bob.Tellez #UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad. Change 3069605 on 2016/07/28 by Bob.Tellez #UE4 SScrollBox now works with invalidation panels. Change 3069600 on 2016/07/28 by Bob.Tellez #UE4 SMenuAnchor now works with invalidation panels. Change 3069583 on 2016/07/28 by Bob.Tellez #UE4 Added some code to warn and recover from some invalid accounting of render instances in HierarchicalInstancedStaticMesh, if it exists in the future. Change 3068935 on 2016/07/28 by Bob.Tellez [AUTOMERGE] #UE4 Added a CVar to disable stencils on metal since they are very expensive right now. This is believed to be much better in OSX 10.12. #JIRA FORT-27836 -------- Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3068932 by Bob.Tellez on 2016/07/28 15:50:40. Change 3068422 on 2016/07/28 by John.Pollard Fix FORT-27840 - Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player #tests Live game + replays Change 3067537 on 2016/07/27 by Bob.Tellez [AUTOMERGE] #UE4 Nullifying HierarchicalInstancedStaticMesh instances that were neither in the PerInstanceSMData list nor in the RemovedInstances list. #JIRA FORT-26696 -------- Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3065681 by Bob.Tellez on 2016/07/26 21:02:55. Change 3065138 on 2016/07/26 by Josh.Markiewicz #UE4 - fixed rare case where CreateSession would crash (duplicate of Dev-Networking fix) - DestroySession now always adds a task to the async queue and never tries to complete its work within the same call - *BUG REPRO* - if CreateSession was called leaving a session in the Creating state followed by a call to DestroySession before session left Creating state this could happen - DestroySession would remove the named session while the previous CreateSession was in flight - A new CreateSession could be called afterward because the previous named session was removed - the first CreateSession would finish and give the session a valid SessionInfo - the second CreateSession would finish and assert that the SessionInfo should be invalid #tests contrived Create,Destroy,Create in same frame and saw crash, fixed code, crashes no more Change 3064932 on 2016/07/26 by Tim.Tillotson Fix for editor crash when loading unreal stats in the session frontend. Was a results of modifying EventMetadata while using a copy of the data. #JIRA UE-33426 Change 3064743 on 2016/07/26 by Mark.Satterthwaite Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash. #jira FORT-27685 Change 3063870 on 2016/07/25 by Lukasz.Furman fixed navlink area class assignment, again custom link definitions were exporting from CDO without initializing data first #jira FORT-27713 Change 3063747 on 2016/07/25 by Bob.Tellez #Fortnite Fixed XB1 compile error due to use of DeviceDetails in XAudio2. Also removed a redundant #if XAUDIO_SUPPORTS_DEVICE_DETAILS #JIRA Change 3063500 on 2016/07/25 by Bob.Tellez #UE4 Fixing static analysis warning about not checking the return value of CoInitialize. Also initializing DeviceEnumerator to nullptr in case CoCreateInstance fails. Change 3063317 on 2016/07/25 by Lukasz.Furman fixed navlink deprecation in engine module, temporarily changed deprecation to private access since macro doesn't work with auto generated constructors #fortnite Change 3063224 on 2016/07/25 by Bob.Tellez #UE4 Unshelved change from Nick.Darnell. This is the less-invasive version of 3062014. Avoid adding widgets to the hittest grid more than once. Change 3063188 on 2016/07/25 by Lukasz.Furman removed all raw class pointers from link & area nav modifiers and replaced them with weak object pointers #jira FORT-27186 Change 3062338 on 2016/07/22 by Aaron.McLeran FORT-26470 Adding ability to stop sounds and switch audio engine into a no-sound mode when audio device is disabled/unplugged. #tests run game, disable or unplug audio device used by game, audio should stop gracefully without crashing Change 3061806 on 2016/07/22 by Ben.Zeigler #jira FORT-27519 Change error from moving a non registered component to an ensure instead of a fatal crash, this error is very old and I'm not sure what would cause it, but it went off without giving us a stack Change 3061790 on 2016/07/22 by Ben.Zeigler #jira FORT-26136 Stop a shipping game without blueprint guard enabled from printing useless stacks without an accompanying error message. This was slowing down shipping builds with no benefit Related to changes made on Orion in CL #2878992 Change 3060590 on 2016/07/21 by Mark.Satterthwaite Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D. Change 3060542 on 2016/07/21 by Bob.Tellez #UE4 Made SetIsEnabled and SetVisibility virtual. Change 3058876 on 2016/07/20 by Aaron.McLeran FORT-25593 Mac crash when idling in zone with screen locked Adding logging when failing to update AuGraph and not asserting. Change 3058653 on 2016/07/20 by Bob.Tellez #UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects. Change 3058568 on 2016/07/20 by Bob.Tellez #UE4 Added an optional flag to IAssetRegistry::GetAssetByObjectPath to ignore in-memory assets for maxiumum performance. Change 3058203 on 2016/07/20 by Bob.Tellez #UE4 Clearing pin links for fixed up BT nodes so they are not asymmetrical by the time the node gets destroyed, causing an ensure to fail. Also removing the replaced nodes so they are no longer saved in the package. Change 3056767 on 2016/07/19 by Bob.Tellez #UE4 Speculative DetachLinker crash fix. #JIRA FORT-27335 Change 3056665 on 2016/07/19 by John.Abercrombie Fixed UPathFollowingComponent::HasReached not using the Goal's Radius when bUseNavAgentGoalLocation is false - When bUseNavAgentGoalLocation is true, we want to avoid using the Goal's location on the Nav Mesh, but the acceptability of a radius should be based on the Goal's radius Change 3054368 on 2016/07/18 by Lina.Halper - moved removing notifies to end of montage event - that way between blending out to terminate, it still can trigger notifies. #code review: Martin.Wilson, John.Abercrombie Change 3054109 on 2016/07/18 by Bob.Tellez #UE4 Fixed a bug where IAssetRegistry::GetAllAssets would not return data about live objects when passing bIncludeOnlyOnDiskAssets = false. Change 3053831 on 2016/07/18 by Lina.Halper #Anim montage recursive issue: Make sure to check valid before additive #code review: Bob.Tellez Change 3052641 on 2016/07/15 by Bob.Tellez #UE4 Fix a crash in OpusAudioInfo when InSrcBufferData is null. Change 3052601 on 2016/07/15 by Daniel.Broder EnvQueryInstanceBlueprintWrapper is now blueprintable, so you can make blueprints that allow more complex 'wrapper' behavior when using the blueprint node RunEQSQuery (on the EnvQueryManager). #ReleaseNoteAbove^^ Also, made EEnvQueryStatus a blueprint type, which makes it much easier to work with in blueprints. #UE4 #ReleaseNote! Change 3052201 on 2016/07/15 by Rob.Cannaday Fix for broken party state when timeout on receiving leave request response Execute delegate after marking the party in a disconnected state #jira FORT-25362 Change 3050944 on 2016/07/14 by Bob.Tellez #UE4 Fix an ensure that was incorrectly triggering when the number of hitches in a session is 0 Change 3050352 on 2016/07/14 by Olaf.Piesche #jira UE-32058 Making sure owned pointer to CurrentMaterial is set to RenderMaterial if we choose default material because of missing flags for particle systems. Change 3049049 on 2016/07/13 by Bob.Tellez #UE4 Fix an ensure and a crash in ParticleTrail2EmitterInstance for Ribbon particles. #JIRA FORT-27030 Change 3048186 on 2016/07/13 by John.Abercrombie Selecting Geometry trace mode will no longer project onto the nav mesh first in ProjectedPoints EQS generators Change 3046531 on 2016/07/12 by Bob.Tellez #UE4 Added more information to an ensure about BeginPlay being called on an actor that has already begun play. #JIRA FORT-26683 Change 3046134 on 2016/07/12 by Ian.Fox #UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin Change 3045544 on 2016/07/11 by Bob.Tellez #UE4 Made Attribute fixup code only execute when loading the data from disk as it was intended. Change 3045101 on 2016/07/11 by Fred.Kimberley Changed PostSerialize logic to always use the attribute data if it is valid. Updated the details customization to set the owner and name properties when the attribute is changed. Change 3045035 on 2016/07/11 by John.Abercrombie UpdateMoveFocus will only clear the focus if the path following component is idle - Keeps the AI rotated in the correct direction when movements get paused Change 3044883 on 2016/07/11 by Mark.Satterthwaite Avoid FORT-26879 - when rendering into the viewport back-buffer the scene-viewport sets a null render-target array which MetalRHI wasn't handing, so add the necessary branches to clear the render-target array in MetalStateCache. #jira FORT-26879 Change 3044819 on 2016/07/11 by Carlos.Cuello Setting LOCKED_REPLAY_VERSION to 0 so that replays have valid changelists associated with them in ReplayMGR Change 3044683 on 2016/07/11 by Bob.Tellez #UE4 ActorPosition is now set to your AttachmentRootActor's position instead of your owning actor's position. Change 3044581 on 2016/07/11 by Nick.Cooper #UE4 - Added bSuppressStackingCues to UGameplayEffect, to allow the option avoid sending a GameplayCue RPC for each instance of a stacking UGameplayEffect #jira FORT-23140 Change 3043726 on 2016/07/08 by Billy.Bramer - Add ability for custom UGameplayModMagnitudeCalculations to specify that they have gameplay-code dependencies external to the ability system that can invalidate them aside from just routine attribute capture - UGameplayModMagnitudeCalculations can specify an external multicast delegate that the ability system component can bind to for notification of when the mod calculations are dirty and need to be refreshed - Add advanced support for UGameplayModMagnitudeCalculations opting into allowing this feature to work on client machines as well; Advanced feature to really only be used by games utilizing network dormancy on attributes that they don't mind the client attempting to calculate (ones that won't have gameplay impact); Client-based feature cannot work in tandem with attribute capture - Rename FGameplayEffectModifierMagnitude::AttemptRecalculateMagnitudeFromDependentChange to AttemptRecalculateMagnitudeFromDependentAggregatorChange to alleviate possible confusion from the newly added support for external dependencies - Rename FActiveGameplayEffectsContainer::PreDestroy to Uninitialize and move its call site from the destructor of the owning ASC to UnitializeComponents, where it can have enough information to be useful - Misc ability system cleanup (fix typos, etc.) Change 3043152 on 2016/07/08 by Daniel.Broder Re-enabled EQS details table on screen by default. (This matches the actual description of the variable, which says that enabled is the default. Also, we really need this as the default since those details are critical for debugging.) #UE4 #NoReleaseNotes Change 3041765 on 2016/07/07 by John.Abercrombie Fixed basing whether the AI should turn or not by comparing the current desired rotation vs the last update's desired rotation - The AI should be turning based on whether or not the current desired rotation is different from the rotation of the Pawn Change 3041664 on 2016/07/07 by Bob.Tellez #UE4 Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #JIRA FORT-25983 Change 3040645 on 2016/07/06 by Bob.Tellez #UE4 Added a cvar to disable OpenGL support on Mac. If a mac that does not support Metal launches while this cvar is set to 1 then they will get a dialog box describing that they do not support metal and the process will close. Change 3039969 on 2016/07/06 by Billy.Bramer - Fix for non-snapshotted, attribute-based modifiers potentially not replicating correctly - When dependency magnitude results in a magnitude recalculation, mark the active effect dirty and wake the owner from dormancy, as the client is incapable of recalculating the value properly Change 3036256 on 2016/07/01 by Bob.Tellez #UE4 RequestExit(true) on Mac now exits without triggering exception handling, just like on Windows. Change 3036173 on 2016/07/01 by Ben.Salem Get FTests running sequentially. And, actually, running at all in non-editor. Known issues: Filename lookup needs to be changed to use asset registry instead of packages in directory. Will be worked on next. Change 3035551 on 2016/07/01 by John.Abercrombie Reworked use of the Montage pointer of the AnimNotifyEvent in UAnimInstance::OnMontageInstanceStopped based on Lina's feedback - CL 3034853 contained the original change Change 3035152 on 2016/06/30 by Daniel.Broder Added new API function for DrawDebugSolidBox, which takes an FBox instead of a Center and Extent. It also allows specifying a transform as well (but defaults to using the identity transform for convenience). #ReleaseNoteAbove The new version of DrawDebugSolidBox is more convenient and more efficient if you already have an FBox! No need to calculate the Center and Extent just to use them to recalculate the Box. Made the previous two versions of DrawDebugSolidBox call to the new one that takes an FBox and FTransform. This change keeps the implementation details more manageable for any future changes. Also, fixed typos in parameter names for DrawDebugSolidBox and DrawDebugBox versions where Extent was erroneously named "Box". NOTE: In the future, we should probably make the same changes to the DrawDebugBox API that were made for DrawDebugSolidBox, as well as similar changes for other shapes (such as DrawDebugSphere, Cylinder, etc.), which currently don't have versions that take the shape class directly/ #UE4 #ReleaseNoteAtTop Change 3034918 on 2016/06/30 by William.Ewen Updating Null RHI's max texture dimensions and max texture mip count to avoid a warning and match up with d3d11 and metal. Change 3034853 on 2016/06/30 by John.Abercrombie When a Montage is stopped we send out any anim notify state end notifications related to the Montage, and remove it from the list Change 3033507 on 2016/06/29 by Ben.Zeigler #jira UE-32651 Fix crash I had while auto saving a map with a reflection capture component. This has happened fairly often to licensees as well so we may want to merge it to a release branch Change 3033413 on 2016/06/29 by Daniel.Wright Added DistanceFieldBias to StaticMesh BuildSettings for mesh distance fields * Useful for reducing self shadowing on meshes that have ambient animation Change 3033343 on 2016/06/29 by Billy.Bramer - Fix typo in ability system: FMinimapReplicationTagCountMap should be FMinimalReplicationTagCountMap (it has nothing to do with minimaps!) Change 3032888 on 2016/06/29 by Billy.Bramer - Add ability to base a gameplay effect modifier's magnitude off of the magnitude of an attribute evaluated only up to a certain channel when using attribute-based modifiers Change 3031800 on 2016/06/28 by Jonathan.Lindquist new exr texture Change 3030807 on 2016/06/28 by Lukasz.Furman added more debug logs for rare navmesh raycast crash #jira FORT-22373 Change 3030624 on 2016/06/28 by Lukasz.Furman switching navgraph to use FMetaNavMeshPath #fortnite Change 3030002 on 2016/06/27 by Ben.Zeigler Fix crash I got in SGraphPin::OnDragEnter when the pin did not have an outer. GetOuter now calls the Unchecked version I'm not sure why it was allowed to be null here, but it was clearly supported on purpose before and was crashing with the pin changes. Change 3029720 on 2016/06/27 by Ben.Zeigler Fix TextFilterTests to pass the parameters in the correct order for > operators, and add tests that actually verify this. The real use cases were correct, only the test was broken Change 3029574 on 2016/06/27 by Bob.Tellez #UE4 Fixed a crash caused by attempting to render shadows while r.ShadowQuality was 0. Change 3027275 on 2016/06/24 by Billy.Bramer - First pass of adding evaluation channel support to non-instant gameplay effects - Evaluation channels allow for game-specific control over the order of modifier evaluation - Channels evaluate in order, with the output of one channel acting as the base value/input into the next channel in sequential order - Example: Sample Attribute: Base Value 100. Multiplicative Mod 1.1 in channel 0 and multplicative mod 1.1 in channel 1 will evaluate as ((100 * 1.1) * 1.1) instead of (100 * 1.2) - By default, evaluation channels are disabled (everything evaluates at channel 0), but a game can opt into using channels via INI - Game must specify bAllowGameplayModEvaluationChannels=true, as well as provide name aliases for the channels that the game is allowed to use via GameplayModEvaluationChannelAliases array - Game can also specify the DefaultGameplayModEvaluationChannel via INI; Gameplay effect modifiers will default into that channel - Evaluation channels show up per modifier (and per scoped modifier) in a new property on gameplay effects - Misc. clean-up and refactors within the ability system as a result of changes to support evaluation channels; Begin process of trying to remove heavy reliance on friend classes Change 3022931 on 2016/06/22 by Nick.Cooper #UE4 - Prevent camera anims without an FOV track from making any modifications to the camera FOV Change 3021845 on 2016/06/21 by Carlos.Cuello Fix for crash at startup on Mac, was asserting on !bPerformingOperation but there are codepaths where that wasn't being set to false at the end of an operation in failure cases. Fixed up those codepaths and changed the check() to an ensure() so we can still track where these cases happen but won't affect our shipping build. #jira Fort-25978 Change 3021800 on 2016/06/21 by Lukasz.Furman adding function to query if navmesh was initialized in given radius #jira FORT-24487 Change 3021777 on 2016/06/21 by Martin.Mittring UE-31921 The sub surface profile shader seems to be incorrectly ignoring post processes content that used SkyLight OcclusionTint feature will look different and might need a retweak. a brighter (~ 3-4 times) and less vibrant color results in a similar look #code_review:Jonathan.Lindquist [CL 3123852 by Bob Tellez in Main branch]
2016-09-13 18:15:38 -04:00
case EHostType::ClientOnly:
return !IsRunningDedicatedServer();
}
return false;
}
void FModuleDescriptor::LoadModulesForPhase(ELoadingPhase::Type LoadingPhase, const TArray<FModuleDescriptor>& Modules, TMap<FName, EModuleLoadResult>& ModuleLoadErrors)
{
FScopedSlowTask SlowTask(Modules.Num());
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3497164) #lockdown Nick.Penwarden #rb none ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3433074 by Matt.Kuhlenschmidt Fix crash when clicking on certian tutorial blueprints. #jira UE-44593 Change 3433075 by Matt.Kuhlenschmidt Remove hittest grid log spam. The underlying problem causing this has been fixed Change 3433077 by Matt.Kuhlenschmidt Fix lighting becoming unbuilt when mesh painting #jira UE-44837 Change 3433081 by Matt.Kuhlenschmidt PR #3553: Crashfix for static array properties (Contributed by Pierdek) Change 3433104 by Alexis.Matte Make sure re-import skeletal mesh follow the import morph option #jira UE-42846 Change 3434825 by Matt.Kuhlenschmidt Fix crash when GC happens while the vr editor radial menu is open. Change 3434831 by Matt.Kuhlenschmidt Added missing file Change 3434868 by Shaun.Kime If you have a reroute node between a Material Function texture input and its usage, the parent material will fail to resolve the reroute node. #jira ue-44670 Change 3434998 by Alexis.Matte Meshes editors material/section panel are now fully transactional - Staticmesh editor: section material slot, section cast shadow, section collision, material slot instance, material slot name - Skeletal mesh editor: material slot instance, material slot name Also fix some transaction description #jira UE-44462 Change 3435195 by Jamie.Dale Fixed incorrect handling of some LTR scripts that require shaping These scripts need to go through HarfBuzz, and this also fixes a case where HarfBuzz wasn't applying font scale correctly. #jira UE-44767 Change 3435199 by Jamie.Dale Fixed some crashes/artifacts with bidirectional text It was possible for a line to compute an incorrect range, which could cause crashes or other highlighting issues. The highlighting logic has also been updated as the old code didn't handle all bidirectional cases correctly. Change 3435200 by Jamie.Dale Fixed a grapheme cluster metrics issue in the font editor viewport The viewport also now respects the default shaping method CVar. Change 3435771 by Alexis.Matte Fix degenerated bounds calculation for skeletalmesh when the skeleton is remove from a re-import (PhysicAsset API change, adding 1 function) #jira UE-44609 Change 3436856 by Jamie.Dale Added some missing Unicode block ranges Change 3436914 by Jamie.Dale Adding some missing combining character ranges to the text shaper Change 3436923 by Alexis.Matte PR #3463: Get bounds for all triangles, not just the first one. WedgeIndex was . (Contributed by DaveC79) #jira UE-43764 Change 3436948 by Jamie.Dale Updated the Portal to use the predefined Unicode block ranges Change 3436961 by Max.Chen Sequencer: Show camera shake/anim track menus even if there aren't any assets. Change 3437244 by Max.Chen Sequencer: Clear locked cameras when releasing Sequencer. #jira UE-44967 Change 3437515 by Arciel.Rekman UBT: improvements for LocalExecutor. - Larger number of parallel jobs on 16GB+ machines. - Use WaitForExit() instead of polling. - Tested on Linux and Mac. Change 3437629 by Matt.Kuhlenschmidt Improve asset import data display in static and skeletal meshes Change 3438047 by Arciel.Rekman Fix overlapping ranges being passed to memcpy(). Change 3438822 by Yannick.Lange ViewportInteraction: Move gizmo handle files to make them private. Change 3438906 by Matt.Kuhlenschmidt PR #3556: Git Plugin: fix new option "init Git LFS" that make assets read-only (master/UE4.17) (Contributed by SRombauts) Change 3438907 by Matt.Kuhlenschmidt PR #3565: add -quality option to buildlighing commandlet (Contributed by kayama-shift) Change 3438908 by Matt.Kuhlenschmidt PR #3558: UE-44862: Always update SColorPicker color on OK button (Contributed by projectgheist) Change 3439393 by Matt.Kuhlenschmidt Force highest LOD for highres screenshots Change 3439819 by Matt.Kuhlenschmidt Turned FAssetData into a struct for some upcoming script exposure of FAssetData Change 3439949 by Arciel.Rekman Fixed selection logic for the UE4_LINUX_USE_LIBCXX environment variable. - Allows disabling libc++ by setting the variable to 0. - Pull request #3576 contributed by jared-improbable. Change 3441078 by Jamie.Dale The culture/language/locale console commands are now available in all build configs Change 3441109 by Jamie.Dale Text containing surrogate pairs now runs through HarfBuzz when shaping in Auto mode This is needed as the kerning-only shaping code assumes that everything is within the BMP Change 3441275 by Matt.Kuhlenschmidt Disable spinning on location and scale. These dont work because we have no notion of infinite spinning Change 3442748 by Yannick.Lange ViewportInteraction: Remove unused console variables. Change 3442775 by James.Golding Add support for editing MaterialFunctions to MaterialEditingLibrary Pull Material recompile/update code into UMaterialEditingLibrary::RecompileMaterial Pull MaterialFunction update code into UMaterialEditingLibrary::UpdateMaterialFunction util Move RebuildMaterialInstanceEditors to UMaterialEditingLibrary Added test content for Material/MaterialFunction editing Add needed BlueprintReadWrite to expressions (constants, function input/output) Expose UMaterialExpressionMaterialFunctionCall::SetMaterialFunction to BP, rename old func (which takes old function) to SetMaterialFunctionEx, also expose GetInputNameWithType Change 3442779 by James.Golding Fix header order Change 3442817 by Yannick.Lange ViewportInteraction: Add can execute checks for level editor commands. Change 3443038 by Michael.Dupuis #jira UE-43377: When you select a foliage actor we will move all instance contained in it to the new level as we can't move a foliage actor Only permit moving foliage instance if there is some selected Change 3443855 by Michael.Dupuis #jira UE-44885: Unregister from PerModuleDataObjects when the object is destroyed Change 3446096 by Max.Chen Sequencer: Add OnFinished() event when a level sequence completes playback #jira UE-45173 Change 3446097 by Max.Chen Sequencer: Evaluate one last time before the sequence is torn down and reset #jira UE-45174 Change 3446242 by Jamie.Dale Fixed caret not appearing in empty text layouts Caret selections have no range, and therefore have no width Change 3446361 by Matt.Kuhlenschmidt Fix WITH_EDITOR only functions causing generated code compile errors when the all functions on the class are WITH_EDITOR Change 3446457 by Alexis.Matte Polish the speed tree import dialog #jira UE-44963 Change 3446946 by Michael.Trepka Modified FWindowsWindow::GetRestoredDimensions to return correct window position for normal windows for which GetWindowPlacement returns position in workspace coordinates #jira UE-37934 Change 3447543 by Arciel.Rekman Reduce VMAs on Linux. - Trades off increased address space (VIRT in terms of ps/htop) for smaller number of distinct mappings (VMAs, virtual memory areas). This decreases possibility to run into vm.max_map_count limit on Linux. - Tested on Linux and Mac. Change 3448468 by Arciel.Rekman Fix race condition during creation of GMalloc. - On Mac GMalloc can be created on two different thread that are racing with each other - app's main thread and a system thread. Change 3449012 by Max.Chen Sequencer: Add time to transform, color and vector key structs so that key times are editable from the key editors. #jira UE-45089 Change 3449018 by Max.Chen Sequencer: Add OnCameraCut event that fires when there is a camera cut. #jira UE-45137 Change 3449195 by Max.Chen Sequencer: Add setting for limit scrubbing to playback range. #jira UE-43502 Change 3449198 by Max.Chen Sequencer: Reorder hierarchical bias so that group priority takes precedence. Change 3449217 by Max.Chen Sequencer: Add setting to activate realtime viewports when in sequencer. Change 3449219 by Max.Chen Sequencer: Focus on search boxes when opened. Change 3449238 by Max.Chen Sequencer: Assign actor should replace the actor itself after it has updated all the components. Also, replace components be fullname rather than by class. Change 3449239 by Max.Chen Sequencer: Fix offsets when moving multiple sections. Dragging should be clamped to the bounds that any of the selected sections hits against the unselected sections. Change 3449241 by Max.Chen Sequencer: Restore section selection after full tree rebuild. Change 3449279 by Max.Chen Sequencer: Set movie scene capture frames only when not using custom frames. This allows the user entered frame numbers to persist in config, rather than overwriting them when doing a "Render Shot" Change 3449280 by Max.Chen Sequencer: Spawn in the persistent level. Otherwise, they get spawned into whatever sublevel is current. #jira UE-44552 Change 3449294 by Max.Chen Sequencer: Null check for sequencer ed mode crash. Change 3449297 by Max.Chen Sequencer: Fix delay in sliding values. Mark changed when sliding values. Mark refresh immediately when committing values since OnValueChanged will be called and needs to have the correct value that was refreshed immediately. #jira UE-42866 Change 3449542 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3451507 by Matt.Kuhlenschmidt Fix extra slate uv coords not functioning on ES2 Change 3451510 by Matt.Kuhlenschmidt PR #3595: Fixed wrong colour for level status (Contributed by ronve) Change 3451529 by Alexis.Matte fbx scene importer: Make sure we set INVALID_UNIQUE_ID to node that has no attribute. #jira UE-34410 Change 3451611 by Yannick.Lange ViewportInteraction: Dragging gizmo without second pass for snapped calculations. Change 3452134 by Jamie.Dale Fixed constant font cache flushing if a widget had no font set Change 3452239 by Jamie.Dale Fixed constant font measure flushing if a widget had no font set Change 3452243 by Jamie.Dale Removed deprecated code for creating fonts from bulk data Change 3452277 by Jamie.Dale The concept of "stale" composite fonts is now editor-only Change 3452358 by Alexis.Matte Fbx scene importer: Do not remove existing attribute reference from the blueprint if the reimport of the associate mesh attribute is not tick. #jira UE-45232 Change 3452678 by Max.Chen Sequencer: Fix crash on export if there's no shot data. Change 3453057 by Matt.Kuhlenschmidt Exposed asset exporting to script Change 3453782 by Andrew.Rodham Sequencer: Fixed deterministic cooking issues with movie scene data - Movie scene signatures are now initialized in PostInitProperties - A warning is now presented when attempting to cook old data that was never serialized with a signature. - Removed redundant legacy data upgrade logic that could dirty level sequences on load. #jira UE-44912 Change 3453788 by Yannick.Lange ViewportInteraction: Custom scene proxy for gizmo handles. Change 3453938 by Max.Chen Sequencer: Hotkeys (shift , and shift .) to step to next/previous shot #jira UE-45119 Change 3454058 by Michael.Dupuis Fixed StaticAnalysis Change 3454077 by Max.Chen Sequencer: Fix not saving the pre-animated track value when creating a track/key. On pre object change, broadcast property change so that a track or key can be created. That track/key needs to be evaluated immediately so that the pre-animated state can be saved properly. This is done now with RefreshAllImmediately and is only called when a track has been created. Also, added a return value for OnKeyProperty, so that it's known what changed in particular (ie. track created, track modified, etc) Also, fixed transform keying so that if a transform track already exists for the object or the scene component, the existing track is used. #jira UE-45130 Change 3454108 by Nick.Darnell UMG - Fixing the WIC to properly record cursor delta so that scrollbars work. Change 3454109 by Jamie.Dale Cache the text layout source info in non-shipping builds so you can inspect it in the debugger Change 3454202 by Matt.Kuhlenschmidt Fix bogus error message about the number of usable texture coordinates on ES2 when compiling a UI domain material Change 3454390 by Yannick.Lange Fix creating a plugin in a C++ project opens a second instance of Visual Studio. Use SourceCodeAccessor to open solution when necessary. #jira UE-45035 Change 3454564 by Matt.Kuhlenschmidt #rnx Fix deprecation warnings Change 3455471 by Yannick.Lange ViewportInteraction: Fix entering and exiting VR Mode disables gizmo in desktop editor viewport. #jira UE-44965 Change 3456183 by Max.Chen Sequencer: Auto key, auto track refactor. Auto key - create a key when the property changes and there's an existing track. Auto track - create a track when the property changes. This is only exposed in the level sequence editor. All - create a key and a track when the property changes. This is only exposed in VR Editor. None - do nothing. #jira UE-43469 Change 3456349 by Andrew.Rodham Sequencer: Only perform legacy signature checks on instances, and only where signatures match the CDO Change 3456678 by Alexis.Matte Allow to add null level instance override material via the advance material array. But still limit the override material number to the mesh material number. #jira UE-45306 Change 3456945 by Max.Chen UMG: Add restore state to 2d transform section. #jira UE-45372 Change 3457196 by Arciel.Rekman Linux: serialize allocations from the memory pool. Change 3458434 by Max.Chen Sequencer: Remove obsolete set tick prerequites functions. Change 3458671 by James.Golding Added MIC editing support to MaterialEditingLibrary Fix static analysis warning Change 3458888 by Matt.Kuhlenschmidt PR #3615: More detailed log messages for debugging warnings/errors (Contributed by projectgheist) Change 3458893 by Matt.Kuhlenschmidt PR #3583: UE-44960: Delta value wasn't being used (Contributed by projectgheist) Change 3458895 by Matt.Kuhlenschmidt Fix typo Change 3458902 by Matt.Kuhlenschmidt PR #3607: Improved InputKeySelector functionality (Contributed by projectgheist) Change 3458917 by Matt.Kuhlenschmidt Fix crash with invalid object properties in the class picker #jira UE-39000 Change 3458939 by Matt.Kuhlenschmidt Fix compile error Change 3458984 by andrew.porter QAGame: Initial check in of sequencer smoke test map Change 3459510 by Matt.Kuhlenschmidt Fixed ensure when deleting a map that contains build data which also happens to be the currently loaded map. #jira UE-45052 Change 3460985 by Max.Chen Sequencer: Snap play time to keys now allows scrubbing between keys and snaps to key times within a certain screenspace tolerance. #jira UE-45090 Change 3461698 by Arciel.Rekman Avoid using ARRAY_COUNT in Vulkan. - Sometimes those arrays can have no extensions whatsoever, and it is illegal to declare a 0 element C array. Change 3462053 by Max.Chen Sequencer: Show sequencer spawnables in the world outliner and add the icon overlay for spawnables. #jira UE-43470 Change 3462139 by Max.Chen Property Editor: Add objects to FPropertyAndParent Change 3462202 by Arciel.Rekman Fix FSocket::Recv() blocking with Peek when there's no data. Change 3462253 by Nick.Darnell Slate - New Clipping System Clipping is now a stateful choice made during composition of the slate hierarchy. Previously every widget got to respect or modify the clipping rect on an as needed basis. The problem was that clipping was only allowed in the layout space of the widget, and it wasn't possible to properly clip elements with render transforms. The new system permits all kinds of transforms on any widget, and they will all be clipped correctly. It tries to use Scissor Rects as they are much cheaper, but will switch over to stenciling if need be to represent a complicated masking structure with several rotated clipping rects all needed to be combined together. Here are the new clipping states a widget can have, almost all widgets are set to No. Only change it from No if your widget actually needs to clip, generally speaking most widgets don't need to clip. /** * This widget does not clip children, it and all children inherit the clipping area of the last widget that clipped. */ Inherit, /** * This widget clips content the bounds of this widget. It intersects those bounds with any previous clipping area. */ ClipToBounds, /** * This widget clips to its bounds. It does NOT intersect with any existing clipping geometry, it pushes a new clipping * state. Effectively allowing it to render outside the bounds of hierarchy that does clip. * * NOTE: This will NOT allow you ignore the clipping zone that is set to [Yes - Always]. */ ClipToBoundsWithoutIntersecting UMETA(DisplayName = "Yes - Without Intersecting (Advanced)"), /** * This widget clips to its bounds. It intersects those bounds with any previous clipping area. * * NOTE: This clipping area can NOT be ignored, it will always clip children. Useful for hard barriers * in the UI where you never want animations or other effects to break this region. */ ClipToBoundsAlways UMETA(DisplayName = "Yes - Always (Advanced)"), /** * This widget clips to its bounds when it's Desired Size is larger than the allocated geometry * the widget is given. If that occurs, it behaves like [Yes]. * * NOTE: This mode was primarily added for Text, which is often placed into containers that eventually * are resized to not be able to support the length of the text. So rather than needing to tag every * container that could contain text with [Yes], which would result in almost no batching, this mode * was added to dynamically adjust the clipping if needed. The reason not every panel is set to OnDemand, * is because not every panel returns a Desired Size that matches what it plans to render at. */ OnDemand UMETA(DisplayName = "On Demand (Advanced)") - Large API Change - All FSlateDrawElement::Make_____ calls have been deprecated that involved passing in a clipping rect. You no longer should are passed a Clipping rect via OnPaint. You are still passed a rect, but this rect represents a Culling Rect, which is valuable if you need to just out right not paint things the user can't possibly see. If you were previously trying to determine if you should cull widgets, by doing something like this, if ( FSlateRect::DoRectanglesIntersect(MyClippingRect, CurWidget.Geometry.GetRenderBoundingRect()) ) That's no longer a good option since there are ways for widgets to ignore the culling bounds. You should convert anything like above to the one below, if (!SWidget::IsWidgetCulled(MyCullingRect, CurWidget)) To assist in debugging efforts, there are several new debugging console flags in Slate, Slate.ShowClipping 1 - Controls whether we should render a clipping zone outline. Yellow = Axis Scissor Rect Clipping (cheap). Red = Stencil Clipping (expensive). Slate.DebugCulling 1 - Disables pushing clipping or stencil rects to the GPU, but continues to intersect culling rects, so that you can tell if a widget is properly culling children it can't possibly draw. Slate.ShowTextDebugging 1 - Show debugging painting for text rendering. I've added a new Experimental Feathering Option, it adds AA geometry around the outside of Box and Image brushes. Slate.Feathering 1 If you're using RenderDoc or something similar, you can now enable render events for slate, so that you can better grok how we're batching and changing states for each UI render pass. Slate.EnableDrawEvents 1 #jira UE-4659 #rn Change 3462714 by Nick.Darnell Fixing a few more compiler issues with the clipping changes. Change 3462726 by Max.Chen Switch OnEditStructChildContentsChanged to use FObjectWriter instead of FMemoryWriter which supports serializeing UObjects. This fixes a crash when adding actor array elements to a user defined event struct. #jira UE-45431 Change 3462801 by Nick.Darnell Adding a UMG dependency to EngineTestBuild. Change 3462914 by Max.Chen Sequencer: Fix regression where spawnables aren't getting saved. Caused by 3407138 #jira UE-30007 #jira UE-39003 Change 3462946 by Nick.Darnell Automation - Tweaking the UI automation tests converting them over to use the new UI Screenshot automation test. Automation - Adding a blur widget test. Change 3462987 by Matt.Kuhlenschmidt Back out changelist 3458893 Change 3464774 by Matt.Kuhlenschmidt PR #3629: Bugfix: Missing small icon in Project Launcher profile editor (Contributed by aarmbruster) Change 3464785 by Nick.Darnell Fixing some clipping stuff in the editor. Change 3464830 by andrew.porter QAGame: Second pass on sequencer smoke test map Change 3464902 by Nick.Darnell Loading - Adding some additional checks to the the loading code to ensure we're on the main thread. Additionally adding a fix from UDN that prevents deadlocks in the rare case a user hits Alt+Tab in a fullscreen game while in a hard loading screen. Change 3464988 by Max.Chen Sequencer: Add attenuation settings for attached audio components. #jira UE-33080 Change 3465024 by Nick.Darnell MoviePlayer - Impoving the playback mode displaynames. Change 3465074 by Arciel.Rekman Fix shadowing issues of GraphicsPSOInit. Change 3465097 by Matt.Kuhlenschmidt Some refactoring of the details panel Exposed new methods of adding a struct on scope to a details panel and have it work properly with customizations. The scruct on scope has a "fake" ustructproperty that allows the details panel to show the whole struct not just an individual property. Refactored the API for adding rows to details panels to make it more consistent\ AddChildCustomBuilder->AddCustomBuilder AddChildGroup->AddGroup AddChildContent->AddCustomRow AddChildPropert->AddProperty AddChildStructure->AddExternalStructureProperty AddStructure->AddAllExternalStructureProperties AddExternalProperty->AddExternalObjectProperty or AddExternalStructureProperty Change 3465186 by Max.Chen Sequencer: Save the BindingID in the pre animated token producer so that it can be destroyed properly. This fixes a bug where the default state of a spawnable isn't saved. #jira UE-43780 Change 3465315 by Matt.Kuhlenschmidt Fix Fortnite and Orion details panel customization warnings Change 3465424 by Nick.Darnell Automation - Moving the step for setting the link to the automation reports to be set before we start the engine. Change 3465488 by Nick.Darnell Automation - Forcing textures to load before taking screenshot, so that the scene gets another opportunity to render before we render with Slate. This should fix the Blur UI Test. Change 3466277 by Arciel.Rekman Linux: fix window drift when dragging (UE-40380). - Change by Cengiz Terzibas. Change 3466370 by Nick.Darnell UMG - Fixing the colors for the resize handle in the designer. Change 3466372 by Nick.Darnell UMG - Fixing the ruler ticks sometimes not being drawn. Change 3466374 by Nick.Darnell UMG - Fixing the designer showing multiple options for sequencer. Change 3466377 by Nick.Darnell UMG - Cleaning up some clipping bits. Change 3467025 by Andrew.Rodham Re-saving assets that contain legacy (<4.15) movie scene data to remove deterministic cook warning. If conflicts arise during merging of these assets, please ignore the changes made in dev-editor, and accept game-side changes. (CIS step 62283298, jobId 7773146) (CIS step 62283297, jobId 7773146) Change 3467099 by Max.Chen Fix GetObjectPropertyClass ensure logic. This was returning UObject::StaticClass when valid. Change 3467172 by Max.Chen Sequencer: Evaluation optimizations. Also, fixes subsequences not getting expired, leaving dangling spawnables. #jira UE-43690 Change 3467192 by Matt.Kuhlenschmidt Fix transactions getting stuck in the color grading controls. This prevents PIE from working properly and causes shutdown crashes #jira UE-45527 Change 3467251 by Yannick.Lange ViewportInteraction: Fix scale and rotation snap while dragging with two lasers. #jira UE-43489 Change 3467331 by Matt.Kuhlenschmidt Fix D3D shader compiler hard coding shader path and not giving proper warnings when it cannot find the shaders Change 3467335 by Matt.Kuhlenschmidt Remove DarkStyle attribute from SNumericEntryBox and allow a spin box style to be passed to it. Change 3467558 by Max.Chen Scene Outliner: Generic support to add default columns to a scene outliner. Change 3467565 by Jamie.Dale Removing old screenshot data for test Change 3467589 by Nick.Darnell Editor - Random cleanup. Change 3467596 by Nick.Darnell Progress Bar - Exposing Border Padding to UMG. Change 3467600 by Nick.Darnell Slate - Adjusting the rendering of the splitter, previously it could be off by a pixel or two, which becomes more apparent now with the clipping changes. Change 3467601 by Max.Chen Property Editor: Fix static analysis warning Change 3467662 by Nick.Darnell Automation - Fixing a bug with the screenshot comparison tool not replacing (removing) the old screenshot data. Change 3467674 by Max.Chen Property Editor: Fix static analysis warning Change 3467737 by Max.Chen Sequencer: Added OnMovieSceneBindingsChanged delegate Change 3468053 by tim.gautier QAGame: Updating Editor Smoke Map - Updated landscapes into Stations for testing - Added Foliage Sublevel Change 3468194 by Arciel.Rekman Linux: fix problems communicating with various STL-using libs. - Stop hiding global new/delete signatures. - Disable CEF3 since this change uncovers the problem with libcef.so not built to use bundled libpng. Change 3468678 by Max.Chen Sequencer: Set "Sequencer Actor" tag before setting the actor label so that the outliner refreshes after the actor has the tag. Change 3469314 by tim.gautier QAGame: Added Painted Foliage / Spline section to EditorSmoke map Change 3469377 by Nick.Darnell Slate - Fixing some warnings in a couple of sample games due to the clipping changes. #rnx Change 3469767 by Max.Chen Sequencer: Outliner column and sequencer binding data #jira UE-43470 Change 3469974 by Arciel.Rekman Fix code projects not working in Linux installed build. Change 3470082 by Nick.Darnell Slate - The GetRenderer() call on SlateApplication no longer returns a SharedPtr, rather than convert it to a thread safe ptr, going to just make accessing it a raw ptr return, so it can be safely referenced on the game thread while being used on the slate loading thread. Change 3470174 by Nick.Darnell Slate - Get the last widget in a widget path utility. Change 3470176 by Nick.Darnell UMG - User Widgets now have an easy way to know if they're part of or have been removed from the focused widget path, which is handy for doing effects. Change 3470261 by Nick.Darnell Slate - The GetRenderer() call on SlateApplication no longer returns a SharedPtr, rather than convert it to a thread safe ptr, going to just make accessing it a raw ptr return, so it can be safely referenced on the game thread while being used on the slate loading thread. Change 3470286 by Max.Chen Sequencer: Scene Component's HiddenInGame now goes through the VisibilityTrack and the visibility template. Change 3470366 by Nick.Darnell Slate - We now version focus per user, that way during focus events, we can safely abort focus events and state transitions if someone interrrupts the active focus event with something new. Change 3470649 by Matt.Kuhlenschmidt Fix deprecation warnings Change 3470695 by Matt.Kuhlenschmidt Fixed typo #jira UE-45580 Change 3470721 by Matt.Kuhlenschmidt Fix static analysis Change 3471254 by Michael.Dupuis #jira UE-42952: Keep occlusion result per view Change 3471287 by Nick.Darnell UMG - Render Focus Rule now defaults to never. Change 3471291 by Nick.Darnell Slate - Fixing FSlateRenderer* change fallout. Change 3471299 by Nick.Darnell Slate - Fixing FSlateRenderer* change. Change 3471323 by Nick.Darnell Automation - Fixing automation and Static Analysis warning. Change 3471413 by andrew.porter QAGame: Added test content for anim blending and material parameteres to sequencer smoke level Change 3471649 by Max.Chen Sequencer: Modify the track when adding animation #jira UE-45618 Change 3471659 by Matt.Kuhlenschmidt Added a way to check if a movie is playing from the engine. Prevented viewport redraws for canvas loading screens if a slate based loading movie is playing Change 3471734 by Matt.Kuhlenschmidt Added basic material hookup to USD. Similar to FBX it will find materials based on rules specified by the user in the import settings Change 3472176 by Nick.Darnell UMG - Improving the display of the +Track menu in sequencer for UMG. Renamed it from +Add, which is repetitve to +Track. Additionally, the dropdown now shows the currently selected widgets, as well as a submenu containing all the 'important' widgets, so we no longer populate that list with a ton of irrelevant widgets that are just Buton_1 - N, which is pointless in showing people, they'll never guess which is the right button. Change 3472740 by Max.Chen Sequencer: Add GetThisFrameMetaData accessor Change 3472748 by Max.Chen Sequencer: Added OnBeginScrubbing and OnEndScrubbing event delegates Change 3472753 by Max.Chen Sequencer: Add EMovieSceneDataChangeType parameter to OnMovieSceneDataChanged delegate Change 3472870 by Nick.Darnell Clipping - Fixing the deprecated tip for scissor rect boxes to be correct. Removing it's usage from UT. Change 3473340 by Max.Chen Scene Outliner: Add ability to register additional filters Change 3473348 by Max.Chen Details View: Make ForceRefresh virtual. Added accessors to delegates (ie. GetIsPropertyReadOnlyDelegate) Change 3473441 by Max.Chen Sequencer: Autokey Refactor Part 2. Autokey is now a single toggleable state. Allow Edits Mode has 3 states: Allow All Edits - Allow any edits to occur, some of which may produce tracks/keys or modify default properties. Allow Sequencer Edits Only - All edits will produce either a track or a key. Allow Level Edits Only - Properties in the details panel will be disabled if they have a track. #jira UE-45229 Change 3473670 by Nick.Darnell Modules - The module manager no longer returns sharedptrs to IModuleInterfaces, this was the source of rare hard to track down crashes due to a shared ptr reference leak when GetModule was called on non-main threads. We now store a TUniquePtr internally, and only lease out raw pointers. #rn Change 3473711 by Nick.Darnell Disabling the ensure in the module manager. Change 3473747 by Max.Chen Sequencer: Fix tooltip Change 3474091 by Jamie.Dale Added a warning when cooking a UFontFace that is outered to a UFont asset These cause issues with iterative COTF, and should be split off into their own assets (as the UI has been asking people to do for several versions) Change 3475052 by Yannick.Lange VR Editor: Fix Crash when quitting the editor with VR Mode enabled. VR Editor was being enabled when saving the map on closing the editor. #jira UE-45415 Change 3475054 by Yannick.Lange Fix crash when adding a camera to the world in VR Mode the second time. The slate application did not reset when stop dragging in VR Mode, so the second time when starting to drag a camera out of the UI it would already by in a dragging state. #jira UE-45574 Change 3475263 by Nick.Darnell Fixing some additional cases of IModuleInteface SharedPtr usage. Change 3475268 by Max.Chen Sequencer: Set jumped state when looping playback. This fixes an issue where audio doesn't stop and restart when looped. #jira UE-45654 Change 3475269 by Max.Chen Scene Outliner: Additional filters should only apply to actor browsing mode Change 3475407 by Nick.Darnell Fixing some clipping / module shared ptr changes in the launcher code. Change 3475542 by Max.Chen Sequencer: Update thumbnail and section highlighting to use new clipping behavior. #jira UE-45692 #jira UE-45689 Change 3475743 by Michael.Dupuis #jira UE-45183: When updating phyx region take into account simple collision mip Change 3475949 by Arciel.Rekman Remove PhysX deoptimization (no longer needed). - OR-24947 has been closed three months ago. Change 3476022 by Michael.Dupuis #jira UE-45560: Make sure we're not going out of range Change 3476063 by Michael.Dupuis #jira UE-45562: Do not try to unregister from static mesh if no static mesh is specified for the component Change 3476168 by Michael.Trepka Added handling of directory symlinks to FApplePlatformFile::IterateDirectory #jira UE-43704 Change 3476172 by Nick.Darnell Fixing a Imoduleinterface change. Change 3476183 by Jamie.Dale Exposing GoTo/ScrollTo to single-line editable text for API parity with multi-line editable text Change 3476385 by Arciel.Rekman Linux: handle symlinks when iterating directories. Change 3476522 by Michael.Trepka Solved a problem with Mac FMallocTBB::Malloc() returning nullptr for 0 bytes allocations, which is inconsistent with other platforms. On Mac we always scalable_aligned_malloc, which behaves differently than scalable_malloc, so for 0 bytes requests we allocate sizeof(size_t), which is exactly what scalable_malloc does internally in such case. Change 3476806 by Nick.Darnell UMG - Focus the designer after dropping a widget onto the surface. Change 3476809 by Nick.Darnell Curve Editor - Enable Clipping on the curve editor. Change 3477475 by Nick.Darnell Fixing a module interface shared ptr usage in UT. Change 3477553 by Yannick.Lange VR Editor: Removed AssetEditorPanelID and replaced it with TabManagerPanelID. A panel for AssetEditorPanelID was never created making it impossible to open an asset editor. Change 3477734 by Yannick.Lange VR Editor: Fix Warning: SetRelativeScale3D : Invalid Scale entered (X=inf Y=inf Z=inf). Resetting to 1.f. warning when adding CineCameraActor to World from Modes Panel. Make sure to not divide by zero when there is no boundary scale. #jira UE-44933 Change 3477761 by Jamie.Dale Some improvements to avoid loading the native .locres files twice when we don't need to Change 3477780 by Nick.Darnell PR #3250: Return correct VirtualUserIndex (Contributed by projectgheist) Change 3477786 by Nick.Darnell PR #3650: Changed TestNull to accept const pointers. (Contributed by e-agaubatz) Change 3477795 by Nick.Darnell PR #2844: UE-36936: Don't stretch container for Plugin Image (Contributed by projectgheist) Change 3478092 by Nick.Darnell PR #2341: Optional Middle Mouse Button panning in Graph Editor (Contributed by flipswitchingmonkey) Engine Edit - Made some small changes to the enum type, and some naming. Change 3478450 by Nick.Darnell Fixing some uninitialized variable errors. Change 3479827 by Andrew.Rodham Sequencer: Addressed serialization issues with some struct types Change 3479874 by Jamie.Dale Fixed "NativeGameLanguage" not being used correctly during localization initialization Change 3480012 by Andrew.Rodham Sequencer: Fixed loading tagged properties as native for track identifiers #jira UE-45823 Change 3480337 by Alexis.Matte Fix morph target crash missing some valid index check Change 3480804 by Alexis.Matte Fix crash with ColorGradingMode custom detail #jira UE-45638 Change 3480892 by Andrew.Rodham Sequencer: Ensure that movie scene sequences know about the editor object version #jira UE-45842 Change 3481073 by Nick.Darnell Fix the shader compiler error from main in Slate. Change 3481303 by Nick.Darnell UMG - Fixing a bug with the drag handle not working correctly in HDPI mode. Change 3481308 by Nick.Darnell Slate - Tweaking the IsWidgetCulled logic to consider both the layout and rendering bounds. If we do this, we get a much more desireable outcome for people that want to animate widgets and such and plan to have temporary animations to move the widget offscreen, but want the layout bounds to anchor that widget in the visible frame so that it animates even when normally it would be culled b/c the render transform and therefore the renderbounds moved it completely outside the culling rect. Change 3481629 by Max.Chen Sequencer: Add Level Sequence Actor as an output for CreateLevelSequencePlayer() #jira UE-45785 Change 3481899 by Yannick.Lange VR Editor: Added debug modetoggle command with an event that is broadcasted whenever this happens. Currently this is used to show all the floating UIs of the UI system to debug without HMD using VREd.ForceVRMode. Change 3481984 by Michael.Dupuis #jira UE-45845: always validate if we have a static mesh before trying to access it as user can decide to not assign one and use the tools Change 3482047 by Nick.Darnell Slate - Adding some comments to IsWidgetCulled. Change 3482110 by Nick.Darnell Slate - IsWidgetCulled is no longer static and is now called IsChildWidgetCulled. Change 3482136 by Jamie.Dale The CamelCase break iterator now treats digits around character tokens as part of the identifier Change 3482138 by Michael.Dupuis #jira UE-45854: Properly unregister during undo operation Change 3482150 by Michael.Dupuis #jira UE-45845 : Add missing nullcheck for GetStaticMesh Change 3482153 by Nick.Darnell Slate - IsWidgetCulled is no longer static and is now called IsChildWidgetCulled. Change 3482180 by Nick.Darnell UMG - Widget Components do not need to define a widget class to be rendererd, they can have native slate widgets only. This was a regression from main. Change 3482273 by Nick.Darnell UMG - Tweaking some more things about the widget component box outline. Change 3482308 by Alexis.Matte Fixing morph target smooth group support. Do not call FillSkeletalMeshImportData more then once on FbxNode since this fonction is doing some conversion and change the FbxNode, applying those conversion twice do not return the same faces smooth group. #jira UE-45696 Change 3482327 by Nick.Darnell UMG - More tweaks to the WidgetComponent so both shows the box outline, but works in game and VR editor. Change 3482705 by Andrew.Rodham Resaving assets that contain legacy data to suppress CIS warnings. - If conflicts arise in these assets, please take game-side changes and ignore these. Change 3484245 by Max.Chen Sequencer: Evaluate on end scrub. This fixes a bug where audio doesn't evaluate in a stopped position at the end of scrubbing, causing it to not stop all sounds. This fixes a bug introduced from 3365018 where evaluate on end scrub was removed. #jira UE-45905 Change 3484263 by Max.Chen Sequencer: Fix crash on forcing refresh of details panel on release. #jira UE-45911 Change 3484431 by Andrew.Rodham Resaving assets that contain legacy data to suppress CIS warnings. - If conflicts arise in these assets, please take game-side changes and ignore these. Change 3484474 by Alexis.Matte Fix the morph target animation curve name matching. #jira UE-20294 Change 3484475 by Alexis.Matte When removing a LOD, make sure we remove all morph target data associate to the LOD. Change 3484489 by Nick.Darnell PR #3668: UE-45908: Cache debug line locations when performing a LineTraceMulti (Contributed by projectgheist) #jira UE-45908 Change 3484692 by Nick.Darnell Slate - Reverting a change from a game stream. All Arranged Children don't need to allocated 42 to begin with. Do need to initialize WidgetPaths better. Change 3484703 by Nick.Darnell Player Input - Making the input event loop for players obey EKeys::NUM_TOUCH_KEYS, rather than being set to Touch10, as the maximum touch input amount, to make supporting greater than 10 touches easier. Also making the seeding of keys use EKeys::NUM_TOUCH_KEYS. #jira UE-43213 Change 3484918 by Jamie.Dale Fixed font measuring regression with RTL text RTL applies the character count to the next glyph, so it shouldn't process the end of the loop (this was how the older code used to work). Change 3485718 by Nick.Darnell Editor - Removing Super Search & User Feedback button. Change 3485719 by Nick.Darnell Portal - Removing SuperSearch. Change 3485751 by Matt.Kuhlenschmidt Fix crash accessing platformer game menu if the menu is open during a console based load #jira UE-45950 Change 3486047 by Arciel.Rekman Linux: add OpenEXR implementation (UE-40270). #jira UE-40270 Change 3486467 by Max.Chen Sequencer: Reset max tick rate when destroyed. #jira UE-45956 Change 3486477 by Max.Chen Sequencer: Refresh outliner when column is removed. #jira UE-45891 Change 3486667 by Andrew.Rodham Added missing include Change 3486724 by Andrew.Rodham Sequencer: Fixed curves with no default value, and no keys being evaluated and applied to properties - Also fixed an edge case where a zero (but non-animated) channel could be applied to a final transform Change 3486730 by Alexis.Matte In the Auto-Reimport options, hide the mout point only for the default /Game/ folder #UE-45684 Change 3486749 by Alexis.Matte Make sure the parent window of the monitor directory browse folder is set properly #jira UE-45682 Change 3486805 by Matt.Kuhlenschmidt Additional safety against invalid objects being accessed by slate Change 3486848 by Alexis.Matte Make sure Monitor folder feature support root mount point map folder During auto import, give priority to asset import factory over the scene import factory #jira UE-45691 Change 3486879 by Andrew.Rodham Removing obsolete QA assets Change 3486950 by Nick.Darnell PR #2281: Scrollbar missing features and SScrollbar fixes (Contributed by SNikon) Review - made some adjustments from the original. Change 3486954 by Nick.Darnell Slate - Moving the STableViewBase over to the FOverscroll class, rather than it's own clone. Change 3486967 by Nick.Darnell Slate - Fixing some HDPI calculations for fitting new windows on screen, it was using the unscaled size of the widgets for fitting, when it needed to scale them up. Change 3486970 by Andrew.Rodham Sequencer: Delay mouse capture until drag for sequencer time slider - Fixes context menus not opening as a result of mouse capture being taken on mouse down #jira UE-45937 Change 3486984 by Andrew.Rodham Sequencer: Improved blending type iconography Change 3486996 by Nick.Darnell UMG - Adding a way for games to opt-out of the slow widget path, to completely prevent them from being cooked. UMG - The movie data is no longer cloned for each new instance that inhabits. It now keeps a reference to the now publically accessible movie scene data on the class instead. Change 3487070 by Andrew.Rodham Sequencer: Added graphics for key areas that represent empty space Change 3487195 by Andrew.Rodham Sequencer: Changed evaluation groups to always flush implicitly - Due to the latent nature of blended token types, it's no longer safe to rely solely on execution token order between tracks - This fixes an issue where events set in the PostEvaluation stage were executed before blended token actuation Change 3487322 by Nick.Darnell PR #2457: Add .gitdeps.xml-files for plugins support (Contributed by bozaro) Change 3487363 by Nick.Darnell PR #2481: Fix for packing of a project with users plugins (Contributed by yatagarasu25) Change 3487439 by Nick.Darnell PR #2642: Changed private to protected in SVirtualJoystick.h (Contributed by Skylonxe) Change 3487500 by Arciel.Rekman Removed LinuxNativeDialogs. - No longer used; has been superceded by SlateDialogs since UE 4.8 (2 years ago). Change 3487630 by Lauren.Ridge Don't create Landscape Info Maps for Editor Preview Worlds or thumbnail worlds #jira UE-44885 Change 3487864 by Matt.Kuhlenschmidt Exposed the asset registry to blueprints and script. Works in editor scripts and runtime scripts AssetRegistry is now a UInterface object. Blueprint users can access various asset registry methods using the asset registry interface (via GetAssetRegistry) and various static helpers in the AssetRegistryHelpers object C++ users should still continue to use IAssetRegistry. Change 3487879 by Matt.Kuhlenschmidt Renamed asset tools uobject helper to UAssetToolsHelpers Change 3487926 by Lauren.Ridge Fixing reset to default not showing up for custom widgets #jira UE-44164 Change 3488184 by Matt.Kuhlenschmidt PR #3656: Make References/Referencers List copyable (Contributed by user37337) #jira UE-45763 Change 3488240 by Matt.Kuhlenschmidt Fix compiler issue Change 3488350 by Lauren.Ridge Landscape info map transactional state is based on its world's transactional state #jira UE-44885 #jira UE-46019 Change 3488412 by Matt.Kuhlenschmidt Fix reset to default showing up in two different places for some customizations Change 3488413 by Matt.Kuhlenschmidt Fix slate font customization Change 3488414 by Matt.Kuhlenschmidt Fix slate font customization Change 3488415 by Matt.Kuhlenschmidt Missed file Change 3488565 by Arciel.Rekman Add pretty printers for gdb (UETOOL-1171). - Committing shelf by Cengiz.Terzibas, with some modifications. #jira UETOOL-1171 Change 3489094 by Nick.Darnell Slate - The Slate RHI Renderer now caches the TextureLODGroups so that it can properly lookup the filtering of different texture groups that are set to Default, instead of a particular filter override on a texture. Engine/Rendering - Simplifying some of the setup logic in TextureLODSettings so that code is shared for setting them up properly after loading from a config file. Change 3489095 by Nick.Darnell PR #2699: GameViewportClient - Added a method to allow setting the viewport cur. (Contributed by rfenner) Review - Fixed spacing. Change 3489108 by Matt.Kuhlenschmidt Fix deprecation warning Change 3489120 by Nick.Darnell PR #3478: Fix possible UComboBoxString crash (Contributed by nakosung) Change 3489147 by Andrew.Rodham Sequencer: Adding return value to function to appease static analysis - This function is never compiled, and if it is, it won't compile, but static analysis doesn't know that Change 3489264 by Nick.Darnell Testing - Finishing the thought behind an enum comment. Change 3489265 by Nick.Darnell PR #2750: UE-35164: Button padding (Contributed by projectgheist) Change 3489267 by Nick.Darnell PR #3645: UE-45464: Handle SSlider mouse interaction more accurately (Contributed by projectgheist) Change 3489632 by Arciel.Rekman Correctness changes to MallocPoisonProxy. - Missing forwarding functions added. Incorrect comment removed. - Change by Steve.Robb, doing here so it is in 4.17. Change 3489689 by Arciel.Rekman More MallocPoisonProxy changes I missed in previous CL. Change 3489751 by Matt.Kuhlenschmidt Moved editor performance settings out of per-project settings so they can be shared across projects Change 3489837 by Lauren.Ridge Keyboard shortcut for entering/leaving VR Mode is now Alt+V Change 3491082 by Arciel.Rekman Linux: better fix for the crash due to name collision (UE-46040). - Put classes in Sequencer module into Sequencer namespace instead of SceneOutliner namespace. - Undid change in the SceneOutliner module. #jira UE-46040 Change 3491096 by Arciel.Rekman Fix UAT compilation on the newest mono. Change 3491240 by Max.Chen Sequencer: Disable key button when allow level edits only is on. #jira UE-46060 Change 3491406 by Yannick.Lange Fix editor crashes when opening a project that includes a plugin with more than two custom Volume classes. This issue was caused because registering show volume commands is based on finding volume classes. Finding these classes at multiple times resulted in a mismatch of the returned array of volume classes because modules/plugins were still being loaded. #jira UE-45806 Change 3491559 by Alexis.Matte Make sure we use the good preview mesh when doing a preview #jira UE-45963 Change 3491563 by Alexis.Matte Fix crash with staticmesh editor LodLevel selection Change 3491564 by Nick.Darnell UMG - Fixing an offset with the grab handles in HDPI mode. Change 3491595 by Nick.Darnell Editor - Fixing a clipping artifact in the pin type dropdown in the blueprint editor. Change 3491604 by Nick.Darnell Back out changelist 3489265 Change 3491615 by Arciel.Rekman Added malloc replay proxy (Linux only for now). - Allows to dump malloc callstream (without regard to threads) and replay later to study the behavior of different mallocs and/or repro problems. Change 3491684 by Arciel.Rekman Added FMalloc functions I missed. - Also moved function bodies into the .cpp file, this does not make a difference in performance in this case. Change 3491692 by Matt.Kuhlenschmidt Some minor fixes to the static mesh editor - Fix UV combo button looking non-standard on the toolbar - Fix a few combo buttons in the details panel looking too big. Change 3491702 by Arciel.Rekman Do not compile replay proxy-specific code when not used. Change 3491717 by Michael.Dupuis #jira UE-35083: The component is now the owner of the PerInstanceRenderData instead of the proxy Add an Update path to only update specified instances range Always call BuildTreeIfOutdated so we have a standard code path to make sure static mesh are fully loaded before trying to build the tree Moved the Instance Buffer aysnc to the base class, as it's not related to UHierarchicalInstancedStaticMeshComponent Expose a new property to decide if we require dynamic instance buffer Change 3491758 by Matt.Kuhlenschmidt Fix crash on static mesh editor shutdown Change 3491873 by Cody.Albert Fixed clipping issue in Sequencer curve editor #rnx Change 3491956 by Matt.Kuhlenschmidt Fix crash opening the Previewing sub-menu in the level editor settings menu #jira UE-46095 Change 3492046 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492076 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492165 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492222 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492274 by Michael.Dupuis #jira UE-46105: Fixed Clang warning Change 3492338 by andrew.porter QAGame: Testing ensure when submitting Change 3492371 by Nick.Darnell UMG - Reverting the animation sharing, cossed GLEO regressions in cooking. Will look for a better solution. Change 3492462 by Matt.Kuhlenschmidt Fix ensure checking in files through perforce Change 3492491 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492505 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492517 by Jamie.Dale The package localization ID is no longer used at all at runtime, and is now truly editor-only This should have always been the case, but it was leaked into manifest/archives/PO files in 4.14, and while 4.15 removed it from PO files it was still present in the manifest/archives. This change removes it entirely (unless gathering editor-only data, and even then the PO file will still collapse the entries together for translation), and the deprecated 4.14 export behavior will now produce an error if you attempt to use it. After taking this change you'll need to run a gather, import, and compile of your LocRes files to update your game localization to use the new localization IDs. Change 3492630 by Nick.Darnell UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. #jira UE-46124 Change 3492692 by Matt.Kuhlenschmidt Fix drop shadows inheriting the outline color of the font. The outline should still appear but not have a different outline color from fill color Change 3492714 by Matt.Kuhlenschmidt Added outline with drop shadow to font automation test Change 3492737 by Matt.Kuhlenschmidt Fix linux Change 3492992 by tim.gautier Resaving Ocean Widget Blueprints / Sequences to resolve Legacy Sequence Data warnings #jira UE-46132 Change 3493089 by Jamie.Dale Ensure that the composite font of a font asset is flushed when the font object is GC'd Change 3493322 by Jamie.Dale Fixing null crash #jira UE-45758 Change 3494467 by Andrew.Rodham Fix Xbox warning Change 3494852 by tim.gautier QAGame: Changed streaming method of QA-EditorSmoke-Landscape to Always Loaded Change 3494853 by Nick.Darnell Another attempt at fixing the automation blueprint SA warning. Change 3494896 by Arciel.Rekman Fix possible null pointer access during Vulkan init. - May fix static analysis warnings in UE-46142, although warnings seem to be referring to something else. #jira UE-46142 Change 3494987 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3495010 by Matt.Kuhlenschmidt Adding additional logging to track down html5 issue Change 3495212 by Michael.Dupuis #jira UE-46143: Properly init the InstanceRenderData during the cooking phase (required by fortnite) Change 3495536 by Jamie.Dale Updating UGameEngine to call its Super::PreExit after performing its own teardown This prevents UEngine cleaning up resources that UGameEngine still needs. #jira UE-46159 Change 3495551 by Arciel.Rekman Another attempt to fix analyzer problem (UE-46142). Change 3495794 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3495905 by Matt.Kuhlenschmidt Fix USD crash when importing a meshwith no material [CL 3499771 by Matt Kuhlenschmidt in Main branch]
2017-06-19 20:27:30 -04:00
for (int Idx = 0; Idx < Modules.Num(); Idx++)
{
SlowTask.EnterProgressFrame(1);
const FModuleDescriptor& Descriptor = Modules[Idx];
// Don't need to do anything if this module is already loaded
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3497164) #lockdown Nick.Penwarden #rb none ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3433074 by Matt.Kuhlenschmidt Fix crash when clicking on certian tutorial blueprints. #jira UE-44593 Change 3433075 by Matt.Kuhlenschmidt Remove hittest grid log spam. The underlying problem causing this has been fixed Change 3433077 by Matt.Kuhlenschmidt Fix lighting becoming unbuilt when mesh painting #jira UE-44837 Change 3433081 by Matt.Kuhlenschmidt PR #3553: Crashfix for static array properties (Contributed by Pierdek) Change 3433104 by Alexis.Matte Make sure re-import skeletal mesh follow the import morph option #jira UE-42846 Change 3434825 by Matt.Kuhlenschmidt Fix crash when GC happens while the vr editor radial menu is open. Change 3434831 by Matt.Kuhlenschmidt Added missing file Change 3434868 by Shaun.Kime If you have a reroute node between a Material Function texture input and its usage, the parent material will fail to resolve the reroute node. #jira ue-44670 Change 3434998 by Alexis.Matte Meshes editors material/section panel are now fully transactional - Staticmesh editor: section material slot, section cast shadow, section collision, material slot instance, material slot name - Skeletal mesh editor: material slot instance, material slot name Also fix some transaction description #jira UE-44462 Change 3435195 by Jamie.Dale Fixed incorrect handling of some LTR scripts that require shaping These scripts need to go through HarfBuzz, and this also fixes a case where HarfBuzz wasn't applying font scale correctly. #jira UE-44767 Change 3435199 by Jamie.Dale Fixed some crashes/artifacts with bidirectional text It was possible for a line to compute an incorrect range, which could cause crashes or other highlighting issues. The highlighting logic has also been updated as the old code didn't handle all bidirectional cases correctly. Change 3435200 by Jamie.Dale Fixed a grapheme cluster metrics issue in the font editor viewport The viewport also now respects the default shaping method CVar. Change 3435771 by Alexis.Matte Fix degenerated bounds calculation for skeletalmesh when the skeleton is remove from a re-import (PhysicAsset API change, adding 1 function) #jira UE-44609 Change 3436856 by Jamie.Dale Added some missing Unicode block ranges Change 3436914 by Jamie.Dale Adding some missing combining character ranges to the text shaper Change 3436923 by Alexis.Matte PR #3463: Get bounds for all triangles, not just the first one. WedgeIndex was . (Contributed by DaveC79) #jira UE-43764 Change 3436948 by Jamie.Dale Updated the Portal to use the predefined Unicode block ranges Change 3436961 by Max.Chen Sequencer: Show camera shake/anim track menus even if there aren't any assets. Change 3437244 by Max.Chen Sequencer: Clear locked cameras when releasing Sequencer. #jira UE-44967 Change 3437515 by Arciel.Rekman UBT: improvements for LocalExecutor. - Larger number of parallel jobs on 16GB+ machines. - Use WaitForExit() instead of polling. - Tested on Linux and Mac. Change 3437629 by Matt.Kuhlenschmidt Improve asset import data display in static and skeletal meshes Change 3438047 by Arciel.Rekman Fix overlapping ranges being passed to memcpy(). Change 3438822 by Yannick.Lange ViewportInteraction: Move gizmo handle files to make them private. Change 3438906 by Matt.Kuhlenschmidt PR #3556: Git Plugin: fix new option "init Git LFS" that make assets read-only (master/UE4.17) (Contributed by SRombauts) Change 3438907 by Matt.Kuhlenschmidt PR #3565: add -quality option to buildlighing commandlet (Contributed by kayama-shift) Change 3438908 by Matt.Kuhlenschmidt PR #3558: UE-44862: Always update SColorPicker color on OK button (Contributed by projectgheist) Change 3439393 by Matt.Kuhlenschmidt Force highest LOD for highres screenshots Change 3439819 by Matt.Kuhlenschmidt Turned FAssetData into a struct for some upcoming script exposure of FAssetData Change 3439949 by Arciel.Rekman Fixed selection logic for the UE4_LINUX_USE_LIBCXX environment variable. - Allows disabling libc++ by setting the variable to 0. - Pull request #3576 contributed by jared-improbable. Change 3441078 by Jamie.Dale The culture/language/locale console commands are now available in all build configs Change 3441109 by Jamie.Dale Text containing surrogate pairs now runs through HarfBuzz when shaping in Auto mode This is needed as the kerning-only shaping code assumes that everything is within the BMP Change 3441275 by Matt.Kuhlenschmidt Disable spinning on location and scale. These dont work because we have no notion of infinite spinning Change 3442748 by Yannick.Lange ViewportInteraction: Remove unused console variables. Change 3442775 by James.Golding Add support for editing MaterialFunctions to MaterialEditingLibrary Pull Material recompile/update code into UMaterialEditingLibrary::RecompileMaterial Pull MaterialFunction update code into UMaterialEditingLibrary::UpdateMaterialFunction util Move RebuildMaterialInstanceEditors to UMaterialEditingLibrary Added test content for Material/MaterialFunction editing Add needed BlueprintReadWrite to expressions (constants, function input/output) Expose UMaterialExpressionMaterialFunctionCall::SetMaterialFunction to BP, rename old func (which takes old function) to SetMaterialFunctionEx, also expose GetInputNameWithType Change 3442779 by James.Golding Fix header order Change 3442817 by Yannick.Lange ViewportInteraction: Add can execute checks for level editor commands. Change 3443038 by Michael.Dupuis #jira UE-43377: When you select a foliage actor we will move all instance contained in it to the new level as we can't move a foliage actor Only permit moving foliage instance if there is some selected Change 3443855 by Michael.Dupuis #jira UE-44885: Unregister from PerModuleDataObjects when the object is destroyed Change 3446096 by Max.Chen Sequencer: Add OnFinished() event when a level sequence completes playback #jira UE-45173 Change 3446097 by Max.Chen Sequencer: Evaluate one last time before the sequence is torn down and reset #jira UE-45174 Change 3446242 by Jamie.Dale Fixed caret not appearing in empty text layouts Caret selections have no range, and therefore have no width Change 3446361 by Matt.Kuhlenschmidt Fix WITH_EDITOR only functions causing generated code compile errors when the all functions on the class are WITH_EDITOR Change 3446457 by Alexis.Matte Polish the speed tree import dialog #jira UE-44963 Change 3446946 by Michael.Trepka Modified FWindowsWindow::GetRestoredDimensions to return correct window position for normal windows for which GetWindowPlacement returns position in workspace coordinates #jira UE-37934 Change 3447543 by Arciel.Rekman Reduce VMAs on Linux. - Trades off increased address space (VIRT in terms of ps/htop) for smaller number of distinct mappings (VMAs, virtual memory areas). This decreases possibility to run into vm.max_map_count limit on Linux. - Tested on Linux and Mac. Change 3448468 by Arciel.Rekman Fix race condition during creation of GMalloc. - On Mac GMalloc can be created on two different thread that are racing with each other - app's main thread and a system thread. Change 3449012 by Max.Chen Sequencer: Add time to transform, color and vector key structs so that key times are editable from the key editors. #jira UE-45089 Change 3449018 by Max.Chen Sequencer: Add OnCameraCut event that fires when there is a camera cut. #jira UE-45137 Change 3449195 by Max.Chen Sequencer: Add setting for limit scrubbing to playback range. #jira UE-43502 Change 3449198 by Max.Chen Sequencer: Reorder hierarchical bias so that group priority takes precedence. Change 3449217 by Max.Chen Sequencer: Add setting to activate realtime viewports when in sequencer. Change 3449219 by Max.Chen Sequencer: Focus on search boxes when opened. Change 3449238 by Max.Chen Sequencer: Assign actor should replace the actor itself after it has updated all the components. Also, replace components be fullname rather than by class. Change 3449239 by Max.Chen Sequencer: Fix offsets when moving multiple sections. Dragging should be clamped to the bounds that any of the selected sections hits against the unselected sections. Change 3449241 by Max.Chen Sequencer: Restore section selection after full tree rebuild. Change 3449279 by Max.Chen Sequencer: Set movie scene capture frames only when not using custom frames. This allows the user entered frame numbers to persist in config, rather than overwriting them when doing a "Render Shot" Change 3449280 by Max.Chen Sequencer: Spawn in the persistent level. Otherwise, they get spawned into whatever sublevel is current. #jira UE-44552 Change 3449294 by Max.Chen Sequencer: Null check for sequencer ed mode crash. Change 3449297 by Max.Chen Sequencer: Fix delay in sliding values. Mark changed when sliding values. Mark refresh immediately when committing values since OnValueChanged will be called and needs to have the correct value that was refreshed immediately. #jira UE-42866 Change 3449542 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3451507 by Matt.Kuhlenschmidt Fix extra slate uv coords not functioning on ES2 Change 3451510 by Matt.Kuhlenschmidt PR #3595: Fixed wrong colour for level status (Contributed by ronve) Change 3451529 by Alexis.Matte fbx scene importer: Make sure we set INVALID_UNIQUE_ID to node that has no attribute. #jira UE-34410 Change 3451611 by Yannick.Lange ViewportInteraction: Dragging gizmo without second pass for snapped calculations. Change 3452134 by Jamie.Dale Fixed constant font cache flushing if a widget had no font set Change 3452239 by Jamie.Dale Fixed constant font measure flushing if a widget had no font set Change 3452243 by Jamie.Dale Removed deprecated code for creating fonts from bulk data Change 3452277 by Jamie.Dale The concept of "stale" composite fonts is now editor-only Change 3452358 by Alexis.Matte Fbx scene importer: Do not remove existing attribute reference from the blueprint if the reimport of the associate mesh attribute is not tick. #jira UE-45232 Change 3452678 by Max.Chen Sequencer: Fix crash on export if there's no shot data. Change 3453057 by Matt.Kuhlenschmidt Exposed asset exporting to script Change 3453782 by Andrew.Rodham Sequencer: Fixed deterministic cooking issues with movie scene data - Movie scene signatures are now initialized in PostInitProperties - A warning is now presented when attempting to cook old data that was never serialized with a signature. - Removed redundant legacy data upgrade logic that could dirty level sequences on load. #jira UE-44912 Change 3453788 by Yannick.Lange ViewportInteraction: Custom scene proxy for gizmo handles. Change 3453938 by Max.Chen Sequencer: Hotkeys (shift , and shift .) to step to next/previous shot #jira UE-45119 Change 3454058 by Michael.Dupuis Fixed StaticAnalysis Change 3454077 by Max.Chen Sequencer: Fix not saving the pre-animated track value when creating a track/key. On pre object change, broadcast property change so that a track or key can be created. That track/key needs to be evaluated immediately so that the pre-animated state can be saved properly. This is done now with RefreshAllImmediately and is only called when a track has been created. Also, added a return value for OnKeyProperty, so that it's known what changed in particular (ie. track created, track modified, etc) Also, fixed transform keying so that if a transform track already exists for the object or the scene component, the existing track is used. #jira UE-45130 Change 3454108 by Nick.Darnell UMG - Fixing the WIC to properly record cursor delta so that scrollbars work. Change 3454109 by Jamie.Dale Cache the text layout source info in non-shipping builds so you can inspect it in the debugger Change 3454202 by Matt.Kuhlenschmidt Fix bogus error message about the number of usable texture coordinates on ES2 when compiling a UI domain material Change 3454390 by Yannick.Lange Fix creating a plugin in a C++ project opens a second instance of Visual Studio. Use SourceCodeAccessor to open solution when necessary. #jira UE-45035 Change 3454564 by Matt.Kuhlenschmidt #rnx Fix deprecation warnings Change 3455471 by Yannick.Lange ViewportInteraction: Fix entering and exiting VR Mode disables gizmo in desktop editor viewport. #jira UE-44965 Change 3456183 by Max.Chen Sequencer: Auto key, auto track refactor. Auto key - create a key when the property changes and there's an existing track. Auto track - create a track when the property changes. This is only exposed in the level sequence editor. All - create a key and a track when the property changes. This is only exposed in VR Editor. None - do nothing. #jira UE-43469 Change 3456349 by Andrew.Rodham Sequencer: Only perform legacy signature checks on instances, and only where signatures match the CDO Change 3456678 by Alexis.Matte Allow to add null level instance override material via the advance material array. But still limit the override material number to the mesh material number. #jira UE-45306 Change 3456945 by Max.Chen UMG: Add restore state to 2d transform section. #jira UE-45372 Change 3457196 by Arciel.Rekman Linux: serialize allocations from the memory pool. Change 3458434 by Max.Chen Sequencer: Remove obsolete set tick prerequites functions. Change 3458671 by James.Golding Added MIC editing support to MaterialEditingLibrary Fix static analysis warning Change 3458888 by Matt.Kuhlenschmidt PR #3615: More detailed log messages for debugging warnings/errors (Contributed by projectgheist) Change 3458893 by Matt.Kuhlenschmidt PR #3583: UE-44960: Delta value wasn't being used (Contributed by projectgheist) Change 3458895 by Matt.Kuhlenschmidt Fix typo Change 3458902 by Matt.Kuhlenschmidt PR #3607: Improved InputKeySelector functionality (Contributed by projectgheist) Change 3458917 by Matt.Kuhlenschmidt Fix crash with invalid object properties in the class picker #jira UE-39000 Change 3458939 by Matt.Kuhlenschmidt Fix compile error Change 3458984 by andrew.porter QAGame: Initial check in of sequencer smoke test map Change 3459510 by Matt.Kuhlenschmidt Fixed ensure when deleting a map that contains build data which also happens to be the currently loaded map. #jira UE-45052 Change 3460985 by Max.Chen Sequencer: Snap play time to keys now allows scrubbing between keys and snaps to key times within a certain screenspace tolerance. #jira UE-45090 Change 3461698 by Arciel.Rekman Avoid using ARRAY_COUNT in Vulkan. - Sometimes those arrays can have no extensions whatsoever, and it is illegal to declare a 0 element C array. Change 3462053 by Max.Chen Sequencer: Show sequencer spawnables in the world outliner and add the icon overlay for spawnables. #jira UE-43470 Change 3462139 by Max.Chen Property Editor: Add objects to FPropertyAndParent Change 3462202 by Arciel.Rekman Fix FSocket::Recv() blocking with Peek when there's no data. Change 3462253 by Nick.Darnell Slate - New Clipping System Clipping is now a stateful choice made during composition of the slate hierarchy. Previously every widget got to respect or modify the clipping rect on an as needed basis. The problem was that clipping was only allowed in the layout space of the widget, and it wasn't possible to properly clip elements with render transforms. The new system permits all kinds of transforms on any widget, and they will all be clipped correctly. It tries to use Scissor Rects as they are much cheaper, but will switch over to stenciling if need be to represent a complicated masking structure with several rotated clipping rects all needed to be combined together. Here are the new clipping states a widget can have, almost all widgets are set to No. Only change it from No if your widget actually needs to clip, generally speaking most widgets don't need to clip. /** * This widget does not clip children, it and all children inherit the clipping area of the last widget that clipped. */ Inherit, /** * This widget clips content the bounds of this widget. It intersects those bounds with any previous clipping area. */ ClipToBounds, /** * This widget clips to its bounds. It does NOT intersect with any existing clipping geometry, it pushes a new clipping * state. Effectively allowing it to render outside the bounds of hierarchy that does clip. * * NOTE: This will NOT allow you ignore the clipping zone that is set to [Yes - Always]. */ ClipToBoundsWithoutIntersecting UMETA(DisplayName = "Yes - Without Intersecting (Advanced)"), /** * This widget clips to its bounds. It intersects those bounds with any previous clipping area. * * NOTE: This clipping area can NOT be ignored, it will always clip children. Useful for hard barriers * in the UI where you never want animations or other effects to break this region. */ ClipToBoundsAlways UMETA(DisplayName = "Yes - Always (Advanced)"), /** * This widget clips to its bounds when it's Desired Size is larger than the allocated geometry * the widget is given. If that occurs, it behaves like [Yes]. * * NOTE: This mode was primarily added for Text, which is often placed into containers that eventually * are resized to not be able to support the length of the text. So rather than needing to tag every * container that could contain text with [Yes], which would result in almost no batching, this mode * was added to dynamically adjust the clipping if needed. The reason not every panel is set to OnDemand, * is because not every panel returns a Desired Size that matches what it plans to render at. */ OnDemand UMETA(DisplayName = "On Demand (Advanced)") - Large API Change - All FSlateDrawElement::Make_____ calls have been deprecated that involved passing in a clipping rect. You no longer should are passed a Clipping rect via OnPaint. You are still passed a rect, but this rect represents a Culling Rect, which is valuable if you need to just out right not paint things the user can't possibly see. If you were previously trying to determine if you should cull widgets, by doing something like this, if ( FSlateRect::DoRectanglesIntersect(MyClippingRect, CurWidget.Geometry.GetRenderBoundingRect()) ) That's no longer a good option since there are ways for widgets to ignore the culling bounds. You should convert anything like above to the one below, if (!SWidget::IsWidgetCulled(MyCullingRect, CurWidget)) To assist in debugging efforts, there are several new debugging console flags in Slate, Slate.ShowClipping 1 - Controls whether we should render a clipping zone outline. Yellow = Axis Scissor Rect Clipping (cheap). Red = Stencil Clipping (expensive). Slate.DebugCulling 1 - Disables pushing clipping or stencil rects to the GPU, but continues to intersect culling rects, so that you can tell if a widget is properly culling children it can't possibly draw. Slate.ShowTextDebugging 1 - Show debugging painting for text rendering. I've added a new Experimental Feathering Option, it adds AA geometry around the outside of Box and Image brushes. Slate.Feathering 1 If you're using RenderDoc or something similar, you can now enable render events for slate, so that you can better grok how we're batching and changing states for each UI render pass. Slate.EnableDrawEvents 1 #jira UE-4659 #rn Change 3462714 by Nick.Darnell Fixing a few more compiler issues with the clipping changes. Change 3462726 by Max.Chen Switch OnEditStructChildContentsChanged to use FObjectWriter instead of FMemoryWriter which supports serializeing UObjects. This fixes a crash when adding actor array elements to a user defined event struct. #jira UE-45431 Change 3462801 by Nick.Darnell Adding a UMG dependency to EngineTestBuild. Change 3462914 by Max.Chen Sequencer: Fix regression where spawnables aren't getting saved. Caused by 3407138 #jira UE-30007 #jira UE-39003 Change 3462946 by Nick.Darnell Automation - Tweaking the UI automation tests converting them over to use the new UI Screenshot automation test. Automation - Adding a blur widget test. Change 3462987 by Matt.Kuhlenschmidt Back out changelist 3458893 Change 3464774 by Matt.Kuhlenschmidt PR #3629: Bugfix: Missing small icon in Project Launcher profile editor (Contributed by aarmbruster) Change 3464785 by Nick.Darnell Fixing some clipping stuff in the editor. Change 3464830 by andrew.porter QAGame: Second pass on sequencer smoke test map Change 3464902 by Nick.Darnell Loading - Adding some additional checks to the the loading code to ensure we're on the main thread. Additionally adding a fix from UDN that prevents deadlocks in the rare case a user hits Alt+Tab in a fullscreen game while in a hard loading screen. Change 3464988 by Max.Chen Sequencer: Add attenuation settings for attached audio components. #jira UE-33080 Change 3465024 by Nick.Darnell MoviePlayer - Impoving the playback mode displaynames. Change 3465074 by Arciel.Rekman Fix shadowing issues of GraphicsPSOInit. Change 3465097 by Matt.Kuhlenschmidt Some refactoring of the details panel Exposed new methods of adding a struct on scope to a details panel and have it work properly with customizations. The scruct on scope has a "fake" ustructproperty that allows the details panel to show the whole struct not just an individual property. Refactored the API for adding rows to details panels to make it more consistent\ AddChildCustomBuilder->AddCustomBuilder AddChildGroup->AddGroup AddChildContent->AddCustomRow AddChildPropert->AddProperty AddChildStructure->AddExternalStructureProperty AddStructure->AddAllExternalStructureProperties AddExternalProperty->AddExternalObjectProperty or AddExternalStructureProperty Change 3465186 by Max.Chen Sequencer: Save the BindingID in the pre animated token producer so that it can be destroyed properly. This fixes a bug where the default state of a spawnable isn't saved. #jira UE-43780 Change 3465315 by Matt.Kuhlenschmidt Fix Fortnite and Orion details panel customization warnings Change 3465424 by Nick.Darnell Automation - Moving the step for setting the link to the automation reports to be set before we start the engine. Change 3465488 by Nick.Darnell Automation - Forcing textures to load before taking screenshot, so that the scene gets another opportunity to render before we render with Slate. This should fix the Blur UI Test. Change 3466277 by Arciel.Rekman Linux: fix window drift when dragging (UE-40380). - Change by Cengiz Terzibas. Change 3466370 by Nick.Darnell UMG - Fixing the colors for the resize handle in the designer. Change 3466372 by Nick.Darnell UMG - Fixing the ruler ticks sometimes not being drawn. Change 3466374 by Nick.Darnell UMG - Fixing the designer showing multiple options for sequencer. Change 3466377 by Nick.Darnell UMG - Cleaning up some clipping bits. Change 3467025 by Andrew.Rodham Re-saving assets that contain legacy (<4.15) movie scene data to remove deterministic cook warning. If conflicts arise during merging of these assets, please ignore the changes made in dev-editor, and accept game-side changes. (CIS step 62283298, jobId 7773146) (CIS step 62283297, jobId 7773146) Change 3467099 by Max.Chen Fix GetObjectPropertyClass ensure logic. This was returning UObject::StaticClass when valid. Change 3467172 by Max.Chen Sequencer: Evaluation optimizations. Also, fixes subsequences not getting expired, leaving dangling spawnables. #jira UE-43690 Change 3467192 by Matt.Kuhlenschmidt Fix transactions getting stuck in the color grading controls. This prevents PIE from working properly and causes shutdown crashes #jira UE-45527 Change 3467251 by Yannick.Lange ViewportInteraction: Fix scale and rotation snap while dragging with two lasers. #jira UE-43489 Change 3467331 by Matt.Kuhlenschmidt Fix D3D shader compiler hard coding shader path and not giving proper warnings when it cannot find the shaders Change 3467335 by Matt.Kuhlenschmidt Remove DarkStyle attribute from SNumericEntryBox and allow a spin box style to be passed to it. Change 3467558 by Max.Chen Scene Outliner: Generic support to add default columns to a scene outliner. Change 3467565 by Jamie.Dale Removing old screenshot data for test Change 3467589 by Nick.Darnell Editor - Random cleanup. Change 3467596 by Nick.Darnell Progress Bar - Exposing Border Padding to UMG. Change 3467600 by Nick.Darnell Slate - Adjusting the rendering of the splitter, previously it could be off by a pixel or two, which becomes more apparent now with the clipping changes. Change 3467601 by Max.Chen Property Editor: Fix static analysis warning Change 3467662 by Nick.Darnell Automation - Fixing a bug with the screenshot comparison tool not replacing (removing) the old screenshot data. Change 3467674 by Max.Chen Property Editor: Fix static analysis warning Change 3467737 by Max.Chen Sequencer: Added OnMovieSceneBindingsChanged delegate Change 3468053 by tim.gautier QAGame: Updating Editor Smoke Map - Updated landscapes into Stations for testing - Added Foliage Sublevel Change 3468194 by Arciel.Rekman Linux: fix problems communicating with various STL-using libs. - Stop hiding global new/delete signatures. - Disable CEF3 since this change uncovers the problem with libcef.so not built to use bundled libpng. Change 3468678 by Max.Chen Sequencer: Set "Sequencer Actor" tag before setting the actor label so that the outliner refreshes after the actor has the tag. Change 3469314 by tim.gautier QAGame: Added Painted Foliage / Spline section to EditorSmoke map Change 3469377 by Nick.Darnell Slate - Fixing some warnings in a couple of sample games due to the clipping changes. #rnx Change 3469767 by Max.Chen Sequencer: Outliner column and sequencer binding data #jira UE-43470 Change 3469974 by Arciel.Rekman Fix code projects not working in Linux installed build. Change 3470082 by Nick.Darnell Slate - The GetRenderer() call on SlateApplication no longer returns a SharedPtr, rather than convert it to a thread safe ptr, going to just make accessing it a raw ptr return, so it can be safely referenced on the game thread while being used on the slate loading thread. Change 3470174 by Nick.Darnell Slate - Get the last widget in a widget path utility. Change 3470176 by Nick.Darnell UMG - User Widgets now have an easy way to know if they're part of or have been removed from the focused widget path, which is handy for doing effects. Change 3470261 by Nick.Darnell Slate - The GetRenderer() call on SlateApplication no longer returns a SharedPtr, rather than convert it to a thread safe ptr, going to just make accessing it a raw ptr return, so it can be safely referenced on the game thread while being used on the slate loading thread. Change 3470286 by Max.Chen Sequencer: Scene Component's HiddenInGame now goes through the VisibilityTrack and the visibility template. Change 3470366 by Nick.Darnell Slate - We now version focus per user, that way during focus events, we can safely abort focus events and state transitions if someone interrrupts the active focus event with something new. Change 3470649 by Matt.Kuhlenschmidt Fix deprecation warnings Change 3470695 by Matt.Kuhlenschmidt Fixed typo #jira UE-45580 Change 3470721 by Matt.Kuhlenschmidt Fix static analysis Change 3471254 by Michael.Dupuis #jira UE-42952: Keep occlusion result per view Change 3471287 by Nick.Darnell UMG - Render Focus Rule now defaults to never. Change 3471291 by Nick.Darnell Slate - Fixing FSlateRenderer* change fallout. Change 3471299 by Nick.Darnell Slate - Fixing FSlateRenderer* change. Change 3471323 by Nick.Darnell Automation - Fixing automation and Static Analysis warning. Change 3471413 by andrew.porter QAGame: Added test content for anim blending and material parameteres to sequencer smoke level Change 3471649 by Max.Chen Sequencer: Modify the track when adding animation #jira UE-45618 Change 3471659 by Matt.Kuhlenschmidt Added a way to check if a movie is playing from the engine. Prevented viewport redraws for canvas loading screens if a slate based loading movie is playing Change 3471734 by Matt.Kuhlenschmidt Added basic material hookup to USD. Similar to FBX it will find materials based on rules specified by the user in the import settings Change 3472176 by Nick.Darnell UMG - Improving the display of the +Track menu in sequencer for UMG. Renamed it from +Add, which is repetitve to +Track. Additionally, the dropdown now shows the currently selected widgets, as well as a submenu containing all the 'important' widgets, so we no longer populate that list with a ton of irrelevant widgets that are just Buton_1 - N, which is pointless in showing people, they'll never guess which is the right button. Change 3472740 by Max.Chen Sequencer: Add GetThisFrameMetaData accessor Change 3472748 by Max.Chen Sequencer: Added OnBeginScrubbing and OnEndScrubbing event delegates Change 3472753 by Max.Chen Sequencer: Add EMovieSceneDataChangeType parameter to OnMovieSceneDataChanged delegate Change 3472870 by Nick.Darnell Clipping - Fixing the deprecated tip for scissor rect boxes to be correct. Removing it's usage from UT. Change 3473340 by Max.Chen Scene Outliner: Add ability to register additional filters Change 3473348 by Max.Chen Details View: Make ForceRefresh virtual. Added accessors to delegates (ie. GetIsPropertyReadOnlyDelegate) Change 3473441 by Max.Chen Sequencer: Autokey Refactor Part 2. Autokey is now a single toggleable state. Allow Edits Mode has 3 states: Allow All Edits - Allow any edits to occur, some of which may produce tracks/keys or modify default properties. Allow Sequencer Edits Only - All edits will produce either a track or a key. Allow Level Edits Only - Properties in the details panel will be disabled if they have a track. #jira UE-45229 Change 3473670 by Nick.Darnell Modules - The module manager no longer returns sharedptrs to IModuleInterfaces, this was the source of rare hard to track down crashes due to a shared ptr reference leak when GetModule was called on non-main threads. We now store a TUniquePtr internally, and only lease out raw pointers. #rn Change 3473711 by Nick.Darnell Disabling the ensure in the module manager. Change 3473747 by Max.Chen Sequencer: Fix tooltip Change 3474091 by Jamie.Dale Added a warning when cooking a UFontFace that is outered to a UFont asset These cause issues with iterative COTF, and should be split off into their own assets (as the UI has been asking people to do for several versions) Change 3475052 by Yannick.Lange VR Editor: Fix Crash when quitting the editor with VR Mode enabled. VR Editor was being enabled when saving the map on closing the editor. #jira UE-45415 Change 3475054 by Yannick.Lange Fix crash when adding a camera to the world in VR Mode the second time. The slate application did not reset when stop dragging in VR Mode, so the second time when starting to drag a camera out of the UI it would already by in a dragging state. #jira UE-45574 Change 3475263 by Nick.Darnell Fixing some additional cases of IModuleInteface SharedPtr usage. Change 3475268 by Max.Chen Sequencer: Set jumped state when looping playback. This fixes an issue where audio doesn't stop and restart when looped. #jira UE-45654 Change 3475269 by Max.Chen Scene Outliner: Additional filters should only apply to actor browsing mode Change 3475407 by Nick.Darnell Fixing some clipping / module shared ptr changes in the launcher code. Change 3475542 by Max.Chen Sequencer: Update thumbnail and section highlighting to use new clipping behavior. #jira UE-45692 #jira UE-45689 Change 3475743 by Michael.Dupuis #jira UE-45183: When updating phyx region take into account simple collision mip Change 3475949 by Arciel.Rekman Remove PhysX deoptimization (no longer needed). - OR-24947 has been closed three months ago. Change 3476022 by Michael.Dupuis #jira UE-45560: Make sure we're not going out of range Change 3476063 by Michael.Dupuis #jira UE-45562: Do not try to unregister from static mesh if no static mesh is specified for the component Change 3476168 by Michael.Trepka Added handling of directory symlinks to FApplePlatformFile::IterateDirectory #jira UE-43704 Change 3476172 by Nick.Darnell Fixing a Imoduleinterface change. Change 3476183 by Jamie.Dale Exposing GoTo/ScrollTo to single-line editable text for API parity with multi-line editable text Change 3476385 by Arciel.Rekman Linux: handle symlinks when iterating directories. Change 3476522 by Michael.Trepka Solved a problem with Mac FMallocTBB::Malloc() returning nullptr for 0 bytes allocations, which is inconsistent with other platforms. On Mac we always scalable_aligned_malloc, which behaves differently than scalable_malloc, so for 0 bytes requests we allocate sizeof(size_t), which is exactly what scalable_malloc does internally in such case. Change 3476806 by Nick.Darnell UMG - Focus the designer after dropping a widget onto the surface. Change 3476809 by Nick.Darnell Curve Editor - Enable Clipping on the curve editor. Change 3477475 by Nick.Darnell Fixing a module interface shared ptr usage in UT. Change 3477553 by Yannick.Lange VR Editor: Removed AssetEditorPanelID and replaced it with TabManagerPanelID. A panel for AssetEditorPanelID was never created making it impossible to open an asset editor. Change 3477734 by Yannick.Lange VR Editor: Fix Warning: SetRelativeScale3D : Invalid Scale entered (X=inf Y=inf Z=inf). Resetting to 1.f. warning when adding CineCameraActor to World from Modes Panel. Make sure to not divide by zero when there is no boundary scale. #jira UE-44933 Change 3477761 by Jamie.Dale Some improvements to avoid loading the native .locres files twice when we don't need to Change 3477780 by Nick.Darnell PR #3250: Return correct VirtualUserIndex (Contributed by projectgheist) Change 3477786 by Nick.Darnell PR #3650: Changed TestNull to accept const pointers. (Contributed by e-agaubatz) Change 3477795 by Nick.Darnell PR #2844: UE-36936: Don't stretch container for Plugin Image (Contributed by projectgheist) Change 3478092 by Nick.Darnell PR #2341: Optional Middle Mouse Button panning in Graph Editor (Contributed by flipswitchingmonkey) Engine Edit - Made some small changes to the enum type, and some naming. Change 3478450 by Nick.Darnell Fixing some uninitialized variable errors. Change 3479827 by Andrew.Rodham Sequencer: Addressed serialization issues with some struct types Change 3479874 by Jamie.Dale Fixed "NativeGameLanguage" not being used correctly during localization initialization Change 3480012 by Andrew.Rodham Sequencer: Fixed loading tagged properties as native for track identifiers #jira UE-45823 Change 3480337 by Alexis.Matte Fix morph target crash missing some valid index check Change 3480804 by Alexis.Matte Fix crash with ColorGradingMode custom detail #jira UE-45638 Change 3480892 by Andrew.Rodham Sequencer: Ensure that movie scene sequences know about the editor object version #jira UE-45842 Change 3481073 by Nick.Darnell Fix the shader compiler error from main in Slate. Change 3481303 by Nick.Darnell UMG - Fixing a bug with the drag handle not working correctly in HDPI mode. Change 3481308 by Nick.Darnell Slate - Tweaking the IsWidgetCulled logic to consider both the layout and rendering bounds. If we do this, we get a much more desireable outcome for people that want to animate widgets and such and plan to have temporary animations to move the widget offscreen, but want the layout bounds to anchor that widget in the visible frame so that it animates even when normally it would be culled b/c the render transform and therefore the renderbounds moved it completely outside the culling rect. Change 3481629 by Max.Chen Sequencer: Add Level Sequence Actor as an output for CreateLevelSequencePlayer() #jira UE-45785 Change 3481899 by Yannick.Lange VR Editor: Added debug modetoggle command with an event that is broadcasted whenever this happens. Currently this is used to show all the floating UIs of the UI system to debug without HMD using VREd.ForceVRMode. Change 3481984 by Michael.Dupuis #jira UE-45845: always validate if we have a static mesh before trying to access it as user can decide to not assign one and use the tools Change 3482047 by Nick.Darnell Slate - Adding some comments to IsWidgetCulled. Change 3482110 by Nick.Darnell Slate - IsWidgetCulled is no longer static and is now called IsChildWidgetCulled. Change 3482136 by Jamie.Dale The CamelCase break iterator now treats digits around character tokens as part of the identifier Change 3482138 by Michael.Dupuis #jira UE-45854: Properly unregister during undo operation Change 3482150 by Michael.Dupuis #jira UE-45845 : Add missing nullcheck for GetStaticMesh Change 3482153 by Nick.Darnell Slate - IsWidgetCulled is no longer static and is now called IsChildWidgetCulled. Change 3482180 by Nick.Darnell UMG - Widget Components do not need to define a widget class to be rendererd, they can have native slate widgets only. This was a regression from main. Change 3482273 by Nick.Darnell UMG - Tweaking some more things about the widget component box outline. Change 3482308 by Alexis.Matte Fixing morph target smooth group support. Do not call FillSkeletalMeshImportData more then once on FbxNode since this fonction is doing some conversion and change the FbxNode, applying those conversion twice do not return the same faces smooth group. #jira UE-45696 Change 3482327 by Nick.Darnell UMG - More tweaks to the WidgetComponent so both shows the box outline, but works in game and VR editor. Change 3482705 by Andrew.Rodham Resaving assets that contain legacy data to suppress CIS warnings. - If conflicts arise in these assets, please take game-side changes and ignore these. Change 3484245 by Max.Chen Sequencer: Evaluate on end scrub. This fixes a bug where audio doesn't evaluate in a stopped position at the end of scrubbing, causing it to not stop all sounds. This fixes a bug introduced from 3365018 where evaluate on end scrub was removed. #jira UE-45905 Change 3484263 by Max.Chen Sequencer: Fix crash on forcing refresh of details panel on release. #jira UE-45911 Change 3484431 by Andrew.Rodham Resaving assets that contain legacy data to suppress CIS warnings. - If conflicts arise in these assets, please take game-side changes and ignore these. Change 3484474 by Alexis.Matte Fix the morph target animation curve name matching. #jira UE-20294 Change 3484475 by Alexis.Matte When removing a LOD, make sure we remove all morph target data associate to the LOD. Change 3484489 by Nick.Darnell PR #3668: UE-45908: Cache debug line locations when performing a LineTraceMulti (Contributed by projectgheist) #jira UE-45908 Change 3484692 by Nick.Darnell Slate - Reverting a change from a game stream. All Arranged Children don't need to allocated 42 to begin with. Do need to initialize WidgetPaths better. Change 3484703 by Nick.Darnell Player Input - Making the input event loop for players obey EKeys::NUM_TOUCH_KEYS, rather than being set to Touch10, as the maximum touch input amount, to make supporting greater than 10 touches easier. Also making the seeding of keys use EKeys::NUM_TOUCH_KEYS. #jira UE-43213 Change 3484918 by Jamie.Dale Fixed font measuring regression with RTL text RTL applies the character count to the next glyph, so it shouldn't process the end of the loop (this was how the older code used to work). Change 3485718 by Nick.Darnell Editor - Removing Super Search & User Feedback button. Change 3485719 by Nick.Darnell Portal - Removing SuperSearch. Change 3485751 by Matt.Kuhlenschmidt Fix crash accessing platformer game menu if the menu is open during a console based load #jira UE-45950 Change 3486047 by Arciel.Rekman Linux: add OpenEXR implementation (UE-40270). #jira UE-40270 Change 3486467 by Max.Chen Sequencer: Reset max tick rate when destroyed. #jira UE-45956 Change 3486477 by Max.Chen Sequencer: Refresh outliner when column is removed. #jira UE-45891 Change 3486667 by Andrew.Rodham Added missing include Change 3486724 by Andrew.Rodham Sequencer: Fixed curves with no default value, and no keys being evaluated and applied to properties - Also fixed an edge case where a zero (but non-animated) channel could be applied to a final transform Change 3486730 by Alexis.Matte In the Auto-Reimport options, hide the mout point only for the default /Game/ folder #UE-45684 Change 3486749 by Alexis.Matte Make sure the parent window of the monitor directory browse folder is set properly #jira UE-45682 Change 3486805 by Matt.Kuhlenschmidt Additional safety against invalid objects being accessed by slate Change 3486848 by Alexis.Matte Make sure Monitor folder feature support root mount point map folder During auto import, give priority to asset import factory over the scene import factory #jira UE-45691 Change 3486879 by Andrew.Rodham Removing obsolete QA assets Change 3486950 by Nick.Darnell PR #2281: Scrollbar missing features and SScrollbar fixes (Contributed by SNikon) Review - made some adjustments from the original. Change 3486954 by Nick.Darnell Slate - Moving the STableViewBase over to the FOverscroll class, rather than it's own clone. Change 3486967 by Nick.Darnell Slate - Fixing some HDPI calculations for fitting new windows on screen, it was using the unscaled size of the widgets for fitting, when it needed to scale them up. Change 3486970 by Andrew.Rodham Sequencer: Delay mouse capture until drag for sequencer time slider - Fixes context menus not opening as a result of mouse capture being taken on mouse down #jira UE-45937 Change 3486984 by Andrew.Rodham Sequencer: Improved blending type iconography Change 3486996 by Nick.Darnell UMG - Adding a way for games to opt-out of the slow widget path, to completely prevent them from being cooked. UMG - The movie data is no longer cloned for each new instance that inhabits. It now keeps a reference to the now publically accessible movie scene data on the class instead. Change 3487070 by Andrew.Rodham Sequencer: Added graphics for key areas that represent empty space Change 3487195 by Andrew.Rodham Sequencer: Changed evaluation groups to always flush implicitly - Due to the latent nature of blended token types, it's no longer safe to rely solely on execution token order between tracks - This fixes an issue where events set in the PostEvaluation stage were executed before blended token actuation Change 3487322 by Nick.Darnell PR #2457: Add .gitdeps.xml-files for plugins support (Contributed by bozaro) Change 3487363 by Nick.Darnell PR #2481: Fix for packing of a project with users plugins (Contributed by yatagarasu25) Change 3487439 by Nick.Darnell PR #2642: Changed private to protected in SVirtualJoystick.h (Contributed by Skylonxe) Change 3487500 by Arciel.Rekman Removed LinuxNativeDialogs. - No longer used; has been superceded by SlateDialogs since UE 4.8 (2 years ago). Change 3487630 by Lauren.Ridge Don't create Landscape Info Maps for Editor Preview Worlds or thumbnail worlds #jira UE-44885 Change 3487864 by Matt.Kuhlenschmidt Exposed the asset registry to blueprints and script. Works in editor scripts and runtime scripts AssetRegistry is now a UInterface object. Blueprint users can access various asset registry methods using the asset registry interface (via GetAssetRegistry) and various static helpers in the AssetRegistryHelpers object C++ users should still continue to use IAssetRegistry. Change 3487879 by Matt.Kuhlenschmidt Renamed asset tools uobject helper to UAssetToolsHelpers Change 3487926 by Lauren.Ridge Fixing reset to default not showing up for custom widgets #jira UE-44164 Change 3488184 by Matt.Kuhlenschmidt PR #3656: Make References/Referencers List copyable (Contributed by user37337) #jira UE-45763 Change 3488240 by Matt.Kuhlenschmidt Fix compiler issue Change 3488350 by Lauren.Ridge Landscape info map transactional state is based on its world's transactional state #jira UE-44885 #jira UE-46019 Change 3488412 by Matt.Kuhlenschmidt Fix reset to default showing up in two different places for some customizations Change 3488413 by Matt.Kuhlenschmidt Fix slate font customization Change 3488414 by Matt.Kuhlenschmidt Fix slate font customization Change 3488415 by Matt.Kuhlenschmidt Missed file Change 3488565 by Arciel.Rekman Add pretty printers for gdb (UETOOL-1171). - Committing shelf by Cengiz.Terzibas, with some modifications. #jira UETOOL-1171 Change 3489094 by Nick.Darnell Slate - The Slate RHI Renderer now caches the TextureLODGroups so that it can properly lookup the filtering of different texture groups that are set to Default, instead of a particular filter override on a texture. Engine/Rendering - Simplifying some of the setup logic in TextureLODSettings so that code is shared for setting them up properly after loading from a config file. Change 3489095 by Nick.Darnell PR #2699: GameViewportClient - Added a method to allow setting the viewport cur. (Contributed by rfenner) Review - Fixed spacing. Change 3489108 by Matt.Kuhlenschmidt Fix deprecation warning Change 3489120 by Nick.Darnell PR #3478: Fix possible UComboBoxString crash (Contributed by nakosung) Change 3489147 by Andrew.Rodham Sequencer: Adding return value to function to appease static analysis - This function is never compiled, and if it is, it won't compile, but static analysis doesn't know that Change 3489264 by Nick.Darnell Testing - Finishing the thought behind an enum comment. Change 3489265 by Nick.Darnell PR #2750: UE-35164: Button padding (Contributed by projectgheist) Change 3489267 by Nick.Darnell PR #3645: UE-45464: Handle SSlider mouse interaction more accurately (Contributed by projectgheist) Change 3489632 by Arciel.Rekman Correctness changes to MallocPoisonProxy. - Missing forwarding functions added. Incorrect comment removed. - Change by Steve.Robb, doing here so it is in 4.17. Change 3489689 by Arciel.Rekman More MallocPoisonProxy changes I missed in previous CL. Change 3489751 by Matt.Kuhlenschmidt Moved editor performance settings out of per-project settings so they can be shared across projects Change 3489837 by Lauren.Ridge Keyboard shortcut for entering/leaving VR Mode is now Alt+V Change 3491082 by Arciel.Rekman Linux: better fix for the crash due to name collision (UE-46040). - Put classes in Sequencer module into Sequencer namespace instead of SceneOutliner namespace. - Undid change in the SceneOutliner module. #jira UE-46040 Change 3491096 by Arciel.Rekman Fix UAT compilation on the newest mono. Change 3491240 by Max.Chen Sequencer: Disable key button when allow level edits only is on. #jira UE-46060 Change 3491406 by Yannick.Lange Fix editor crashes when opening a project that includes a plugin with more than two custom Volume classes. This issue was caused because registering show volume commands is based on finding volume classes. Finding these classes at multiple times resulted in a mismatch of the returned array of volume classes because modules/plugins were still being loaded. #jira UE-45806 Change 3491559 by Alexis.Matte Make sure we use the good preview mesh when doing a preview #jira UE-45963 Change 3491563 by Alexis.Matte Fix crash with staticmesh editor LodLevel selection Change 3491564 by Nick.Darnell UMG - Fixing an offset with the grab handles in HDPI mode. Change 3491595 by Nick.Darnell Editor - Fixing a clipping artifact in the pin type dropdown in the blueprint editor. Change 3491604 by Nick.Darnell Back out changelist 3489265 Change 3491615 by Arciel.Rekman Added malloc replay proxy (Linux only for now). - Allows to dump malloc callstream (without regard to threads) and replay later to study the behavior of different mallocs and/or repro problems. Change 3491684 by Arciel.Rekman Added FMalloc functions I missed. - Also moved function bodies into the .cpp file, this does not make a difference in performance in this case. Change 3491692 by Matt.Kuhlenschmidt Some minor fixes to the static mesh editor - Fix UV combo button looking non-standard on the toolbar - Fix a few combo buttons in the details panel looking too big. Change 3491702 by Arciel.Rekman Do not compile replay proxy-specific code when not used. Change 3491717 by Michael.Dupuis #jira UE-35083: The component is now the owner of the PerInstanceRenderData instead of the proxy Add an Update path to only update specified instances range Always call BuildTreeIfOutdated so we have a standard code path to make sure static mesh are fully loaded before trying to build the tree Moved the Instance Buffer aysnc to the base class, as it's not related to UHierarchicalInstancedStaticMeshComponent Expose a new property to decide if we require dynamic instance buffer Change 3491758 by Matt.Kuhlenschmidt Fix crash on static mesh editor shutdown Change 3491873 by Cody.Albert Fixed clipping issue in Sequencer curve editor #rnx Change 3491956 by Matt.Kuhlenschmidt Fix crash opening the Previewing sub-menu in the level editor settings menu #jira UE-46095 Change 3492046 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492076 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492165 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492222 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492274 by Michael.Dupuis #jira UE-46105: Fixed Clang warning Change 3492338 by andrew.porter QAGame: Testing ensure when submitting Change 3492371 by Nick.Darnell UMG - Reverting the animation sharing, cossed GLEO regressions in cooking. Will look for a better solution. Change 3492462 by Matt.Kuhlenschmidt Fix ensure checking in files through perforce Change 3492491 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492505 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492517 by Jamie.Dale The package localization ID is no longer used at all at runtime, and is now truly editor-only This should have always been the case, but it was leaked into manifest/archives/PO files in 4.14, and while 4.15 removed it from PO files it was still present in the manifest/archives. This change removes it entirely (unless gathering editor-only data, and even then the PO file will still collapse the entries together for translation), and the deprecated 4.14 export behavior will now produce an error if you attempt to use it. After taking this change you'll need to run a gather, import, and compile of your LocRes files to update your game localization to use the new localization IDs. Change 3492630 by Nick.Darnell UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. #jira UE-46124 Change 3492692 by Matt.Kuhlenschmidt Fix drop shadows inheriting the outline color of the font. The outline should still appear but not have a different outline color from fill color Change 3492714 by Matt.Kuhlenschmidt Added outline with drop shadow to font automation test Change 3492737 by Matt.Kuhlenschmidt Fix linux Change 3492992 by tim.gautier Resaving Ocean Widget Blueprints / Sequences to resolve Legacy Sequence Data warnings #jira UE-46132 Change 3493089 by Jamie.Dale Ensure that the composite font of a font asset is flushed when the font object is GC'd Change 3493322 by Jamie.Dale Fixing null crash #jira UE-45758 Change 3494467 by Andrew.Rodham Fix Xbox warning Change 3494852 by tim.gautier QAGame: Changed streaming method of QA-EditorSmoke-Landscape to Always Loaded Change 3494853 by Nick.Darnell Another attempt at fixing the automation blueprint SA warning. Change 3494896 by Arciel.Rekman Fix possible null pointer access during Vulkan init. - May fix static analysis warnings in UE-46142, although warnings seem to be referring to something else. #jira UE-46142 Change 3494987 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3495010 by Matt.Kuhlenschmidt Adding additional logging to track down html5 issue Change 3495212 by Michael.Dupuis #jira UE-46143: Properly init the InstanceRenderData during the cooking phase (required by fortnite) Change 3495536 by Jamie.Dale Updating UGameEngine to call its Super::PreExit after performing its own teardown This prevents UEngine cleaning up resources that UGameEngine still needs. #jira UE-46159 Change 3495551 by Arciel.Rekman Another attempt to fix analyzer problem (UE-46142). Change 3495794 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3495905 by Matt.Kuhlenschmidt Fix USD crash when importing a meshwith no material [CL 3499771 by Matt Kuhlenschmidt in Main branch]
2017-06-19 20:27:30 -04:00
if (!FModuleManager::Get().IsModuleLoaded(Descriptor.Name))
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3497164) #lockdown Nick.Penwarden #rb none ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3433074 by Matt.Kuhlenschmidt Fix crash when clicking on certian tutorial blueprints. #jira UE-44593 Change 3433075 by Matt.Kuhlenschmidt Remove hittest grid log spam. The underlying problem causing this has been fixed Change 3433077 by Matt.Kuhlenschmidt Fix lighting becoming unbuilt when mesh painting #jira UE-44837 Change 3433081 by Matt.Kuhlenschmidt PR #3553: Crashfix for static array properties (Contributed by Pierdek) Change 3433104 by Alexis.Matte Make sure re-import skeletal mesh follow the import morph option #jira UE-42846 Change 3434825 by Matt.Kuhlenschmidt Fix crash when GC happens while the vr editor radial menu is open. Change 3434831 by Matt.Kuhlenschmidt Added missing file Change 3434868 by Shaun.Kime If you have a reroute node between a Material Function texture input and its usage, the parent material will fail to resolve the reroute node. #jira ue-44670 Change 3434998 by Alexis.Matte Meshes editors material/section panel are now fully transactional - Staticmesh editor: section material slot, section cast shadow, section collision, material slot instance, material slot name - Skeletal mesh editor: material slot instance, material slot name Also fix some transaction description #jira UE-44462 Change 3435195 by Jamie.Dale Fixed incorrect handling of some LTR scripts that require shaping These scripts need to go through HarfBuzz, and this also fixes a case where HarfBuzz wasn't applying font scale correctly. #jira UE-44767 Change 3435199 by Jamie.Dale Fixed some crashes/artifacts with bidirectional text It was possible for a line to compute an incorrect range, which could cause crashes or other highlighting issues. The highlighting logic has also been updated as the old code didn't handle all bidirectional cases correctly. Change 3435200 by Jamie.Dale Fixed a grapheme cluster metrics issue in the font editor viewport The viewport also now respects the default shaping method CVar. Change 3435771 by Alexis.Matte Fix degenerated bounds calculation for skeletalmesh when the skeleton is remove from a re-import (PhysicAsset API change, adding 1 function) #jira UE-44609 Change 3436856 by Jamie.Dale Added some missing Unicode block ranges Change 3436914 by Jamie.Dale Adding some missing combining character ranges to the text shaper Change 3436923 by Alexis.Matte PR #3463: Get bounds for all triangles, not just the first one. WedgeIndex was . (Contributed by DaveC79) #jira UE-43764 Change 3436948 by Jamie.Dale Updated the Portal to use the predefined Unicode block ranges Change 3436961 by Max.Chen Sequencer: Show camera shake/anim track menus even if there aren't any assets. Change 3437244 by Max.Chen Sequencer: Clear locked cameras when releasing Sequencer. #jira UE-44967 Change 3437515 by Arciel.Rekman UBT: improvements for LocalExecutor. - Larger number of parallel jobs on 16GB+ machines. - Use WaitForExit() instead of polling. - Tested on Linux and Mac. Change 3437629 by Matt.Kuhlenschmidt Improve asset import data display in static and skeletal meshes Change 3438047 by Arciel.Rekman Fix overlapping ranges being passed to memcpy(). Change 3438822 by Yannick.Lange ViewportInteraction: Move gizmo handle files to make them private. Change 3438906 by Matt.Kuhlenschmidt PR #3556: Git Plugin: fix new option "init Git LFS" that make assets read-only (master/UE4.17) (Contributed by SRombauts) Change 3438907 by Matt.Kuhlenschmidt PR #3565: add -quality option to buildlighing commandlet (Contributed by kayama-shift) Change 3438908 by Matt.Kuhlenschmidt PR #3558: UE-44862: Always update SColorPicker color on OK button (Contributed by projectgheist) Change 3439393 by Matt.Kuhlenschmidt Force highest LOD for highres screenshots Change 3439819 by Matt.Kuhlenschmidt Turned FAssetData into a struct for some upcoming script exposure of FAssetData Change 3439949 by Arciel.Rekman Fixed selection logic for the UE4_LINUX_USE_LIBCXX environment variable. - Allows disabling libc++ by setting the variable to 0. - Pull request #3576 contributed by jared-improbable. Change 3441078 by Jamie.Dale The culture/language/locale console commands are now available in all build configs Change 3441109 by Jamie.Dale Text containing surrogate pairs now runs through HarfBuzz when shaping in Auto mode This is needed as the kerning-only shaping code assumes that everything is within the BMP Change 3441275 by Matt.Kuhlenschmidt Disable spinning on location and scale. These dont work because we have no notion of infinite spinning Change 3442748 by Yannick.Lange ViewportInteraction: Remove unused console variables. Change 3442775 by James.Golding Add support for editing MaterialFunctions to MaterialEditingLibrary Pull Material recompile/update code into UMaterialEditingLibrary::RecompileMaterial Pull MaterialFunction update code into UMaterialEditingLibrary::UpdateMaterialFunction util Move RebuildMaterialInstanceEditors to UMaterialEditingLibrary Added test content for Material/MaterialFunction editing Add needed BlueprintReadWrite to expressions (constants, function input/output) Expose UMaterialExpressionMaterialFunctionCall::SetMaterialFunction to BP, rename old func (which takes old function) to SetMaterialFunctionEx, also expose GetInputNameWithType Change 3442779 by James.Golding Fix header order Change 3442817 by Yannick.Lange ViewportInteraction: Add can execute checks for level editor commands. Change 3443038 by Michael.Dupuis #jira UE-43377: When you select a foliage actor we will move all instance contained in it to the new level as we can't move a foliage actor Only permit moving foliage instance if there is some selected Change 3443855 by Michael.Dupuis #jira UE-44885: Unregister from PerModuleDataObjects when the object is destroyed Change 3446096 by Max.Chen Sequencer: Add OnFinished() event when a level sequence completes playback #jira UE-45173 Change 3446097 by Max.Chen Sequencer: Evaluate one last time before the sequence is torn down and reset #jira UE-45174 Change 3446242 by Jamie.Dale Fixed caret not appearing in empty text layouts Caret selections have no range, and therefore have no width Change 3446361 by Matt.Kuhlenschmidt Fix WITH_EDITOR only functions causing generated code compile errors when the all functions on the class are WITH_EDITOR Change 3446457 by Alexis.Matte Polish the speed tree import dialog #jira UE-44963 Change 3446946 by Michael.Trepka Modified FWindowsWindow::GetRestoredDimensions to return correct window position for normal windows for which GetWindowPlacement returns position in workspace coordinates #jira UE-37934 Change 3447543 by Arciel.Rekman Reduce VMAs on Linux. - Trades off increased address space (VIRT in terms of ps/htop) for smaller number of distinct mappings (VMAs, virtual memory areas). This decreases possibility to run into vm.max_map_count limit on Linux. - Tested on Linux and Mac. Change 3448468 by Arciel.Rekman Fix race condition during creation of GMalloc. - On Mac GMalloc can be created on two different thread that are racing with each other - app's main thread and a system thread. Change 3449012 by Max.Chen Sequencer: Add time to transform, color and vector key structs so that key times are editable from the key editors. #jira UE-45089 Change 3449018 by Max.Chen Sequencer: Add OnCameraCut event that fires when there is a camera cut. #jira UE-45137 Change 3449195 by Max.Chen Sequencer: Add setting for limit scrubbing to playback range. #jira UE-43502 Change 3449198 by Max.Chen Sequencer: Reorder hierarchical bias so that group priority takes precedence. Change 3449217 by Max.Chen Sequencer: Add setting to activate realtime viewports when in sequencer. Change 3449219 by Max.Chen Sequencer: Focus on search boxes when opened. Change 3449238 by Max.Chen Sequencer: Assign actor should replace the actor itself after it has updated all the components. Also, replace components be fullname rather than by class. Change 3449239 by Max.Chen Sequencer: Fix offsets when moving multiple sections. Dragging should be clamped to the bounds that any of the selected sections hits against the unselected sections. Change 3449241 by Max.Chen Sequencer: Restore section selection after full tree rebuild. Change 3449279 by Max.Chen Sequencer: Set movie scene capture frames only when not using custom frames. This allows the user entered frame numbers to persist in config, rather than overwriting them when doing a "Render Shot" Change 3449280 by Max.Chen Sequencer: Spawn in the persistent level. Otherwise, they get spawned into whatever sublevel is current. #jira UE-44552 Change 3449294 by Max.Chen Sequencer: Null check for sequencer ed mode crash. Change 3449297 by Max.Chen Sequencer: Fix delay in sliding values. Mark changed when sliding values. Mark refresh immediately when committing values since OnValueChanged will be called and needs to have the correct value that was refreshed immediately. #jira UE-42866 Change 3449542 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3451507 by Matt.Kuhlenschmidt Fix extra slate uv coords not functioning on ES2 Change 3451510 by Matt.Kuhlenschmidt PR #3595: Fixed wrong colour for level status (Contributed by ronve) Change 3451529 by Alexis.Matte fbx scene importer: Make sure we set INVALID_UNIQUE_ID to node that has no attribute. #jira UE-34410 Change 3451611 by Yannick.Lange ViewportInteraction: Dragging gizmo without second pass for snapped calculations. Change 3452134 by Jamie.Dale Fixed constant font cache flushing if a widget had no font set Change 3452239 by Jamie.Dale Fixed constant font measure flushing if a widget had no font set Change 3452243 by Jamie.Dale Removed deprecated code for creating fonts from bulk data Change 3452277 by Jamie.Dale The concept of "stale" composite fonts is now editor-only Change 3452358 by Alexis.Matte Fbx scene importer: Do not remove existing attribute reference from the blueprint if the reimport of the associate mesh attribute is not tick. #jira UE-45232 Change 3452678 by Max.Chen Sequencer: Fix crash on export if there's no shot data. Change 3453057 by Matt.Kuhlenschmidt Exposed asset exporting to script Change 3453782 by Andrew.Rodham Sequencer: Fixed deterministic cooking issues with movie scene data - Movie scene signatures are now initialized in PostInitProperties - A warning is now presented when attempting to cook old data that was never serialized with a signature. - Removed redundant legacy data upgrade logic that could dirty level sequences on load. #jira UE-44912 Change 3453788 by Yannick.Lange ViewportInteraction: Custom scene proxy for gizmo handles. Change 3453938 by Max.Chen Sequencer: Hotkeys (shift , and shift .) to step to next/previous shot #jira UE-45119 Change 3454058 by Michael.Dupuis Fixed StaticAnalysis Change 3454077 by Max.Chen Sequencer: Fix not saving the pre-animated track value when creating a track/key. On pre object change, broadcast property change so that a track or key can be created. That track/key needs to be evaluated immediately so that the pre-animated state can be saved properly. This is done now with RefreshAllImmediately and is only called when a track has been created. Also, added a return value for OnKeyProperty, so that it's known what changed in particular (ie. track created, track modified, etc) Also, fixed transform keying so that if a transform track already exists for the object or the scene component, the existing track is used. #jira UE-45130 Change 3454108 by Nick.Darnell UMG - Fixing the WIC to properly record cursor delta so that scrollbars work. Change 3454109 by Jamie.Dale Cache the text layout source info in non-shipping builds so you can inspect it in the debugger Change 3454202 by Matt.Kuhlenschmidt Fix bogus error message about the number of usable texture coordinates on ES2 when compiling a UI domain material Change 3454390 by Yannick.Lange Fix creating a plugin in a C++ project opens a second instance of Visual Studio. Use SourceCodeAccessor to open solution when necessary. #jira UE-45035 Change 3454564 by Matt.Kuhlenschmidt #rnx Fix deprecation warnings Change 3455471 by Yannick.Lange ViewportInteraction: Fix entering and exiting VR Mode disables gizmo in desktop editor viewport. #jira UE-44965 Change 3456183 by Max.Chen Sequencer: Auto key, auto track refactor. Auto key - create a key when the property changes and there's an existing track. Auto track - create a track when the property changes. This is only exposed in the level sequence editor. All - create a key and a track when the property changes. This is only exposed in VR Editor. None - do nothing. #jira UE-43469 Change 3456349 by Andrew.Rodham Sequencer: Only perform legacy signature checks on instances, and only where signatures match the CDO Change 3456678 by Alexis.Matte Allow to add null level instance override material via the advance material array. But still limit the override material number to the mesh material number. #jira UE-45306 Change 3456945 by Max.Chen UMG: Add restore state to 2d transform section. #jira UE-45372 Change 3457196 by Arciel.Rekman Linux: serialize allocations from the memory pool. Change 3458434 by Max.Chen Sequencer: Remove obsolete set tick prerequites functions. Change 3458671 by James.Golding Added MIC editing support to MaterialEditingLibrary Fix static analysis warning Change 3458888 by Matt.Kuhlenschmidt PR #3615: More detailed log messages for debugging warnings/errors (Contributed by projectgheist) Change 3458893 by Matt.Kuhlenschmidt PR #3583: UE-44960: Delta value wasn't being used (Contributed by projectgheist) Change 3458895 by Matt.Kuhlenschmidt Fix typo Change 3458902 by Matt.Kuhlenschmidt PR #3607: Improved InputKeySelector functionality (Contributed by projectgheist) Change 3458917 by Matt.Kuhlenschmidt Fix crash with invalid object properties in the class picker #jira UE-39000 Change 3458939 by Matt.Kuhlenschmidt Fix compile error Change 3458984 by andrew.porter QAGame: Initial check in of sequencer smoke test map Change 3459510 by Matt.Kuhlenschmidt Fixed ensure when deleting a map that contains build data which also happens to be the currently loaded map. #jira UE-45052 Change 3460985 by Max.Chen Sequencer: Snap play time to keys now allows scrubbing between keys and snaps to key times within a certain screenspace tolerance. #jira UE-45090 Change 3461698 by Arciel.Rekman Avoid using ARRAY_COUNT in Vulkan. - Sometimes those arrays can have no extensions whatsoever, and it is illegal to declare a 0 element C array. Change 3462053 by Max.Chen Sequencer: Show sequencer spawnables in the world outliner and add the icon overlay for spawnables. #jira UE-43470 Change 3462139 by Max.Chen Property Editor: Add objects to FPropertyAndParent Change 3462202 by Arciel.Rekman Fix FSocket::Recv() blocking with Peek when there's no data. Change 3462253 by Nick.Darnell Slate - New Clipping System Clipping is now a stateful choice made during composition of the slate hierarchy. Previously every widget got to respect or modify the clipping rect on an as needed basis. The problem was that clipping was only allowed in the layout space of the widget, and it wasn't possible to properly clip elements with render transforms. The new system permits all kinds of transforms on any widget, and they will all be clipped correctly. It tries to use Scissor Rects as they are much cheaper, but will switch over to stenciling if need be to represent a complicated masking structure with several rotated clipping rects all needed to be combined together. Here are the new clipping states a widget can have, almost all widgets are set to No. Only change it from No if your widget actually needs to clip, generally speaking most widgets don't need to clip. /** * This widget does not clip children, it and all children inherit the clipping area of the last widget that clipped. */ Inherit, /** * This widget clips content the bounds of this widget. It intersects those bounds with any previous clipping area. */ ClipToBounds, /** * This widget clips to its bounds. It does NOT intersect with any existing clipping geometry, it pushes a new clipping * state. Effectively allowing it to render outside the bounds of hierarchy that does clip. * * NOTE: This will NOT allow you ignore the clipping zone that is set to [Yes - Always]. */ ClipToBoundsWithoutIntersecting UMETA(DisplayName = "Yes - Without Intersecting (Advanced)"), /** * This widget clips to its bounds. It intersects those bounds with any previous clipping area. * * NOTE: This clipping area can NOT be ignored, it will always clip children. Useful for hard barriers * in the UI where you never want animations or other effects to break this region. */ ClipToBoundsAlways UMETA(DisplayName = "Yes - Always (Advanced)"), /** * This widget clips to its bounds when it's Desired Size is larger than the allocated geometry * the widget is given. If that occurs, it behaves like [Yes]. * * NOTE: This mode was primarily added for Text, which is often placed into containers that eventually * are resized to not be able to support the length of the text. So rather than needing to tag every * container that could contain text with [Yes], which would result in almost no batching, this mode * was added to dynamically adjust the clipping if needed. The reason not every panel is set to OnDemand, * is because not every panel returns a Desired Size that matches what it plans to render at. */ OnDemand UMETA(DisplayName = "On Demand (Advanced)") - Large API Change - All FSlateDrawElement::Make_____ calls have been deprecated that involved passing in a clipping rect. You no longer should are passed a Clipping rect via OnPaint. You are still passed a rect, but this rect represents a Culling Rect, which is valuable if you need to just out right not paint things the user can't possibly see. If you were previously trying to determine if you should cull widgets, by doing something like this, if ( FSlateRect::DoRectanglesIntersect(MyClippingRect, CurWidget.Geometry.GetRenderBoundingRect()) ) That's no longer a good option since there are ways for widgets to ignore the culling bounds. You should convert anything like above to the one below, if (!SWidget::IsWidgetCulled(MyCullingRect, CurWidget)) To assist in debugging efforts, there are several new debugging console flags in Slate, Slate.ShowClipping 1 - Controls whether we should render a clipping zone outline. Yellow = Axis Scissor Rect Clipping (cheap). Red = Stencil Clipping (expensive). Slate.DebugCulling 1 - Disables pushing clipping or stencil rects to the GPU, but continues to intersect culling rects, so that you can tell if a widget is properly culling children it can't possibly draw. Slate.ShowTextDebugging 1 - Show debugging painting for text rendering. I've added a new Experimental Feathering Option, it adds AA geometry around the outside of Box and Image brushes. Slate.Feathering 1 If you're using RenderDoc or something similar, you can now enable render events for slate, so that you can better grok how we're batching and changing states for each UI render pass. Slate.EnableDrawEvents 1 #jira UE-4659 #rn Change 3462714 by Nick.Darnell Fixing a few more compiler issues with the clipping changes. Change 3462726 by Max.Chen Switch OnEditStructChildContentsChanged to use FObjectWriter instead of FMemoryWriter which supports serializeing UObjects. This fixes a crash when adding actor array elements to a user defined event struct. #jira UE-45431 Change 3462801 by Nick.Darnell Adding a UMG dependency to EngineTestBuild. Change 3462914 by Max.Chen Sequencer: Fix regression where spawnables aren't getting saved. Caused by 3407138 #jira UE-30007 #jira UE-39003 Change 3462946 by Nick.Darnell Automation - Tweaking the UI automation tests converting them over to use the new UI Screenshot automation test. Automation - Adding a blur widget test. Change 3462987 by Matt.Kuhlenschmidt Back out changelist 3458893 Change 3464774 by Matt.Kuhlenschmidt PR #3629: Bugfix: Missing small icon in Project Launcher profile editor (Contributed by aarmbruster) Change 3464785 by Nick.Darnell Fixing some clipping stuff in the editor. Change 3464830 by andrew.porter QAGame: Second pass on sequencer smoke test map Change 3464902 by Nick.Darnell Loading - Adding some additional checks to the the loading code to ensure we're on the main thread. Additionally adding a fix from UDN that prevents deadlocks in the rare case a user hits Alt+Tab in a fullscreen game while in a hard loading screen. Change 3464988 by Max.Chen Sequencer: Add attenuation settings for attached audio components. #jira UE-33080 Change 3465024 by Nick.Darnell MoviePlayer - Impoving the playback mode displaynames. Change 3465074 by Arciel.Rekman Fix shadowing issues of GraphicsPSOInit. Change 3465097 by Matt.Kuhlenschmidt Some refactoring of the details panel Exposed new methods of adding a struct on scope to a details panel and have it work properly with customizations. The scruct on scope has a "fake" ustructproperty that allows the details panel to show the whole struct not just an individual property. Refactored the API for adding rows to details panels to make it more consistent\ AddChildCustomBuilder->AddCustomBuilder AddChildGroup->AddGroup AddChildContent->AddCustomRow AddChildPropert->AddProperty AddChildStructure->AddExternalStructureProperty AddStructure->AddAllExternalStructureProperties AddExternalProperty->AddExternalObjectProperty or AddExternalStructureProperty Change 3465186 by Max.Chen Sequencer: Save the BindingID in the pre animated token producer so that it can be destroyed properly. This fixes a bug where the default state of a spawnable isn't saved. #jira UE-43780 Change 3465315 by Matt.Kuhlenschmidt Fix Fortnite and Orion details panel customization warnings Change 3465424 by Nick.Darnell Automation - Moving the step for setting the link to the automation reports to be set before we start the engine. Change 3465488 by Nick.Darnell Automation - Forcing textures to load before taking screenshot, so that the scene gets another opportunity to render before we render with Slate. This should fix the Blur UI Test. Change 3466277 by Arciel.Rekman Linux: fix window drift when dragging (UE-40380). - Change by Cengiz Terzibas. Change 3466370 by Nick.Darnell UMG - Fixing the colors for the resize handle in the designer. Change 3466372 by Nick.Darnell UMG - Fixing the ruler ticks sometimes not being drawn. Change 3466374 by Nick.Darnell UMG - Fixing the designer showing multiple options for sequencer. Change 3466377 by Nick.Darnell UMG - Cleaning up some clipping bits. Change 3467025 by Andrew.Rodham Re-saving assets that contain legacy (<4.15) movie scene data to remove deterministic cook warning. If conflicts arise during merging of these assets, please ignore the changes made in dev-editor, and accept game-side changes. (CIS step 62283298, jobId 7773146) (CIS step 62283297, jobId 7773146) Change 3467099 by Max.Chen Fix GetObjectPropertyClass ensure logic. This was returning UObject::StaticClass when valid. Change 3467172 by Max.Chen Sequencer: Evaluation optimizations. Also, fixes subsequences not getting expired, leaving dangling spawnables. #jira UE-43690 Change 3467192 by Matt.Kuhlenschmidt Fix transactions getting stuck in the color grading controls. This prevents PIE from working properly and causes shutdown crashes #jira UE-45527 Change 3467251 by Yannick.Lange ViewportInteraction: Fix scale and rotation snap while dragging with two lasers. #jira UE-43489 Change 3467331 by Matt.Kuhlenschmidt Fix D3D shader compiler hard coding shader path and not giving proper warnings when it cannot find the shaders Change 3467335 by Matt.Kuhlenschmidt Remove DarkStyle attribute from SNumericEntryBox and allow a spin box style to be passed to it. Change 3467558 by Max.Chen Scene Outliner: Generic support to add default columns to a scene outliner. Change 3467565 by Jamie.Dale Removing old screenshot data for test Change 3467589 by Nick.Darnell Editor - Random cleanup. Change 3467596 by Nick.Darnell Progress Bar - Exposing Border Padding to UMG. Change 3467600 by Nick.Darnell Slate - Adjusting the rendering of the splitter, previously it could be off by a pixel or two, which becomes more apparent now with the clipping changes. Change 3467601 by Max.Chen Property Editor: Fix static analysis warning Change 3467662 by Nick.Darnell Automation - Fixing a bug with the screenshot comparison tool not replacing (removing) the old screenshot data. Change 3467674 by Max.Chen Property Editor: Fix static analysis warning Change 3467737 by Max.Chen Sequencer: Added OnMovieSceneBindingsChanged delegate Change 3468053 by tim.gautier QAGame: Updating Editor Smoke Map - Updated landscapes into Stations for testing - Added Foliage Sublevel Change 3468194 by Arciel.Rekman Linux: fix problems communicating with various STL-using libs. - Stop hiding global new/delete signatures. - Disable CEF3 since this change uncovers the problem with libcef.so not built to use bundled libpng. Change 3468678 by Max.Chen Sequencer: Set "Sequencer Actor" tag before setting the actor label so that the outliner refreshes after the actor has the tag. Change 3469314 by tim.gautier QAGame: Added Painted Foliage / Spline section to EditorSmoke map Change 3469377 by Nick.Darnell Slate - Fixing some warnings in a couple of sample games due to the clipping changes. #rnx Change 3469767 by Max.Chen Sequencer: Outliner column and sequencer binding data #jira UE-43470 Change 3469974 by Arciel.Rekman Fix code projects not working in Linux installed build. Change 3470082 by Nick.Darnell Slate - The GetRenderer() call on SlateApplication no longer returns a SharedPtr, rather than convert it to a thread safe ptr, going to just make accessing it a raw ptr return, so it can be safely referenced on the game thread while being used on the slate loading thread. Change 3470174 by Nick.Darnell Slate - Get the last widget in a widget path utility. Change 3470176 by Nick.Darnell UMG - User Widgets now have an easy way to know if they're part of or have been removed from the focused widget path, which is handy for doing effects. Change 3470261 by Nick.Darnell Slate - The GetRenderer() call on SlateApplication no longer returns a SharedPtr, rather than convert it to a thread safe ptr, going to just make accessing it a raw ptr return, so it can be safely referenced on the game thread while being used on the slate loading thread. Change 3470286 by Max.Chen Sequencer: Scene Component's HiddenInGame now goes through the VisibilityTrack and the visibility template. Change 3470366 by Nick.Darnell Slate - We now version focus per user, that way during focus events, we can safely abort focus events and state transitions if someone interrrupts the active focus event with something new. Change 3470649 by Matt.Kuhlenschmidt Fix deprecation warnings Change 3470695 by Matt.Kuhlenschmidt Fixed typo #jira UE-45580 Change 3470721 by Matt.Kuhlenschmidt Fix static analysis Change 3471254 by Michael.Dupuis #jira UE-42952: Keep occlusion result per view Change 3471287 by Nick.Darnell UMG - Render Focus Rule now defaults to never. Change 3471291 by Nick.Darnell Slate - Fixing FSlateRenderer* change fallout. Change 3471299 by Nick.Darnell Slate - Fixing FSlateRenderer* change. Change 3471323 by Nick.Darnell Automation - Fixing automation and Static Analysis warning. Change 3471413 by andrew.porter QAGame: Added test content for anim blending and material parameteres to sequencer smoke level Change 3471649 by Max.Chen Sequencer: Modify the track when adding animation #jira UE-45618 Change 3471659 by Matt.Kuhlenschmidt Added a way to check if a movie is playing from the engine. Prevented viewport redraws for canvas loading screens if a slate based loading movie is playing Change 3471734 by Matt.Kuhlenschmidt Added basic material hookup to USD. Similar to FBX it will find materials based on rules specified by the user in the import settings Change 3472176 by Nick.Darnell UMG - Improving the display of the +Track menu in sequencer for UMG. Renamed it from +Add, which is repetitve to +Track. Additionally, the dropdown now shows the currently selected widgets, as well as a submenu containing all the 'important' widgets, so we no longer populate that list with a ton of irrelevant widgets that are just Buton_1 - N, which is pointless in showing people, they'll never guess which is the right button. Change 3472740 by Max.Chen Sequencer: Add GetThisFrameMetaData accessor Change 3472748 by Max.Chen Sequencer: Added OnBeginScrubbing and OnEndScrubbing event delegates Change 3472753 by Max.Chen Sequencer: Add EMovieSceneDataChangeType parameter to OnMovieSceneDataChanged delegate Change 3472870 by Nick.Darnell Clipping - Fixing the deprecated tip for scissor rect boxes to be correct. Removing it's usage from UT. Change 3473340 by Max.Chen Scene Outliner: Add ability to register additional filters Change 3473348 by Max.Chen Details View: Make ForceRefresh virtual. Added accessors to delegates (ie. GetIsPropertyReadOnlyDelegate) Change 3473441 by Max.Chen Sequencer: Autokey Refactor Part 2. Autokey is now a single toggleable state. Allow Edits Mode has 3 states: Allow All Edits - Allow any edits to occur, some of which may produce tracks/keys or modify default properties. Allow Sequencer Edits Only - All edits will produce either a track or a key. Allow Level Edits Only - Properties in the details panel will be disabled if they have a track. #jira UE-45229 Change 3473670 by Nick.Darnell Modules - The module manager no longer returns sharedptrs to IModuleInterfaces, this was the source of rare hard to track down crashes due to a shared ptr reference leak when GetModule was called on non-main threads. We now store a TUniquePtr internally, and only lease out raw pointers. #rn Change 3473711 by Nick.Darnell Disabling the ensure in the module manager. Change 3473747 by Max.Chen Sequencer: Fix tooltip Change 3474091 by Jamie.Dale Added a warning when cooking a UFontFace that is outered to a UFont asset These cause issues with iterative COTF, and should be split off into their own assets (as the UI has been asking people to do for several versions) Change 3475052 by Yannick.Lange VR Editor: Fix Crash when quitting the editor with VR Mode enabled. VR Editor was being enabled when saving the map on closing the editor. #jira UE-45415 Change 3475054 by Yannick.Lange Fix crash when adding a camera to the world in VR Mode the second time. The slate application did not reset when stop dragging in VR Mode, so the second time when starting to drag a camera out of the UI it would already by in a dragging state. #jira UE-45574 Change 3475263 by Nick.Darnell Fixing some additional cases of IModuleInteface SharedPtr usage. Change 3475268 by Max.Chen Sequencer: Set jumped state when looping playback. This fixes an issue where audio doesn't stop and restart when looped. #jira UE-45654 Change 3475269 by Max.Chen Scene Outliner: Additional filters should only apply to actor browsing mode Change 3475407 by Nick.Darnell Fixing some clipping / module shared ptr changes in the launcher code. Change 3475542 by Max.Chen Sequencer: Update thumbnail and section highlighting to use new clipping behavior. #jira UE-45692 #jira UE-45689 Change 3475743 by Michael.Dupuis #jira UE-45183: When updating phyx region take into account simple collision mip Change 3475949 by Arciel.Rekman Remove PhysX deoptimization (no longer needed). - OR-24947 has been closed three months ago. Change 3476022 by Michael.Dupuis #jira UE-45560: Make sure we're not going out of range Change 3476063 by Michael.Dupuis #jira UE-45562: Do not try to unregister from static mesh if no static mesh is specified for the component Change 3476168 by Michael.Trepka Added handling of directory symlinks to FApplePlatformFile::IterateDirectory #jira UE-43704 Change 3476172 by Nick.Darnell Fixing a Imoduleinterface change. Change 3476183 by Jamie.Dale Exposing GoTo/ScrollTo to single-line editable text for API parity with multi-line editable text Change 3476385 by Arciel.Rekman Linux: handle symlinks when iterating directories. Change 3476522 by Michael.Trepka Solved a problem with Mac FMallocTBB::Malloc() returning nullptr for 0 bytes allocations, which is inconsistent with other platforms. On Mac we always scalable_aligned_malloc, which behaves differently than scalable_malloc, so for 0 bytes requests we allocate sizeof(size_t), which is exactly what scalable_malloc does internally in such case. Change 3476806 by Nick.Darnell UMG - Focus the designer after dropping a widget onto the surface. Change 3476809 by Nick.Darnell Curve Editor - Enable Clipping on the curve editor. Change 3477475 by Nick.Darnell Fixing a module interface shared ptr usage in UT. Change 3477553 by Yannick.Lange VR Editor: Removed AssetEditorPanelID and replaced it with TabManagerPanelID. A panel for AssetEditorPanelID was never created making it impossible to open an asset editor. Change 3477734 by Yannick.Lange VR Editor: Fix Warning: SetRelativeScale3D : Invalid Scale entered (X=inf Y=inf Z=inf). Resetting to 1.f. warning when adding CineCameraActor to World from Modes Panel. Make sure to not divide by zero when there is no boundary scale. #jira UE-44933 Change 3477761 by Jamie.Dale Some improvements to avoid loading the native .locres files twice when we don't need to Change 3477780 by Nick.Darnell PR #3250: Return correct VirtualUserIndex (Contributed by projectgheist) Change 3477786 by Nick.Darnell PR #3650: Changed TestNull to accept const pointers. (Contributed by e-agaubatz) Change 3477795 by Nick.Darnell PR #2844: UE-36936: Don't stretch container for Plugin Image (Contributed by projectgheist) Change 3478092 by Nick.Darnell PR #2341: Optional Middle Mouse Button panning in Graph Editor (Contributed by flipswitchingmonkey) Engine Edit - Made some small changes to the enum type, and some naming. Change 3478450 by Nick.Darnell Fixing some uninitialized variable errors. Change 3479827 by Andrew.Rodham Sequencer: Addressed serialization issues with some struct types Change 3479874 by Jamie.Dale Fixed "NativeGameLanguage" not being used correctly during localization initialization Change 3480012 by Andrew.Rodham Sequencer: Fixed loading tagged properties as native for track identifiers #jira UE-45823 Change 3480337 by Alexis.Matte Fix morph target crash missing some valid index check Change 3480804 by Alexis.Matte Fix crash with ColorGradingMode custom detail #jira UE-45638 Change 3480892 by Andrew.Rodham Sequencer: Ensure that movie scene sequences know about the editor object version #jira UE-45842 Change 3481073 by Nick.Darnell Fix the shader compiler error from main in Slate. Change 3481303 by Nick.Darnell UMG - Fixing a bug with the drag handle not working correctly in HDPI mode. Change 3481308 by Nick.Darnell Slate - Tweaking the IsWidgetCulled logic to consider both the layout and rendering bounds. If we do this, we get a much more desireable outcome for people that want to animate widgets and such and plan to have temporary animations to move the widget offscreen, but want the layout bounds to anchor that widget in the visible frame so that it animates even when normally it would be culled b/c the render transform and therefore the renderbounds moved it completely outside the culling rect. Change 3481629 by Max.Chen Sequencer: Add Level Sequence Actor as an output for CreateLevelSequencePlayer() #jira UE-45785 Change 3481899 by Yannick.Lange VR Editor: Added debug modetoggle command with an event that is broadcasted whenever this happens. Currently this is used to show all the floating UIs of the UI system to debug without HMD using VREd.ForceVRMode. Change 3481984 by Michael.Dupuis #jira UE-45845: always validate if we have a static mesh before trying to access it as user can decide to not assign one and use the tools Change 3482047 by Nick.Darnell Slate - Adding some comments to IsWidgetCulled. Change 3482110 by Nick.Darnell Slate - IsWidgetCulled is no longer static and is now called IsChildWidgetCulled. Change 3482136 by Jamie.Dale The CamelCase break iterator now treats digits around character tokens as part of the identifier Change 3482138 by Michael.Dupuis #jira UE-45854: Properly unregister during undo operation Change 3482150 by Michael.Dupuis #jira UE-45845 : Add missing nullcheck for GetStaticMesh Change 3482153 by Nick.Darnell Slate - IsWidgetCulled is no longer static and is now called IsChildWidgetCulled. Change 3482180 by Nick.Darnell UMG - Widget Components do not need to define a widget class to be rendererd, they can have native slate widgets only. This was a regression from main. Change 3482273 by Nick.Darnell UMG - Tweaking some more things about the widget component box outline. Change 3482308 by Alexis.Matte Fixing morph target smooth group support. Do not call FillSkeletalMeshImportData more then once on FbxNode since this fonction is doing some conversion and change the FbxNode, applying those conversion twice do not return the same faces smooth group. #jira UE-45696 Change 3482327 by Nick.Darnell UMG - More tweaks to the WidgetComponent so both shows the box outline, but works in game and VR editor. Change 3482705 by Andrew.Rodham Resaving assets that contain legacy data to suppress CIS warnings. - If conflicts arise in these assets, please take game-side changes and ignore these. Change 3484245 by Max.Chen Sequencer: Evaluate on end scrub. This fixes a bug where audio doesn't evaluate in a stopped position at the end of scrubbing, causing it to not stop all sounds. This fixes a bug introduced from 3365018 where evaluate on end scrub was removed. #jira UE-45905 Change 3484263 by Max.Chen Sequencer: Fix crash on forcing refresh of details panel on release. #jira UE-45911 Change 3484431 by Andrew.Rodham Resaving assets that contain legacy data to suppress CIS warnings. - If conflicts arise in these assets, please take game-side changes and ignore these. Change 3484474 by Alexis.Matte Fix the morph target animation curve name matching. #jira UE-20294 Change 3484475 by Alexis.Matte When removing a LOD, make sure we remove all morph target data associate to the LOD. Change 3484489 by Nick.Darnell PR #3668: UE-45908: Cache debug line locations when performing a LineTraceMulti (Contributed by projectgheist) #jira UE-45908 Change 3484692 by Nick.Darnell Slate - Reverting a change from a game stream. All Arranged Children don't need to allocated 42 to begin with. Do need to initialize WidgetPaths better. Change 3484703 by Nick.Darnell Player Input - Making the input event loop for players obey EKeys::NUM_TOUCH_KEYS, rather than being set to Touch10, as the maximum touch input amount, to make supporting greater than 10 touches easier. Also making the seeding of keys use EKeys::NUM_TOUCH_KEYS. #jira UE-43213 Change 3484918 by Jamie.Dale Fixed font measuring regression with RTL text RTL applies the character count to the next glyph, so it shouldn't process the end of the loop (this was how the older code used to work). Change 3485718 by Nick.Darnell Editor - Removing Super Search & User Feedback button. Change 3485719 by Nick.Darnell Portal - Removing SuperSearch. Change 3485751 by Matt.Kuhlenschmidt Fix crash accessing platformer game menu if the menu is open during a console based load #jira UE-45950 Change 3486047 by Arciel.Rekman Linux: add OpenEXR implementation (UE-40270). #jira UE-40270 Change 3486467 by Max.Chen Sequencer: Reset max tick rate when destroyed. #jira UE-45956 Change 3486477 by Max.Chen Sequencer: Refresh outliner when column is removed. #jira UE-45891 Change 3486667 by Andrew.Rodham Added missing include Change 3486724 by Andrew.Rodham Sequencer: Fixed curves with no default value, and no keys being evaluated and applied to properties - Also fixed an edge case where a zero (but non-animated) channel could be applied to a final transform Change 3486730 by Alexis.Matte In the Auto-Reimport options, hide the mout point only for the default /Game/ folder #UE-45684 Change 3486749 by Alexis.Matte Make sure the parent window of the monitor directory browse folder is set properly #jira UE-45682 Change 3486805 by Matt.Kuhlenschmidt Additional safety against invalid objects being accessed by slate Change 3486848 by Alexis.Matte Make sure Monitor folder feature support root mount point map folder During auto import, give priority to asset import factory over the scene import factory #jira UE-45691 Change 3486879 by Andrew.Rodham Removing obsolete QA assets Change 3486950 by Nick.Darnell PR #2281: Scrollbar missing features and SScrollbar fixes (Contributed by SNikon) Review - made some adjustments from the original. Change 3486954 by Nick.Darnell Slate - Moving the STableViewBase over to the FOverscroll class, rather than it's own clone. Change 3486967 by Nick.Darnell Slate - Fixing some HDPI calculations for fitting new windows on screen, it was using the unscaled size of the widgets for fitting, when it needed to scale them up. Change 3486970 by Andrew.Rodham Sequencer: Delay mouse capture until drag for sequencer time slider - Fixes context menus not opening as a result of mouse capture being taken on mouse down #jira UE-45937 Change 3486984 by Andrew.Rodham Sequencer: Improved blending type iconography Change 3486996 by Nick.Darnell UMG - Adding a way for games to opt-out of the slow widget path, to completely prevent them from being cooked. UMG - The movie data is no longer cloned for each new instance that inhabits. It now keeps a reference to the now publically accessible movie scene data on the class instead. Change 3487070 by Andrew.Rodham Sequencer: Added graphics for key areas that represent empty space Change 3487195 by Andrew.Rodham Sequencer: Changed evaluation groups to always flush implicitly - Due to the latent nature of blended token types, it's no longer safe to rely solely on execution token order between tracks - This fixes an issue where events set in the PostEvaluation stage were executed before blended token actuation Change 3487322 by Nick.Darnell PR #2457: Add .gitdeps.xml-files for plugins support (Contributed by bozaro) Change 3487363 by Nick.Darnell PR #2481: Fix for packing of a project with users plugins (Contributed by yatagarasu25) Change 3487439 by Nick.Darnell PR #2642: Changed private to protected in SVirtualJoystick.h (Contributed by Skylonxe) Change 3487500 by Arciel.Rekman Removed LinuxNativeDialogs. - No longer used; has been superceded by SlateDialogs since UE 4.8 (2 years ago). Change 3487630 by Lauren.Ridge Don't create Landscape Info Maps for Editor Preview Worlds or thumbnail worlds #jira UE-44885 Change 3487864 by Matt.Kuhlenschmidt Exposed the asset registry to blueprints and script. Works in editor scripts and runtime scripts AssetRegistry is now a UInterface object. Blueprint users can access various asset registry methods using the asset registry interface (via GetAssetRegistry) and various static helpers in the AssetRegistryHelpers object C++ users should still continue to use IAssetRegistry. Change 3487879 by Matt.Kuhlenschmidt Renamed asset tools uobject helper to UAssetToolsHelpers Change 3487926 by Lauren.Ridge Fixing reset to default not showing up for custom widgets #jira UE-44164 Change 3488184 by Matt.Kuhlenschmidt PR #3656: Make References/Referencers List copyable (Contributed by user37337) #jira UE-45763 Change 3488240 by Matt.Kuhlenschmidt Fix compiler issue Change 3488350 by Lauren.Ridge Landscape info map transactional state is based on its world's transactional state #jira UE-44885 #jira UE-46019 Change 3488412 by Matt.Kuhlenschmidt Fix reset to default showing up in two different places for some customizations Change 3488413 by Matt.Kuhlenschmidt Fix slate font customization Change 3488414 by Matt.Kuhlenschmidt Fix slate font customization Change 3488415 by Matt.Kuhlenschmidt Missed file Change 3488565 by Arciel.Rekman Add pretty printers for gdb (UETOOL-1171). - Committing shelf by Cengiz.Terzibas, with some modifications. #jira UETOOL-1171 Change 3489094 by Nick.Darnell Slate - The Slate RHI Renderer now caches the TextureLODGroups so that it can properly lookup the filtering of different texture groups that are set to Default, instead of a particular filter override on a texture. Engine/Rendering - Simplifying some of the setup logic in TextureLODSettings so that code is shared for setting them up properly after loading from a config file. Change 3489095 by Nick.Darnell PR #2699: GameViewportClient - Added a method to allow setting the viewport cur. (Contributed by rfenner) Review - Fixed spacing. Change 3489108 by Matt.Kuhlenschmidt Fix deprecation warning Change 3489120 by Nick.Darnell PR #3478: Fix possible UComboBoxString crash (Contributed by nakosung) Change 3489147 by Andrew.Rodham Sequencer: Adding return value to function to appease static analysis - This function is never compiled, and if it is, it won't compile, but static analysis doesn't know that Change 3489264 by Nick.Darnell Testing - Finishing the thought behind an enum comment. Change 3489265 by Nick.Darnell PR #2750: UE-35164: Button padding (Contributed by projectgheist) Change 3489267 by Nick.Darnell PR #3645: UE-45464: Handle SSlider mouse interaction more accurately (Contributed by projectgheist) Change 3489632 by Arciel.Rekman Correctness changes to MallocPoisonProxy. - Missing forwarding functions added. Incorrect comment removed. - Change by Steve.Robb, doing here so it is in 4.17. Change 3489689 by Arciel.Rekman More MallocPoisonProxy changes I missed in previous CL. Change 3489751 by Matt.Kuhlenschmidt Moved editor performance settings out of per-project settings so they can be shared across projects Change 3489837 by Lauren.Ridge Keyboard shortcut for entering/leaving VR Mode is now Alt+V Change 3491082 by Arciel.Rekman Linux: better fix for the crash due to name collision (UE-46040). - Put classes in Sequencer module into Sequencer namespace instead of SceneOutliner namespace. - Undid change in the SceneOutliner module. #jira UE-46040 Change 3491096 by Arciel.Rekman Fix UAT compilation on the newest mono. Change 3491240 by Max.Chen Sequencer: Disable key button when allow level edits only is on. #jira UE-46060 Change 3491406 by Yannick.Lange Fix editor crashes when opening a project that includes a plugin with more than two custom Volume classes. This issue was caused because registering show volume commands is based on finding volume classes. Finding these classes at multiple times resulted in a mismatch of the returned array of volume classes because modules/plugins were still being loaded. #jira UE-45806 Change 3491559 by Alexis.Matte Make sure we use the good preview mesh when doing a preview #jira UE-45963 Change 3491563 by Alexis.Matte Fix crash with staticmesh editor LodLevel selection Change 3491564 by Nick.Darnell UMG - Fixing an offset with the grab handles in HDPI mode. Change 3491595 by Nick.Darnell Editor - Fixing a clipping artifact in the pin type dropdown in the blueprint editor. Change 3491604 by Nick.Darnell Back out changelist 3489265 Change 3491615 by Arciel.Rekman Added malloc replay proxy (Linux only for now). - Allows to dump malloc callstream (without regard to threads) and replay later to study the behavior of different mallocs and/or repro problems. Change 3491684 by Arciel.Rekman Added FMalloc functions I missed. - Also moved function bodies into the .cpp file, this does not make a difference in performance in this case. Change 3491692 by Matt.Kuhlenschmidt Some minor fixes to the static mesh editor - Fix UV combo button looking non-standard on the toolbar - Fix a few combo buttons in the details panel looking too big. Change 3491702 by Arciel.Rekman Do not compile replay proxy-specific code when not used. Change 3491717 by Michael.Dupuis #jira UE-35083: The component is now the owner of the PerInstanceRenderData instead of the proxy Add an Update path to only update specified instances range Always call BuildTreeIfOutdated so we have a standard code path to make sure static mesh are fully loaded before trying to build the tree Moved the Instance Buffer aysnc to the base class, as it's not related to UHierarchicalInstancedStaticMeshComponent Expose a new property to decide if we require dynamic instance buffer Change 3491758 by Matt.Kuhlenschmidt Fix crash on static mesh editor shutdown Change 3491873 by Cody.Albert Fixed clipping issue in Sequencer curve editor #rnx Change 3491956 by Matt.Kuhlenschmidt Fix crash opening the Previewing sub-menu in the level editor settings menu #jira UE-46095 Change 3492046 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492076 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492165 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492222 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492274 by Michael.Dupuis #jira UE-46105: Fixed Clang warning Change 3492338 by andrew.porter QAGame: Testing ensure when submitting Change 3492371 by Nick.Darnell UMG - Reverting the animation sharing, cossed GLEO regressions in cooking. Will look for a better solution. Change 3492462 by Matt.Kuhlenschmidt Fix ensure checking in files through perforce Change 3492491 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492505 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492517 by Jamie.Dale The package localization ID is no longer used at all at runtime, and is now truly editor-only This should have always been the case, but it was leaked into manifest/archives/PO files in 4.14, and while 4.15 removed it from PO files it was still present in the manifest/archives. This change removes it entirely (unless gathering editor-only data, and even then the PO file will still collapse the entries together for translation), and the deprecated 4.14 export behavior will now produce an error if you attempt to use it. After taking this change you'll need to run a gather, import, and compile of your LocRes files to update your game localization to use the new localization IDs. Change 3492630 by Nick.Darnell UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. #jira UE-46124 Change 3492692 by Matt.Kuhlenschmidt Fix drop shadows inheriting the outline color of the font. The outline should still appear but not have a different outline color from fill color Change 3492714 by Matt.Kuhlenschmidt Added outline with drop shadow to font automation test Change 3492737 by Matt.Kuhlenschmidt Fix linux Change 3492992 by tim.gautier Resaving Ocean Widget Blueprints / Sequences to resolve Legacy Sequence Data warnings #jira UE-46132 Change 3493089 by Jamie.Dale Ensure that the composite font of a font asset is flushed when the font object is GC'd Change 3493322 by Jamie.Dale Fixing null crash #jira UE-45758 Change 3494467 by Andrew.Rodham Fix Xbox warning Change 3494852 by tim.gautier QAGame: Changed streaming method of QA-EditorSmoke-Landscape to Always Loaded Change 3494853 by Nick.Darnell Another attempt at fixing the automation blueprint SA warning. Change 3494896 by Arciel.Rekman Fix possible null pointer access during Vulkan init. - May fix static analysis warnings in UE-46142, although warnings seem to be referring to something else. #jira UE-46142 Change 3494987 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3495010 by Matt.Kuhlenschmidt Adding additional logging to track down html5 issue Change 3495212 by Michael.Dupuis #jira UE-46143: Properly init the InstanceRenderData during the cooking phase (required by fortnite) Change 3495536 by Jamie.Dale Updating UGameEngine to call its Super::PreExit after performing its own teardown This prevents UEngine cleaning up resources that UGameEngine still needs. #jira UE-46159 Change 3495551 by Arciel.Rekman Another attempt to fix analyzer problem (UE-46142). Change 3495794 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3495905 by Matt.Kuhlenschmidt Fix USD crash when importing a meshwith no material [CL 3499771 by Matt Kuhlenschmidt in Main branch]
2017-06-19 20:27:30 -04:00
if (LoadingPhase == Descriptor.LoadingPhase && Descriptor.IsLoadedInCurrentConfiguration())
{
// @todo plugin: DLL search problems. Plugins that statically depend on other modules within this plugin may not be found? Need to test this.
// NOTE: Loading this module may cause other modules to become loaded, both in the engine or game, or other modules
// that are part of this project or plugin. That's totally fine.
EModuleLoadResult FailureReason;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3497164) #lockdown Nick.Penwarden #rb none ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3433074 by Matt.Kuhlenschmidt Fix crash when clicking on certian tutorial blueprints. #jira UE-44593 Change 3433075 by Matt.Kuhlenschmidt Remove hittest grid log spam. The underlying problem causing this has been fixed Change 3433077 by Matt.Kuhlenschmidt Fix lighting becoming unbuilt when mesh painting #jira UE-44837 Change 3433081 by Matt.Kuhlenschmidt PR #3553: Crashfix for static array properties (Contributed by Pierdek) Change 3433104 by Alexis.Matte Make sure re-import skeletal mesh follow the import morph option #jira UE-42846 Change 3434825 by Matt.Kuhlenschmidt Fix crash when GC happens while the vr editor radial menu is open. Change 3434831 by Matt.Kuhlenschmidt Added missing file Change 3434868 by Shaun.Kime If you have a reroute node between a Material Function texture input and its usage, the parent material will fail to resolve the reroute node. #jira ue-44670 Change 3434998 by Alexis.Matte Meshes editors material/section panel are now fully transactional - Staticmesh editor: section material slot, section cast shadow, section collision, material slot instance, material slot name - Skeletal mesh editor: material slot instance, material slot name Also fix some transaction description #jira UE-44462 Change 3435195 by Jamie.Dale Fixed incorrect handling of some LTR scripts that require shaping These scripts need to go through HarfBuzz, and this also fixes a case where HarfBuzz wasn't applying font scale correctly. #jira UE-44767 Change 3435199 by Jamie.Dale Fixed some crashes/artifacts with bidirectional text It was possible for a line to compute an incorrect range, which could cause crashes or other highlighting issues. The highlighting logic has also been updated as the old code didn't handle all bidirectional cases correctly. Change 3435200 by Jamie.Dale Fixed a grapheme cluster metrics issue in the font editor viewport The viewport also now respects the default shaping method CVar. Change 3435771 by Alexis.Matte Fix degenerated bounds calculation for skeletalmesh when the skeleton is remove from a re-import (PhysicAsset API change, adding 1 function) #jira UE-44609 Change 3436856 by Jamie.Dale Added some missing Unicode block ranges Change 3436914 by Jamie.Dale Adding some missing combining character ranges to the text shaper Change 3436923 by Alexis.Matte PR #3463: Get bounds for all triangles, not just the first one. WedgeIndex was . (Contributed by DaveC79) #jira UE-43764 Change 3436948 by Jamie.Dale Updated the Portal to use the predefined Unicode block ranges Change 3436961 by Max.Chen Sequencer: Show camera shake/anim track menus even if there aren't any assets. Change 3437244 by Max.Chen Sequencer: Clear locked cameras when releasing Sequencer. #jira UE-44967 Change 3437515 by Arciel.Rekman UBT: improvements for LocalExecutor. - Larger number of parallel jobs on 16GB+ machines. - Use WaitForExit() instead of polling. - Tested on Linux and Mac. Change 3437629 by Matt.Kuhlenschmidt Improve asset import data display in static and skeletal meshes Change 3438047 by Arciel.Rekman Fix overlapping ranges being passed to memcpy(). Change 3438822 by Yannick.Lange ViewportInteraction: Move gizmo handle files to make them private. Change 3438906 by Matt.Kuhlenschmidt PR #3556: Git Plugin: fix new option "init Git LFS" that make assets read-only (master/UE4.17) (Contributed by SRombauts) Change 3438907 by Matt.Kuhlenschmidt PR #3565: add -quality option to buildlighing commandlet (Contributed by kayama-shift) Change 3438908 by Matt.Kuhlenschmidt PR #3558: UE-44862: Always update SColorPicker color on OK button (Contributed by projectgheist) Change 3439393 by Matt.Kuhlenschmidt Force highest LOD for highres screenshots Change 3439819 by Matt.Kuhlenschmidt Turned FAssetData into a struct for some upcoming script exposure of FAssetData Change 3439949 by Arciel.Rekman Fixed selection logic for the UE4_LINUX_USE_LIBCXX environment variable. - Allows disabling libc++ by setting the variable to 0. - Pull request #3576 contributed by jared-improbable. Change 3441078 by Jamie.Dale The culture/language/locale console commands are now available in all build configs Change 3441109 by Jamie.Dale Text containing surrogate pairs now runs through HarfBuzz when shaping in Auto mode This is needed as the kerning-only shaping code assumes that everything is within the BMP Change 3441275 by Matt.Kuhlenschmidt Disable spinning on location and scale. These dont work because we have no notion of infinite spinning Change 3442748 by Yannick.Lange ViewportInteraction: Remove unused console variables. Change 3442775 by James.Golding Add support for editing MaterialFunctions to MaterialEditingLibrary Pull Material recompile/update code into UMaterialEditingLibrary::RecompileMaterial Pull MaterialFunction update code into UMaterialEditingLibrary::UpdateMaterialFunction util Move RebuildMaterialInstanceEditors to UMaterialEditingLibrary Added test content for Material/MaterialFunction editing Add needed BlueprintReadWrite to expressions (constants, function input/output) Expose UMaterialExpressionMaterialFunctionCall::SetMaterialFunction to BP, rename old func (which takes old function) to SetMaterialFunctionEx, also expose GetInputNameWithType Change 3442779 by James.Golding Fix header order Change 3442817 by Yannick.Lange ViewportInteraction: Add can execute checks for level editor commands. Change 3443038 by Michael.Dupuis #jira UE-43377: When you select a foliage actor we will move all instance contained in it to the new level as we can't move a foliage actor Only permit moving foliage instance if there is some selected Change 3443855 by Michael.Dupuis #jira UE-44885: Unregister from PerModuleDataObjects when the object is destroyed Change 3446096 by Max.Chen Sequencer: Add OnFinished() event when a level sequence completes playback #jira UE-45173 Change 3446097 by Max.Chen Sequencer: Evaluate one last time before the sequence is torn down and reset #jira UE-45174 Change 3446242 by Jamie.Dale Fixed caret not appearing in empty text layouts Caret selections have no range, and therefore have no width Change 3446361 by Matt.Kuhlenschmidt Fix WITH_EDITOR only functions causing generated code compile errors when the all functions on the class are WITH_EDITOR Change 3446457 by Alexis.Matte Polish the speed tree import dialog #jira UE-44963 Change 3446946 by Michael.Trepka Modified FWindowsWindow::GetRestoredDimensions to return correct window position for normal windows for which GetWindowPlacement returns position in workspace coordinates #jira UE-37934 Change 3447543 by Arciel.Rekman Reduce VMAs on Linux. - Trades off increased address space (VIRT in terms of ps/htop) for smaller number of distinct mappings (VMAs, virtual memory areas). This decreases possibility to run into vm.max_map_count limit on Linux. - Tested on Linux and Mac. Change 3448468 by Arciel.Rekman Fix race condition during creation of GMalloc. - On Mac GMalloc can be created on two different thread that are racing with each other - app's main thread and a system thread. Change 3449012 by Max.Chen Sequencer: Add time to transform, color and vector key structs so that key times are editable from the key editors. #jira UE-45089 Change 3449018 by Max.Chen Sequencer: Add OnCameraCut event that fires when there is a camera cut. #jira UE-45137 Change 3449195 by Max.Chen Sequencer: Add setting for limit scrubbing to playback range. #jira UE-43502 Change 3449198 by Max.Chen Sequencer: Reorder hierarchical bias so that group priority takes precedence. Change 3449217 by Max.Chen Sequencer: Add setting to activate realtime viewports when in sequencer. Change 3449219 by Max.Chen Sequencer: Focus on search boxes when opened. Change 3449238 by Max.Chen Sequencer: Assign actor should replace the actor itself after it has updated all the components. Also, replace components be fullname rather than by class. Change 3449239 by Max.Chen Sequencer: Fix offsets when moving multiple sections. Dragging should be clamped to the bounds that any of the selected sections hits against the unselected sections. Change 3449241 by Max.Chen Sequencer: Restore section selection after full tree rebuild. Change 3449279 by Max.Chen Sequencer: Set movie scene capture frames only when not using custom frames. This allows the user entered frame numbers to persist in config, rather than overwriting them when doing a "Render Shot" Change 3449280 by Max.Chen Sequencer: Spawn in the persistent level. Otherwise, they get spawned into whatever sublevel is current. #jira UE-44552 Change 3449294 by Max.Chen Sequencer: Null check for sequencer ed mode crash. Change 3449297 by Max.Chen Sequencer: Fix delay in sliding values. Mark changed when sliding values. Mark refresh immediately when committing values since OnValueChanged will be called and needs to have the correct value that was refreshed immediately. #jira UE-42866 Change 3449542 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3451507 by Matt.Kuhlenschmidt Fix extra slate uv coords not functioning on ES2 Change 3451510 by Matt.Kuhlenschmidt PR #3595: Fixed wrong colour for level status (Contributed by ronve) Change 3451529 by Alexis.Matte fbx scene importer: Make sure we set INVALID_UNIQUE_ID to node that has no attribute. #jira UE-34410 Change 3451611 by Yannick.Lange ViewportInteraction: Dragging gizmo without second pass for snapped calculations. Change 3452134 by Jamie.Dale Fixed constant font cache flushing if a widget had no font set Change 3452239 by Jamie.Dale Fixed constant font measure flushing if a widget had no font set Change 3452243 by Jamie.Dale Removed deprecated code for creating fonts from bulk data Change 3452277 by Jamie.Dale The concept of "stale" composite fonts is now editor-only Change 3452358 by Alexis.Matte Fbx scene importer: Do not remove existing attribute reference from the blueprint if the reimport of the associate mesh attribute is not tick. #jira UE-45232 Change 3452678 by Max.Chen Sequencer: Fix crash on export if there's no shot data. Change 3453057 by Matt.Kuhlenschmidt Exposed asset exporting to script Change 3453782 by Andrew.Rodham Sequencer: Fixed deterministic cooking issues with movie scene data - Movie scene signatures are now initialized in PostInitProperties - A warning is now presented when attempting to cook old data that was never serialized with a signature. - Removed redundant legacy data upgrade logic that could dirty level sequences on load. #jira UE-44912 Change 3453788 by Yannick.Lange ViewportInteraction: Custom scene proxy for gizmo handles. Change 3453938 by Max.Chen Sequencer: Hotkeys (shift , and shift .) to step to next/previous shot #jira UE-45119 Change 3454058 by Michael.Dupuis Fixed StaticAnalysis Change 3454077 by Max.Chen Sequencer: Fix not saving the pre-animated track value when creating a track/key. On pre object change, broadcast property change so that a track or key can be created. That track/key needs to be evaluated immediately so that the pre-animated state can be saved properly. This is done now with RefreshAllImmediately and is only called when a track has been created. Also, added a return value for OnKeyProperty, so that it's known what changed in particular (ie. track created, track modified, etc) Also, fixed transform keying so that if a transform track already exists for the object or the scene component, the existing track is used. #jira UE-45130 Change 3454108 by Nick.Darnell UMG - Fixing the WIC to properly record cursor delta so that scrollbars work. Change 3454109 by Jamie.Dale Cache the text layout source info in non-shipping builds so you can inspect it in the debugger Change 3454202 by Matt.Kuhlenschmidt Fix bogus error message about the number of usable texture coordinates on ES2 when compiling a UI domain material Change 3454390 by Yannick.Lange Fix creating a plugin in a C++ project opens a second instance of Visual Studio. Use SourceCodeAccessor to open solution when necessary. #jira UE-45035 Change 3454564 by Matt.Kuhlenschmidt #rnx Fix deprecation warnings Change 3455471 by Yannick.Lange ViewportInteraction: Fix entering and exiting VR Mode disables gizmo in desktop editor viewport. #jira UE-44965 Change 3456183 by Max.Chen Sequencer: Auto key, auto track refactor. Auto key - create a key when the property changes and there's an existing track. Auto track - create a track when the property changes. This is only exposed in the level sequence editor. All - create a key and a track when the property changes. This is only exposed in VR Editor. None - do nothing. #jira UE-43469 Change 3456349 by Andrew.Rodham Sequencer: Only perform legacy signature checks on instances, and only where signatures match the CDO Change 3456678 by Alexis.Matte Allow to add null level instance override material via the advance material array. But still limit the override material number to the mesh material number. #jira UE-45306 Change 3456945 by Max.Chen UMG: Add restore state to 2d transform section. #jira UE-45372 Change 3457196 by Arciel.Rekman Linux: serialize allocations from the memory pool. Change 3458434 by Max.Chen Sequencer: Remove obsolete set tick prerequites functions. Change 3458671 by James.Golding Added MIC editing support to MaterialEditingLibrary Fix static analysis warning Change 3458888 by Matt.Kuhlenschmidt PR #3615: More detailed log messages for debugging warnings/errors (Contributed by projectgheist) Change 3458893 by Matt.Kuhlenschmidt PR #3583: UE-44960: Delta value wasn't being used (Contributed by projectgheist) Change 3458895 by Matt.Kuhlenschmidt Fix typo Change 3458902 by Matt.Kuhlenschmidt PR #3607: Improved InputKeySelector functionality (Contributed by projectgheist) Change 3458917 by Matt.Kuhlenschmidt Fix crash with invalid object properties in the class picker #jira UE-39000 Change 3458939 by Matt.Kuhlenschmidt Fix compile error Change 3458984 by andrew.porter QAGame: Initial check in of sequencer smoke test map Change 3459510 by Matt.Kuhlenschmidt Fixed ensure when deleting a map that contains build data which also happens to be the currently loaded map. #jira UE-45052 Change 3460985 by Max.Chen Sequencer: Snap play time to keys now allows scrubbing between keys and snaps to key times within a certain screenspace tolerance. #jira UE-45090 Change 3461698 by Arciel.Rekman Avoid using ARRAY_COUNT in Vulkan. - Sometimes those arrays can have no extensions whatsoever, and it is illegal to declare a 0 element C array. Change 3462053 by Max.Chen Sequencer: Show sequencer spawnables in the world outliner and add the icon overlay for spawnables. #jira UE-43470 Change 3462139 by Max.Chen Property Editor: Add objects to FPropertyAndParent Change 3462202 by Arciel.Rekman Fix FSocket::Recv() blocking with Peek when there's no data. Change 3462253 by Nick.Darnell Slate - New Clipping System Clipping is now a stateful choice made during composition of the slate hierarchy. Previously every widget got to respect or modify the clipping rect on an as needed basis. The problem was that clipping was only allowed in the layout space of the widget, and it wasn't possible to properly clip elements with render transforms. The new system permits all kinds of transforms on any widget, and they will all be clipped correctly. It tries to use Scissor Rects as they are much cheaper, but will switch over to stenciling if need be to represent a complicated masking structure with several rotated clipping rects all needed to be combined together. Here are the new clipping states a widget can have, almost all widgets are set to No. Only change it from No if your widget actually needs to clip, generally speaking most widgets don't need to clip. /** * This widget does not clip children, it and all children inherit the clipping area of the last widget that clipped. */ Inherit, /** * This widget clips content the bounds of this widget. It intersects those bounds with any previous clipping area. */ ClipToBounds, /** * This widget clips to its bounds. It does NOT intersect with any existing clipping geometry, it pushes a new clipping * state. Effectively allowing it to render outside the bounds of hierarchy that does clip. * * NOTE: This will NOT allow you ignore the clipping zone that is set to [Yes - Always]. */ ClipToBoundsWithoutIntersecting UMETA(DisplayName = "Yes - Without Intersecting (Advanced)"), /** * This widget clips to its bounds. It intersects those bounds with any previous clipping area. * * NOTE: This clipping area can NOT be ignored, it will always clip children. Useful for hard barriers * in the UI where you never want animations or other effects to break this region. */ ClipToBoundsAlways UMETA(DisplayName = "Yes - Always (Advanced)"), /** * This widget clips to its bounds when it's Desired Size is larger than the allocated geometry * the widget is given. If that occurs, it behaves like [Yes]. * * NOTE: This mode was primarily added for Text, which is often placed into containers that eventually * are resized to not be able to support the length of the text. So rather than needing to tag every * container that could contain text with [Yes], which would result in almost no batching, this mode * was added to dynamically adjust the clipping if needed. The reason not every panel is set to OnDemand, * is because not every panel returns a Desired Size that matches what it plans to render at. */ OnDemand UMETA(DisplayName = "On Demand (Advanced)") - Large API Change - All FSlateDrawElement::Make_____ calls have been deprecated that involved passing in a clipping rect. You no longer should are passed a Clipping rect via OnPaint. You are still passed a rect, but this rect represents a Culling Rect, which is valuable if you need to just out right not paint things the user can't possibly see. If you were previously trying to determine if you should cull widgets, by doing something like this, if ( FSlateRect::DoRectanglesIntersect(MyClippingRect, CurWidget.Geometry.GetRenderBoundingRect()) ) That's no longer a good option since there are ways for widgets to ignore the culling bounds. You should convert anything like above to the one below, if (!SWidget::IsWidgetCulled(MyCullingRect, CurWidget)) To assist in debugging efforts, there are several new debugging console flags in Slate, Slate.ShowClipping 1 - Controls whether we should render a clipping zone outline. Yellow = Axis Scissor Rect Clipping (cheap). Red = Stencil Clipping (expensive). Slate.DebugCulling 1 - Disables pushing clipping or stencil rects to the GPU, but continues to intersect culling rects, so that you can tell if a widget is properly culling children it can't possibly draw. Slate.ShowTextDebugging 1 - Show debugging painting for text rendering. I've added a new Experimental Feathering Option, it adds AA geometry around the outside of Box and Image brushes. Slate.Feathering 1 If you're using RenderDoc or something similar, you can now enable render events for slate, so that you can better grok how we're batching and changing states for each UI render pass. Slate.EnableDrawEvents 1 #jira UE-4659 #rn Change 3462714 by Nick.Darnell Fixing a few more compiler issues with the clipping changes. Change 3462726 by Max.Chen Switch OnEditStructChildContentsChanged to use FObjectWriter instead of FMemoryWriter which supports serializeing UObjects. This fixes a crash when adding actor array elements to a user defined event struct. #jira UE-45431 Change 3462801 by Nick.Darnell Adding a UMG dependency to EngineTestBuild. Change 3462914 by Max.Chen Sequencer: Fix regression where spawnables aren't getting saved. Caused by 3407138 #jira UE-30007 #jira UE-39003 Change 3462946 by Nick.Darnell Automation - Tweaking the UI automation tests converting them over to use the new UI Screenshot automation test. Automation - Adding a blur widget test. Change 3462987 by Matt.Kuhlenschmidt Back out changelist 3458893 Change 3464774 by Matt.Kuhlenschmidt PR #3629: Bugfix: Missing small icon in Project Launcher profile editor (Contributed by aarmbruster) Change 3464785 by Nick.Darnell Fixing some clipping stuff in the editor. Change 3464830 by andrew.porter QAGame: Second pass on sequencer smoke test map Change 3464902 by Nick.Darnell Loading - Adding some additional checks to the the loading code to ensure we're on the main thread. Additionally adding a fix from UDN that prevents deadlocks in the rare case a user hits Alt+Tab in a fullscreen game while in a hard loading screen. Change 3464988 by Max.Chen Sequencer: Add attenuation settings for attached audio components. #jira UE-33080 Change 3465024 by Nick.Darnell MoviePlayer - Impoving the playback mode displaynames. Change 3465074 by Arciel.Rekman Fix shadowing issues of GraphicsPSOInit. Change 3465097 by Matt.Kuhlenschmidt Some refactoring of the details panel Exposed new methods of adding a struct on scope to a details panel and have it work properly with customizations. The scruct on scope has a "fake" ustructproperty that allows the details panel to show the whole struct not just an individual property. Refactored the API for adding rows to details panels to make it more consistent\ AddChildCustomBuilder->AddCustomBuilder AddChildGroup->AddGroup AddChildContent->AddCustomRow AddChildPropert->AddProperty AddChildStructure->AddExternalStructureProperty AddStructure->AddAllExternalStructureProperties AddExternalProperty->AddExternalObjectProperty or AddExternalStructureProperty Change 3465186 by Max.Chen Sequencer: Save the BindingID in the pre animated token producer so that it can be destroyed properly. This fixes a bug where the default state of a spawnable isn't saved. #jira UE-43780 Change 3465315 by Matt.Kuhlenschmidt Fix Fortnite and Orion details panel customization warnings Change 3465424 by Nick.Darnell Automation - Moving the step for setting the link to the automation reports to be set before we start the engine. Change 3465488 by Nick.Darnell Automation - Forcing textures to load before taking screenshot, so that the scene gets another opportunity to render before we render with Slate. This should fix the Blur UI Test. Change 3466277 by Arciel.Rekman Linux: fix window drift when dragging (UE-40380). - Change by Cengiz Terzibas. Change 3466370 by Nick.Darnell UMG - Fixing the colors for the resize handle in the designer. Change 3466372 by Nick.Darnell UMG - Fixing the ruler ticks sometimes not being drawn. Change 3466374 by Nick.Darnell UMG - Fixing the designer showing multiple options for sequencer. Change 3466377 by Nick.Darnell UMG - Cleaning up some clipping bits. Change 3467025 by Andrew.Rodham Re-saving assets that contain legacy (<4.15) movie scene data to remove deterministic cook warning. If conflicts arise during merging of these assets, please ignore the changes made in dev-editor, and accept game-side changes. (CIS step 62283298, jobId 7773146) (CIS step 62283297, jobId 7773146) Change 3467099 by Max.Chen Fix GetObjectPropertyClass ensure logic. This was returning UObject::StaticClass when valid. Change 3467172 by Max.Chen Sequencer: Evaluation optimizations. Also, fixes subsequences not getting expired, leaving dangling spawnables. #jira UE-43690 Change 3467192 by Matt.Kuhlenschmidt Fix transactions getting stuck in the color grading controls. This prevents PIE from working properly and causes shutdown crashes #jira UE-45527 Change 3467251 by Yannick.Lange ViewportInteraction: Fix scale and rotation snap while dragging with two lasers. #jira UE-43489 Change 3467331 by Matt.Kuhlenschmidt Fix D3D shader compiler hard coding shader path and not giving proper warnings when it cannot find the shaders Change 3467335 by Matt.Kuhlenschmidt Remove DarkStyle attribute from SNumericEntryBox and allow a spin box style to be passed to it. Change 3467558 by Max.Chen Scene Outliner: Generic support to add default columns to a scene outliner. Change 3467565 by Jamie.Dale Removing old screenshot data for test Change 3467589 by Nick.Darnell Editor - Random cleanup. Change 3467596 by Nick.Darnell Progress Bar - Exposing Border Padding to UMG. Change 3467600 by Nick.Darnell Slate - Adjusting the rendering of the splitter, previously it could be off by a pixel or two, which becomes more apparent now with the clipping changes. Change 3467601 by Max.Chen Property Editor: Fix static analysis warning Change 3467662 by Nick.Darnell Automation - Fixing a bug with the screenshot comparison tool not replacing (removing) the old screenshot data. Change 3467674 by Max.Chen Property Editor: Fix static analysis warning Change 3467737 by Max.Chen Sequencer: Added OnMovieSceneBindingsChanged delegate Change 3468053 by tim.gautier QAGame: Updating Editor Smoke Map - Updated landscapes into Stations for testing - Added Foliage Sublevel Change 3468194 by Arciel.Rekman Linux: fix problems communicating with various STL-using libs. - Stop hiding global new/delete signatures. - Disable CEF3 since this change uncovers the problem with libcef.so not built to use bundled libpng. Change 3468678 by Max.Chen Sequencer: Set "Sequencer Actor" tag before setting the actor label so that the outliner refreshes after the actor has the tag. Change 3469314 by tim.gautier QAGame: Added Painted Foliage / Spline section to EditorSmoke map Change 3469377 by Nick.Darnell Slate - Fixing some warnings in a couple of sample games due to the clipping changes. #rnx Change 3469767 by Max.Chen Sequencer: Outliner column and sequencer binding data #jira UE-43470 Change 3469974 by Arciel.Rekman Fix code projects not working in Linux installed build. Change 3470082 by Nick.Darnell Slate - The GetRenderer() call on SlateApplication no longer returns a SharedPtr, rather than convert it to a thread safe ptr, going to just make accessing it a raw ptr return, so it can be safely referenced on the game thread while being used on the slate loading thread. Change 3470174 by Nick.Darnell Slate - Get the last widget in a widget path utility. Change 3470176 by Nick.Darnell UMG - User Widgets now have an easy way to know if they're part of or have been removed from the focused widget path, which is handy for doing effects. Change 3470261 by Nick.Darnell Slate - The GetRenderer() call on SlateApplication no longer returns a SharedPtr, rather than convert it to a thread safe ptr, going to just make accessing it a raw ptr return, so it can be safely referenced on the game thread while being used on the slate loading thread. Change 3470286 by Max.Chen Sequencer: Scene Component's HiddenInGame now goes through the VisibilityTrack and the visibility template. Change 3470366 by Nick.Darnell Slate - We now version focus per user, that way during focus events, we can safely abort focus events and state transitions if someone interrrupts the active focus event with something new. Change 3470649 by Matt.Kuhlenschmidt Fix deprecation warnings Change 3470695 by Matt.Kuhlenschmidt Fixed typo #jira UE-45580 Change 3470721 by Matt.Kuhlenschmidt Fix static analysis Change 3471254 by Michael.Dupuis #jira UE-42952: Keep occlusion result per view Change 3471287 by Nick.Darnell UMG - Render Focus Rule now defaults to never. Change 3471291 by Nick.Darnell Slate - Fixing FSlateRenderer* change fallout. Change 3471299 by Nick.Darnell Slate - Fixing FSlateRenderer* change. Change 3471323 by Nick.Darnell Automation - Fixing automation and Static Analysis warning. Change 3471413 by andrew.porter QAGame: Added test content for anim blending and material parameteres to sequencer smoke level Change 3471649 by Max.Chen Sequencer: Modify the track when adding animation #jira UE-45618 Change 3471659 by Matt.Kuhlenschmidt Added a way to check if a movie is playing from the engine. Prevented viewport redraws for canvas loading screens if a slate based loading movie is playing Change 3471734 by Matt.Kuhlenschmidt Added basic material hookup to USD. Similar to FBX it will find materials based on rules specified by the user in the import settings Change 3472176 by Nick.Darnell UMG - Improving the display of the +Track menu in sequencer for UMG. Renamed it from +Add, which is repetitve to +Track. Additionally, the dropdown now shows the currently selected widgets, as well as a submenu containing all the 'important' widgets, so we no longer populate that list with a ton of irrelevant widgets that are just Buton_1 - N, which is pointless in showing people, they'll never guess which is the right button. Change 3472740 by Max.Chen Sequencer: Add GetThisFrameMetaData accessor Change 3472748 by Max.Chen Sequencer: Added OnBeginScrubbing and OnEndScrubbing event delegates Change 3472753 by Max.Chen Sequencer: Add EMovieSceneDataChangeType parameter to OnMovieSceneDataChanged delegate Change 3472870 by Nick.Darnell Clipping - Fixing the deprecated tip for scissor rect boxes to be correct. Removing it's usage from UT. Change 3473340 by Max.Chen Scene Outliner: Add ability to register additional filters Change 3473348 by Max.Chen Details View: Make ForceRefresh virtual. Added accessors to delegates (ie. GetIsPropertyReadOnlyDelegate) Change 3473441 by Max.Chen Sequencer: Autokey Refactor Part 2. Autokey is now a single toggleable state. Allow Edits Mode has 3 states: Allow All Edits - Allow any edits to occur, some of which may produce tracks/keys or modify default properties. Allow Sequencer Edits Only - All edits will produce either a track or a key. Allow Level Edits Only - Properties in the details panel will be disabled if they have a track. #jira UE-45229 Change 3473670 by Nick.Darnell Modules - The module manager no longer returns sharedptrs to IModuleInterfaces, this was the source of rare hard to track down crashes due to a shared ptr reference leak when GetModule was called on non-main threads. We now store a TUniquePtr internally, and only lease out raw pointers. #rn Change 3473711 by Nick.Darnell Disabling the ensure in the module manager. Change 3473747 by Max.Chen Sequencer: Fix tooltip Change 3474091 by Jamie.Dale Added a warning when cooking a UFontFace that is outered to a UFont asset These cause issues with iterative COTF, and should be split off into their own assets (as the UI has been asking people to do for several versions) Change 3475052 by Yannick.Lange VR Editor: Fix Crash when quitting the editor with VR Mode enabled. VR Editor was being enabled when saving the map on closing the editor. #jira UE-45415 Change 3475054 by Yannick.Lange Fix crash when adding a camera to the world in VR Mode the second time. The slate application did not reset when stop dragging in VR Mode, so the second time when starting to drag a camera out of the UI it would already by in a dragging state. #jira UE-45574 Change 3475263 by Nick.Darnell Fixing some additional cases of IModuleInteface SharedPtr usage. Change 3475268 by Max.Chen Sequencer: Set jumped state when looping playback. This fixes an issue where audio doesn't stop and restart when looped. #jira UE-45654 Change 3475269 by Max.Chen Scene Outliner: Additional filters should only apply to actor browsing mode Change 3475407 by Nick.Darnell Fixing some clipping / module shared ptr changes in the launcher code. Change 3475542 by Max.Chen Sequencer: Update thumbnail and section highlighting to use new clipping behavior. #jira UE-45692 #jira UE-45689 Change 3475743 by Michael.Dupuis #jira UE-45183: When updating phyx region take into account simple collision mip Change 3475949 by Arciel.Rekman Remove PhysX deoptimization (no longer needed). - OR-24947 has been closed three months ago. Change 3476022 by Michael.Dupuis #jira UE-45560: Make sure we're not going out of range Change 3476063 by Michael.Dupuis #jira UE-45562: Do not try to unregister from static mesh if no static mesh is specified for the component Change 3476168 by Michael.Trepka Added handling of directory symlinks to FApplePlatformFile::IterateDirectory #jira UE-43704 Change 3476172 by Nick.Darnell Fixing a Imoduleinterface change. Change 3476183 by Jamie.Dale Exposing GoTo/ScrollTo to single-line editable text for API parity with multi-line editable text Change 3476385 by Arciel.Rekman Linux: handle symlinks when iterating directories. Change 3476522 by Michael.Trepka Solved a problem with Mac FMallocTBB::Malloc() returning nullptr for 0 bytes allocations, which is inconsistent with other platforms. On Mac we always scalable_aligned_malloc, which behaves differently than scalable_malloc, so for 0 bytes requests we allocate sizeof(size_t), which is exactly what scalable_malloc does internally in such case. Change 3476806 by Nick.Darnell UMG - Focus the designer after dropping a widget onto the surface. Change 3476809 by Nick.Darnell Curve Editor - Enable Clipping on the curve editor. Change 3477475 by Nick.Darnell Fixing a module interface shared ptr usage in UT. Change 3477553 by Yannick.Lange VR Editor: Removed AssetEditorPanelID and replaced it with TabManagerPanelID. A panel for AssetEditorPanelID was never created making it impossible to open an asset editor. Change 3477734 by Yannick.Lange VR Editor: Fix Warning: SetRelativeScale3D : Invalid Scale entered (X=inf Y=inf Z=inf). Resetting to 1.f. warning when adding CineCameraActor to World from Modes Panel. Make sure to not divide by zero when there is no boundary scale. #jira UE-44933 Change 3477761 by Jamie.Dale Some improvements to avoid loading the native .locres files twice when we don't need to Change 3477780 by Nick.Darnell PR #3250: Return correct VirtualUserIndex (Contributed by projectgheist) Change 3477786 by Nick.Darnell PR #3650: Changed TestNull to accept const pointers. (Contributed by e-agaubatz) Change 3477795 by Nick.Darnell PR #2844: UE-36936: Don't stretch container for Plugin Image (Contributed by projectgheist) Change 3478092 by Nick.Darnell PR #2341: Optional Middle Mouse Button panning in Graph Editor (Contributed by flipswitchingmonkey) Engine Edit - Made some small changes to the enum type, and some naming. Change 3478450 by Nick.Darnell Fixing some uninitialized variable errors. Change 3479827 by Andrew.Rodham Sequencer: Addressed serialization issues with some struct types Change 3479874 by Jamie.Dale Fixed "NativeGameLanguage" not being used correctly during localization initialization Change 3480012 by Andrew.Rodham Sequencer: Fixed loading tagged properties as native for track identifiers #jira UE-45823 Change 3480337 by Alexis.Matte Fix morph target crash missing some valid index check Change 3480804 by Alexis.Matte Fix crash with ColorGradingMode custom detail #jira UE-45638 Change 3480892 by Andrew.Rodham Sequencer: Ensure that movie scene sequences know about the editor object version #jira UE-45842 Change 3481073 by Nick.Darnell Fix the shader compiler error from main in Slate. Change 3481303 by Nick.Darnell UMG - Fixing a bug with the drag handle not working correctly in HDPI mode. Change 3481308 by Nick.Darnell Slate - Tweaking the IsWidgetCulled logic to consider both the layout and rendering bounds. If we do this, we get a much more desireable outcome for people that want to animate widgets and such and plan to have temporary animations to move the widget offscreen, but want the layout bounds to anchor that widget in the visible frame so that it animates even when normally it would be culled b/c the render transform and therefore the renderbounds moved it completely outside the culling rect. Change 3481629 by Max.Chen Sequencer: Add Level Sequence Actor as an output for CreateLevelSequencePlayer() #jira UE-45785 Change 3481899 by Yannick.Lange VR Editor: Added debug modetoggle command with an event that is broadcasted whenever this happens. Currently this is used to show all the floating UIs of the UI system to debug without HMD using VREd.ForceVRMode. Change 3481984 by Michael.Dupuis #jira UE-45845: always validate if we have a static mesh before trying to access it as user can decide to not assign one and use the tools Change 3482047 by Nick.Darnell Slate - Adding some comments to IsWidgetCulled. Change 3482110 by Nick.Darnell Slate - IsWidgetCulled is no longer static and is now called IsChildWidgetCulled. Change 3482136 by Jamie.Dale The CamelCase break iterator now treats digits around character tokens as part of the identifier Change 3482138 by Michael.Dupuis #jira UE-45854: Properly unregister during undo operation Change 3482150 by Michael.Dupuis #jira UE-45845 : Add missing nullcheck for GetStaticMesh Change 3482153 by Nick.Darnell Slate - IsWidgetCulled is no longer static and is now called IsChildWidgetCulled. Change 3482180 by Nick.Darnell UMG - Widget Components do not need to define a widget class to be rendererd, they can have native slate widgets only. This was a regression from main. Change 3482273 by Nick.Darnell UMG - Tweaking some more things about the widget component box outline. Change 3482308 by Alexis.Matte Fixing morph target smooth group support. Do not call FillSkeletalMeshImportData more then once on FbxNode since this fonction is doing some conversion and change the FbxNode, applying those conversion twice do not return the same faces smooth group. #jira UE-45696 Change 3482327 by Nick.Darnell UMG - More tweaks to the WidgetComponent so both shows the box outline, but works in game and VR editor. Change 3482705 by Andrew.Rodham Resaving assets that contain legacy data to suppress CIS warnings. - If conflicts arise in these assets, please take game-side changes and ignore these. Change 3484245 by Max.Chen Sequencer: Evaluate on end scrub. This fixes a bug where audio doesn't evaluate in a stopped position at the end of scrubbing, causing it to not stop all sounds. This fixes a bug introduced from 3365018 where evaluate on end scrub was removed. #jira UE-45905 Change 3484263 by Max.Chen Sequencer: Fix crash on forcing refresh of details panel on release. #jira UE-45911 Change 3484431 by Andrew.Rodham Resaving assets that contain legacy data to suppress CIS warnings. - If conflicts arise in these assets, please take game-side changes and ignore these. Change 3484474 by Alexis.Matte Fix the morph target animation curve name matching. #jira UE-20294 Change 3484475 by Alexis.Matte When removing a LOD, make sure we remove all morph target data associate to the LOD. Change 3484489 by Nick.Darnell PR #3668: UE-45908: Cache debug line locations when performing a LineTraceMulti (Contributed by projectgheist) #jira UE-45908 Change 3484692 by Nick.Darnell Slate - Reverting a change from a game stream. All Arranged Children don't need to allocated 42 to begin with. Do need to initialize WidgetPaths better. Change 3484703 by Nick.Darnell Player Input - Making the input event loop for players obey EKeys::NUM_TOUCH_KEYS, rather than being set to Touch10, as the maximum touch input amount, to make supporting greater than 10 touches easier. Also making the seeding of keys use EKeys::NUM_TOUCH_KEYS. #jira UE-43213 Change 3484918 by Jamie.Dale Fixed font measuring regression with RTL text RTL applies the character count to the next glyph, so it shouldn't process the end of the loop (this was how the older code used to work). Change 3485718 by Nick.Darnell Editor - Removing Super Search & User Feedback button. Change 3485719 by Nick.Darnell Portal - Removing SuperSearch. Change 3485751 by Matt.Kuhlenschmidt Fix crash accessing platformer game menu if the menu is open during a console based load #jira UE-45950 Change 3486047 by Arciel.Rekman Linux: add OpenEXR implementation (UE-40270). #jira UE-40270 Change 3486467 by Max.Chen Sequencer: Reset max tick rate when destroyed. #jira UE-45956 Change 3486477 by Max.Chen Sequencer: Refresh outliner when column is removed. #jira UE-45891 Change 3486667 by Andrew.Rodham Added missing include Change 3486724 by Andrew.Rodham Sequencer: Fixed curves with no default value, and no keys being evaluated and applied to properties - Also fixed an edge case where a zero (but non-animated) channel could be applied to a final transform Change 3486730 by Alexis.Matte In the Auto-Reimport options, hide the mout point only for the default /Game/ folder #UE-45684 Change 3486749 by Alexis.Matte Make sure the parent window of the monitor directory browse folder is set properly #jira UE-45682 Change 3486805 by Matt.Kuhlenschmidt Additional safety against invalid objects being accessed by slate Change 3486848 by Alexis.Matte Make sure Monitor folder feature support root mount point map folder During auto import, give priority to asset import factory over the scene import factory #jira UE-45691 Change 3486879 by Andrew.Rodham Removing obsolete QA assets Change 3486950 by Nick.Darnell PR #2281: Scrollbar missing features and SScrollbar fixes (Contributed by SNikon) Review - made some adjustments from the original. Change 3486954 by Nick.Darnell Slate - Moving the STableViewBase over to the FOverscroll class, rather than it's own clone. Change 3486967 by Nick.Darnell Slate - Fixing some HDPI calculations for fitting new windows on screen, it was using the unscaled size of the widgets for fitting, when it needed to scale them up. Change 3486970 by Andrew.Rodham Sequencer: Delay mouse capture until drag for sequencer time slider - Fixes context menus not opening as a result of mouse capture being taken on mouse down #jira UE-45937 Change 3486984 by Andrew.Rodham Sequencer: Improved blending type iconography Change 3486996 by Nick.Darnell UMG - Adding a way for games to opt-out of the slow widget path, to completely prevent them from being cooked. UMG - The movie data is no longer cloned for each new instance that inhabits. It now keeps a reference to the now publically accessible movie scene data on the class instead. Change 3487070 by Andrew.Rodham Sequencer: Added graphics for key areas that represent empty space Change 3487195 by Andrew.Rodham Sequencer: Changed evaluation groups to always flush implicitly - Due to the latent nature of blended token types, it's no longer safe to rely solely on execution token order between tracks - This fixes an issue where events set in the PostEvaluation stage were executed before blended token actuation Change 3487322 by Nick.Darnell PR #2457: Add .gitdeps.xml-files for plugins support (Contributed by bozaro) Change 3487363 by Nick.Darnell PR #2481: Fix for packing of a project with users plugins (Contributed by yatagarasu25) Change 3487439 by Nick.Darnell PR #2642: Changed private to protected in SVirtualJoystick.h (Contributed by Skylonxe) Change 3487500 by Arciel.Rekman Removed LinuxNativeDialogs. - No longer used; has been superceded by SlateDialogs since UE 4.8 (2 years ago). Change 3487630 by Lauren.Ridge Don't create Landscape Info Maps for Editor Preview Worlds or thumbnail worlds #jira UE-44885 Change 3487864 by Matt.Kuhlenschmidt Exposed the asset registry to blueprints and script. Works in editor scripts and runtime scripts AssetRegistry is now a UInterface object. Blueprint users can access various asset registry methods using the asset registry interface (via GetAssetRegistry) and various static helpers in the AssetRegistryHelpers object C++ users should still continue to use IAssetRegistry. Change 3487879 by Matt.Kuhlenschmidt Renamed asset tools uobject helper to UAssetToolsHelpers Change 3487926 by Lauren.Ridge Fixing reset to default not showing up for custom widgets #jira UE-44164 Change 3488184 by Matt.Kuhlenschmidt PR #3656: Make References/Referencers List copyable (Contributed by user37337) #jira UE-45763 Change 3488240 by Matt.Kuhlenschmidt Fix compiler issue Change 3488350 by Lauren.Ridge Landscape info map transactional state is based on its world's transactional state #jira UE-44885 #jira UE-46019 Change 3488412 by Matt.Kuhlenschmidt Fix reset to default showing up in two different places for some customizations Change 3488413 by Matt.Kuhlenschmidt Fix slate font customization Change 3488414 by Matt.Kuhlenschmidt Fix slate font customization Change 3488415 by Matt.Kuhlenschmidt Missed file Change 3488565 by Arciel.Rekman Add pretty printers for gdb (UETOOL-1171). - Committing shelf by Cengiz.Terzibas, with some modifications. #jira UETOOL-1171 Change 3489094 by Nick.Darnell Slate - The Slate RHI Renderer now caches the TextureLODGroups so that it can properly lookup the filtering of different texture groups that are set to Default, instead of a particular filter override on a texture. Engine/Rendering - Simplifying some of the setup logic in TextureLODSettings so that code is shared for setting them up properly after loading from a config file. Change 3489095 by Nick.Darnell PR #2699: GameViewportClient - Added a method to allow setting the viewport cur. (Contributed by rfenner) Review - Fixed spacing. Change 3489108 by Matt.Kuhlenschmidt Fix deprecation warning Change 3489120 by Nick.Darnell PR #3478: Fix possible UComboBoxString crash (Contributed by nakosung) Change 3489147 by Andrew.Rodham Sequencer: Adding return value to function to appease static analysis - This function is never compiled, and if it is, it won't compile, but static analysis doesn't know that Change 3489264 by Nick.Darnell Testing - Finishing the thought behind an enum comment. Change 3489265 by Nick.Darnell PR #2750: UE-35164: Button padding (Contributed by projectgheist) Change 3489267 by Nick.Darnell PR #3645: UE-45464: Handle SSlider mouse interaction more accurately (Contributed by projectgheist) Change 3489632 by Arciel.Rekman Correctness changes to MallocPoisonProxy. - Missing forwarding functions added. Incorrect comment removed. - Change by Steve.Robb, doing here so it is in 4.17. Change 3489689 by Arciel.Rekman More MallocPoisonProxy changes I missed in previous CL. Change 3489751 by Matt.Kuhlenschmidt Moved editor performance settings out of per-project settings so they can be shared across projects Change 3489837 by Lauren.Ridge Keyboard shortcut for entering/leaving VR Mode is now Alt+V Change 3491082 by Arciel.Rekman Linux: better fix for the crash due to name collision (UE-46040). - Put classes in Sequencer module into Sequencer namespace instead of SceneOutliner namespace. - Undid change in the SceneOutliner module. #jira UE-46040 Change 3491096 by Arciel.Rekman Fix UAT compilation on the newest mono. Change 3491240 by Max.Chen Sequencer: Disable key button when allow level edits only is on. #jira UE-46060 Change 3491406 by Yannick.Lange Fix editor crashes when opening a project that includes a plugin with more than two custom Volume classes. This issue was caused because registering show volume commands is based on finding volume classes. Finding these classes at multiple times resulted in a mismatch of the returned array of volume classes because modules/plugins were still being loaded. #jira UE-45806 Change 3491559 by Alexis.Matte Make sure we use the good preview mesh when doing a preview #jira UE-45963 Change 3491563 by Alexis.Matte Fix crash with staticmesh editor LodLevel selection Change 3491564 by Nick.Darnell UMG - Fixing an offset with the grab handles in HDPI mode. Change 3491595 by Nick.Darnell Editor - Fixing a clipping artifact in the pin type dropdown in the blueprint editor. Change 3491604 by Nick.Darnell Back out changelist 3489265 Change 3491615 by Arciel.Rekman Added malloc replay proxy (Linux only for now). - Allows to dump malloc callstream (without regard to threads) and replay later to study the behavior of different mallocs and/or repro problems. Change 3491684 by Arciel.Rekman Added FMalloc functions I missed. - Also moved function bodies into the .cpp file, this does not make a difference in performance in this case. Change 3491692 by Matt.Kuhlenschmidt Some minor fixes to the static mesh editor - Fix UV combo button looking non-standard on the toolbar - Fix a few combo buttons in the details panel looking too big. Change 3491702 by Arciel.Rekman Do not compile replay proxy-specific code when not used. Change 3491717 by Michael.Dupuis #jira UE-35083: The component is now the owner of the PerInstanceRenderData instead of the proxy Add an Update path to only update specified instances range Always call BuildTreeIfOutdated so we have a standard code path to make sure static mesh are fully loaded before trying to build the tree Moved the Instance Buffer aysnc to the base class, as it's not related to UHierarchicalInstancedStaticMeshComponent Expose a new property to decide if we require dynamic instance buffer Change 3491758 by Matt.Kuhlenschmidt Fix crash on static mesh editor shutdown Change 3491873 by Cody.Albert Fixed clipping issue in Sequencer curve editor #rnx Change 3491956 by Matt.Kuhlenschmidt Fix crash opening the Previewing sub-menu in the level editor settings menu #jira UE-46095 Change 3492046 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492076 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492165 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492222 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492274 by Michael.Dupuis #jira UE-46105: Fixed Clang warning Change 3492338 by andrew.porter QAGame: Testing ensure when submitting Change 3492371 by Nick.Darnell UMG - Reverting the animation sharing, cossed GLEO regressions in cooking. Will look for a better solution. Change 3492462 by Matt.Kuhlenschmidt Fix ensure checking in files through perforce Change 3492491 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492505 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492517 by Jamie.Dale The package localization ID is no longer used at all at runtime, and is now truly editor-only This should have always been the case, but it was leaked into manifest/archives/PO files in 4.14, and while 4.15 removed it from PO files it was still present in the manifest/archives. This change removes it entirely (unless gathering editor-only data, and even then the PO file will still collapse the entries together for translation), and the deprecated 4.14 export behavior will now produce an error if you attempt to use it. After taking this change you'll need to run a gather, import, and compile of your LocRes files to update your game localization to use the new localization IDs. Change 3492630 by Nick.Darnell UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. #jira UE-46124 Change 3492692 by Matt.Kuhlenschmidt Fix drop shadows inheriting the outline color of the font. The outline should still appear but not have a different outline color from fill color Change 3492714 by Matt.Kuhlenschmidt Added outline with drop shadow to font automation test Change 3492737 by Matt.Kuhlenschmidt Fix linux Change 3492992 by tim.gautier Resaving Ocean Widget Blueprints / Sequences to resolve Legacy Sequence Data warnings #jira UE-46132 Change 3493089 by Jamie.Dale Ensure that the composite font of a font asset is flushed when the font object is GC'd Change 3493322 by Jamie.Dale Fixing null crash #jira UE-45758 Change 3494467 by Andrew.Rodham Fix Xbox warning Change 3494852 by tim.gautier QAGame: Changed streaming method of QA-EditorSmoke-Landscape to Always Loaded Change 3494853 by Nick.Darnell Another attempt at fixing the automation blueprint SA warning. Change 3494896 by Arciel.Rekman Fix possible null pointer access during Vulkan init. - May fix static analysis warnings in UE-46142, although warnings seem to be referring to something else. #jira UE-46142 Change 3494987 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3495010 by Matt.Kuhlenschmidt Adding additional logging to track down html5 issue Change 3495212 by Michael.Dupuis #jira UE-46143: Properly init the InstanceRenderData during the cooking phase (required by fortnite) Change 3495536 by Jamie.Dale Updating UGameEngine to call its Super::PreExit after performing its own teardown This prevents UEngine cleaning up resources that UGameEngine still needs. #jira UE-46159 Change 3495551 by Arciel.Rekman Another attempt to fix analyzer problem (UE-46142). Change 3495794 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3495905 by Matt.Kuhlenschmidt Fix USD crash when importing a meshwith no material [CL 3499771 by Matt Kuhlenschmidt in Main branch]
2017-06-19 20:27:30 -04:00
IModuleInterface* ModuleInterface = FModuleManager::Get().LoadModuleWithFailureReason(Descriptor.Name, FailureReason);
if (ModuleInterface == nullptr)
{
// The module failed to load. Note this in the ModuleLoadErrors list.
ModuleLoadErrors.Add(Descriptor.Name, FailureReason);
}
}
}
}
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3805828 by Gil.Gribb UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works. Change 3806784 by Ben.Marsh UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT. Change 3807549 by Graeme.Thornton Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it. Change 3807727 by Graeme.Thornton Unhide the text asset format experimental editor option Change 3807746 by Josh.Engebretson Remove WER from iOS platform Change 3807928 by Robert.Manuszewski When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet Change 3808221 by Steve.Robb GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule() ^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway. Change 3809233 by Graeme.Thornton TBA: Misc changes to text asset commandlet - Rename mode to "loadsave" - Add -outputFormat option which can be assigned "text" or "binary" - When saving binary, use a differentiated filename so that source assets aren't overwritten Change 3809518 by Ben.Marsh Remove the outdated UnrealSync automation script. Change 3809643 by Steve.Robb GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value #jira UE-53037 Change 3809862 by Steve.Robb GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately #jira UE-42593 Change 3811190 by Graeme.Thornton Add support for writing specific log channels to their own files Change 3811197 by Graeme.Thornton Minor updates to output formatting and timing for the text asset commandlet Change 3811257 by Robert.Manuszewski Cluster creation will now be time-sliced Change 3811565 by Steve.Robb Define out non-monolithic module functions. Change 3812561 by Steve.Robb GitHub #3886 : Enable Brace-Initialization for Declaring Variables Incorrect semi-colon search removed after discussion with author. Test added. #jira UE-48242 Change 3812864 by Steve.Robb Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins. See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html #jira UE-53089 Change 3820358 by Ben.Marsh PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist) Change 3822594 by Ben.Marsh UAT: Improvements to log file handling. - Always create log files in the final location, rather than writing to a temp directory and copying in later. - Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX. - Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is. - Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location. Change 3823695 by Ben.Marsh UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk). Now always queries changes up to the last change for which zipped binaries are available. Change 3823845 by Ben.Marsh UBT: Exclude C# projects for unsupported platforms when generating project files. Change 3824180 by Ben.Marsh UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes). #jira Change 3825777 by Steve.Robb Fix to return value of StringToBytes. Change 3825810 by Ben.Marsh UBT: Reduce length of include paths for MSVC toolchain. Change 3825822 by Robert.Manuszewski Optimized PIE lazy pointer fixup. Should be up to 8x faster now. Change 3826734 by Ben.Marsh Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency. Change 3827730 by Steve.Robb Try to avoid decltype(auto) if it's not supported. See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html Change 3827745 by Steve.Robb Initializer list support for TMap. Change 3827770 by Steve.Robb GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType() #jira UE-53813 Change 3829189 by Ben.Marsh UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off. Change 3830444 by Steve.Robb BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library. This should be revisited when Core has its own JSON library. Change 3830718 by Ben.Marsh Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups. The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip. For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it. When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk. #jira UE-53845 Change 3831064 by Ben.Marsh Fix log file contention when spawning UBT recursively. Change 3832654 by Ben.Marsh UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it. Change 3832680 by Ben.Marsh UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade. Change 3832695 by Ben.Marsh UGS: Invert the options in the 'Show Changes' submenu for simplicity. Change 3833528 by Ben.Marsh UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write]. Change 3833543 by Ben.Marsh UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules. Change 3834354 by Robert.Manuszewski Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks. #jira UE-52035 Change 3834400 by Robert.Manuszewski Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup. #jira UE-52035 Change 3834947 by Steve.Robb USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal. Change 3835004 by Ben.Marsh Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL. Change 3835340 by Ben.Marsh Fix errors making installed build from directories with spaces in the name. Change 3835972 by Ben.Marsh UBT: Improved diagnostic message for targets which don't need a version file. Change 3836019 by Ben.Marsh UBT: Fix warnings caused by defining linkage macros for third party libraries. Change 3836269 by Ben.Marsh Fix message box larger than the screen height being created when a large number of modules are incompatible on startup. Change 3836543 by Ben.Marsh Enable SoundMod plugin on Linux, since it's already supported through the editor. Change 3836546 by Ben.Marsh PR #4412: fix type mismatch (Contributed by nakapon) Change 3836805 by Ben.Marsh Fix commandlet to compile marketplace plugins. Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3837036 by Ben.Marsh UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds. Change 3837037 by Ben.Marsh UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro). Change 3837040 by Ben.Marsh UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed. Change 3837247 by Ben.Marsh UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files). Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor. Change 3837262 by Ben.Marsh UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module. Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets. Change 3837343 by Ben.Marsh UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead. Change 3837356 by Ben.Marsh Fix invalid character encodings. Change 3837727 by Graeme.Thornton UnrealPak: KeyGenerator: Only generate prime table when required, not all the time Change 3837823 by Ben.Marsh UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window. Change 3837831 by Graeme.Thornton UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives Change 3837857 by Robert.Manuszewski PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch) Change 3837943 by Robert.Manuszewski PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch) Change 3838451 by Ben.Marsh UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread. #jira UE-53996 Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 3843790 by Graeme.Thornton UnrealPak: Log the size of all encrypted data Change 3844258 by Ben.Marsh Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace. Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure. #jira UE-54157 Change 3845796 by Ben.Marsh Workaround for slow performance of String.EndsWith() on Mono. Change 3845823 by Ben.Marsh Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun. #jira UE-54123 Change 3845901 by Arciel.Rekman Linux: fix crash due to lambda lifetime issues (UE-54040). - The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+). (Edigrating 3819174 to Dev-Core) Change 3846439 by Ben.Marsh Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates. Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main. Change 3816608 by Ben.Marsh UBT: Use DirectoryReference objects for all include paths. Change 3816954 by Ben.Marsh UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere. Change 3816986 by Ben.Marsh UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly. Change 3816991 by Ben.Marsh UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules. Change 3823090 by Ben.Marsh UAT: Improve logging for child UAT instances. - Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder. - Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway. - Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read. - Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output. Change 3826082 by Ben.Marsh UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target. Change 3827025 by Ben.Marsh UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling. Change 3829927 by James.Hopkin Made HTTP interface const correct Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3835826 by Ben.Marsh UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced. Change 3835969 by Ben.Marsh UBT: Fix cases where text is being written directly to the console rather than via logging functions. Change 3837777 by Steve.Robb Format string type checking added to FOutputDevice::Logf. Fixes for those. Change 3838569 by Steve.Robb Algo moved up a folder. [CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
#if !IS_MONOLITHIC
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
bool FModuleDescriptor::CheckModuleCompatibility(const TArray<FModuleDescriptor>& Modules, TArray<FString>& OutIncompatibleFiles)
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3805092) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3623004 by Ben.Marsh Fix RemoteExecutor not taking the remote machine specs into account. Change 3623172 by Ben.Marsh UGS: Fix "More Info..." button not using P4 server override. Change 3628820 by Ben.Marsh PR #3979: Get working directory from task element, not tool node (Contributed by nullbus) Change 3630424 by Graeme.Thornton Make the AES key parameter const in FAES::EncryptData() Change 3632786 by Steve.Robb FString constructor fixed to not take an ignored void* parameter, which can be misleading. Change 3639534 by Ben.Marsh Remove old P4.NET library. Doesn't seem to be used by anything. Change 3640536 by Steve.Robb GitHub #4007 : Delete unnecessary specialization of MakeArrayView #jira UE-49617 Change 3641155 by Gil.Gribb UE4 - Speculative fix for problem with summary reading in FAsyncArchive2. Change 3643932 by Ben.Marsh Add an example build script for updating the version number, then compiling and staging the editor and tools to an output directory. Optionally submits at the end (requires -Submit argument). Change 3644825 by Ben.Marsh Use VSWHERE to find the location of MsBuild.exe, if available. https://github.com/EpicGames/UnrealEngine/pull/3879#issuecomment-329688645 Change 3647395 by Ben.Marsh Allow compiling of monolithic binaries from BuildEditorAndTools.xml, using the -set:GameTarget=FooGame -set:TargetPlatforms=Win32;Win64 options. Change 3650300 by Ben.Marsh UAT: Remove code that deletes cooked data on a failed cook. The engine should write packages out transactionally now (by writing to a temporary file and moving into place), and deleting the cooked data just prevents post-mortem analysis. Change 3650856 by Robert.Manuszewski Adding checks to prevent FlushAsyncLoading and LoadObject/LoadPackage from being called from any threads other than the game thread Change 3651022 by Gil.Gribb UE4 - Possible fix for mysterious ensure indicating problematic recursion in the pak precacher. Change 3658331 by Steve.Robb Fix for the parsing of large integer values. Change 3661958 by Gil.Gribb UE4 - Fixed rare hang in task graph. Change 3664021 by Robert.Manuszewski Fix for a potential GC crash caused by stale pointer in AnimInstanceProxy See https://udn.unrealengine.com/questions/392432/gc-issue-uaniminstancemontageinstances-empty-but-u.html Change 3664254 by Steve.Robb Use ANSI allocator when thread sanitizer is enabled. This allows the generation of more accurate and meaningful reports. Change 3664436 by Steve.Robb Use TUniquePtr instead of a thread-unsafe TSharedPtr to move data between threads. Change 3666461 by Graeme.Thornton Improvements to signing/encryption key embedding and runtime access - Changed method of embedding key into the executable to make it more secure - Added FAESKey class to wrap a 32 byte key Change 3666462 by Graeme.Thornton Cut ShooterGame AES key down to 32 characters Change 3677560 by Ben.Marsh PR #4074: UBT: Add include and library-related fields to module JSON output (Contributed by adamrehn) Change 3683534 by Steve.Robb Refactoring of enum/struct lookup during hot reload. Change 3683754 by Steve.Robb Alignment fixes to allow int64 on 32-bit platforms Support for integral types in IsAligned. Static asserts so that alignment functions will no longer be called with non-intergal, non-pointer types. Some fixes to existing code. Change 3686670 by Steve.Robb Fix for thread-unsafe modification of static array in FString::ParseIntoArrayWS. Change 3687540 by Ben.Marsh Fix all UBT/UAT output going to stderr rather than stdout. Change 3688931 by Gil.Gribb UE4 - Critical fix for a rare race condition in the pak file async IO layer. Change 3690000 by Graeme.Thornton Manual copy of 4.18 CL 3687869 Make UBT include the destination INI file for a given hierarchy if it exists Renamed VSCode enum value to VisualStudioCode, so it matches the source accessor plugin name Change 3690030 by Graeme.Thornton VSCode fixes - Source Code Accessor plugin changes. Add new interface method to open a solution at a given path - GameProjectUtils now uses the source navigation API to open solutions rather than hardcoding which solution file types to look for - Various fixes for vscode project file generation #jira UE-50554 Change 3690885 by Steve.Robb Atomic reads in FReferenceControllerOps<ESPMode::ThreadSafe>. Change 3691052 by Steve.Robb Free stats thread on shutdown. Change 3695138 by Steve.Robb AsConst helper function added. Change 3696627 by James.Hopkin Changed player controller iterator typedefs to use TWeakObjectPtr rather than the deprecated TAutoWeakObjectPtr (review-3606695) Change 3697099 by Steve.Robb GitHub #4105 : Removed redundant class access modifier Change 3697154 by Steve.Robb Removal of deprecated functions in delegates. Mutable lambdas to can now be bound to delegates. Change 3697180 by Steve.Robb GitHub #4115 : Incorrect CPPMacroType used for USoftClassProperty Change 3697239 by Steve.Robb Allow TArray::Insert to take an array with any allocator type. Change 3697269 by Steve.Robb RelocateConstructItems instead of MoveConstructItems. Change 3697558 by Steve.Robb New _GetRef functions for TArray, which return a reference to the newly-added element. Unit tests for these functions. Change 3699776 by Steve.Robb TSAN warning suppression around IAsyncReadRequest::bCompleteAndCallbackCalled. Change 3702397 by Steve.Robb TIsTrivial type trait. Change 3702569 by Steve.Robb Allow a TGuardValue to be assigned to a different type from the one being guarded. Change 3706644 by Robert.Manuszewski Different stack ingore count for development builds for FArchiveStackTrace Change 3709272 by Steve.Robb Removal of redundant UpdateVertices, which causes a race condition on the renderer thread. Change 3709452 by Robert.Manuszewski Fixed a bug where with async time limit set to a low value the async loading could hang because the linker would keep reloading the preload dependencies Change 3709454 by Robert.Manuszewski Added command line option -NOEDL to disable EDL Change 3709487 by Steve.Robb Remove use of PLATFORM_HAS_64BIT_ATOMICS, which is always 1. Change 3709645 by Ben.Marsh Fix race condition between multiple instances of UBT trying to write out the XML config cache. Change 3711193 by Ben.Marsh Add an editor setting for the shared DDC location to use. #jira UE-51487 Change 3713811 by Steve.Robb Update .modules files after a hot reload. Don't check for directory timestamp changes as a way of detecting new files if hot reloading with a makefile, as this is already done during makefile invalidation checks. Pass hotreload flags around in UBT instead of relying on global state. This fixes the hot reload iteration speed regression without also regressing the fix to UE-42205. #jira UE-51472 Change 3715654 by Steve.Robb GitHub #4156 : Fixed not compiling template function Algo::UpperBoundBy. Change 3718782 by Steve.Robb TSharedPtr, TSharedRef and TWeakPtr assignment are now implemented as copy-and-swap to avoid an invalid smart pointer state being visible to any destructors being called. Change 3720830 by Steve.Robb Initial import of TAtomic object wrapper, which guarantees atomic access to an object. Change 3720881 by Steve.Robb FCompression ThreadSanitizer data race fixes. Change 3722640 by Graeme.Thornton Guard network platform file heartbeat function with the socket critical section. Stop heartbeat from causing a crash when firing during async loading. #jira UE-51463 Change 3722655 by Steve.Robb Don't null name table because it's already zeroed at startup. Some tidy-ups. Change 3722754 by Steve.Robb Thread sanitizer fix. Small typo fix. Change 3722849 by Graeme.Thornton Improve "caching file" message in networkplatformfile so it says "Requesting file..." and is only output when we actually request the file from the server Change 3723081 by Steve.Robb TAtomic is now aligned to the underlying integer type. TAtomic will now static assert with a better error message when given an unsupported type. Define added for the maximum platform-supported atomic type, and used instead of a (wrong) hardcoded number. Misc renames. Change 3723270 by Ben.Marsh Include /d2cgsummary argument when running UBT with -Timing. Change 3723683 by Ben.Marsh Do not include documentation in the generated project files by default. Suspect that the 30,000 UDN files that get added to the solution take up memory and degrate performance. Change 3725422 by Robert.Manuszewski When serializing compressed archive with multithreaded compression enabled, wait for the oldest async task instead of spinning. Change 3725735 by Robert.Manuszewski Making all CheckDefaultSubobjects related functions const Change 3726167 by Steve.Robb FMinimalName::IsNone added. Change 3726458 by Steve.Robb TAtomic will no longer instantiate for types which are not exactly a size supported by the platform layer. Change 3726542 by Ben.Marsh UGS: Always include the project filename in the editor build command. The project may not be in one of the .uprojectdirs paths. Change 3726595 by Ben.Marsh Allow building multiple game targets in the example BuildEditorAndTools.xml script. Change 3726724 by Ben.Marsh Fix ambiguities in calculating root directory. (GitHub #4172) Change 3726959 by Ben.Marsh Make sure that AutomationTool uses the same list of preprocessor definitions when compiling *.target.cs files as UnrealBuildTool does. Change 3728437 by Steve.Robb VisitTupleElements now supports invocation of a functor taking arguments from multiple tuples in parallel. Some improved documentation. NOTE: This is a backward-incompatible change to VisitTupleElements. Any existing calls will need their arguments swapping. Change 3732262 by Gil.Gribb UE4 - Fixed rare hangs in the task graph. Change 3732755 by Steve.Robb Stats TSAN fixes. Optimizations to FCycleCounter::Start() to only read the stat name once. Change 3735000 by Robert.Manuszewski Always preload the AssetRegistry module on startup. even if EDL is disabled. Even without EDL, if the async loading thread is enabled the AssetRegistryModule will otherwise be loaded from the ASL thread and that will assert. Change 3735292 by Robert.Manuszewski Made sure component visualizer is removed from VisualizersForSelection when UnregisterComponentVisualizer() is called otherwise it may cause crashes when the engine terminates. Change 3735332 by Steve.Robb Refactoring of UDelegateProperty::Identical() to clarify logic. Fixed UMulticastDelegateProperty::Identical() to compare the bound function names. PPF_DeltaComparison removed, as it doesn't seem useful. Change 3737960 by Graeme.Thornton VSCode - Add launch task for generating project files for the given folder Change 3738398 by Graeme.Thornton Make Visual Studio source code accessor's module hotreload handler pass the 'save all files' message to the current accesor, rather than direct to the visual studio accessor #jira UE-51451 Change 3738405 by Graeme.Thornton VSCode: Format c/cpp settings strings using comment path formatting function Change 3738928 by Steve.Robb Fix for lack of null conditional operators in some older Monos. (replicated from CL# 3729574 in Release-4.18) #jira UE-51842 Change 3739135 by Ben.Marsh Fix being unable to package projects in a folder called "Wolf". This is only a restricted folder for Epic's Perforce history. #jira UE-51855 Change 3739360 by Ben.Marsh UAT: Fix issue with P4PORT setting not being parsed correctly. Change 3745959 by James.Hopkin #core Added ImplicitConv for safe upcasts to a specific required type, e.g. deduced delegate payload types Change 3746125 by Steve.Robb FName ThreadSanitizer fixes. Change 3747274 by Steve.Robb TSAN fix for FMediaTicker::Stopping. Change 3747618 by Steve.Robb ThreadSanitizer data race fix for FShaderCompileThreadRunnableBase::bForceFinish. Change 3747720 by Steve.Robb ThreadSanitizer fix for FMessageRouter::Stopping. Change 3749207 by Graeme.Thornton First pass of CryptoKeys plugin. Allows creation/editing/cycling of AES/RSA keys. Change 3749323 by Graeme.Thornton Fix UAT crash when only -targetplatform is specifiied Change 3749349 by Steve.Robb TSAN_SAFE guards around LockFreeList to silence ThreadSanitizer. Change 3749617 by Steve.Robb Logf static_assert for formatting string enabled. Change 3749897 by Steve.Robb FDebug::LogAssertFailedMessage static assert for formatting string enabled. Change 3754011 by Steve.Robb Static asserts that the allocator supports move. Move-enabled our allocators which don't support move. Change 3754227 by Ben.Marsh Fix build command line in generated projects missing a space before the compiler version override. #jira UE-52226 Change 3754562 by Ben.Marsh PR #4206: Replace deprecated wsprintf with secure swprintf for Bootstrap executable (Contributed by jessicafalk) Change 3755616 by Graeme.Thornton Runtime code for using the new crypto ini files to define signing/encryption keys #jira UE-46580 Change 3755666 by James.Hopkin Used ImplicitConv to remove Casts being used for up-casts #review-3745965 Change 3755671 by Graeme.Thornton Add log message in unrealpak to say which config file system it is using for crypto keys Change 3755672 by Graeme.Thornton Updating ShooterGame with new CryptoKeys based security setup Change 3756778 by Ben.Marsh Add support for running multiple jobs simultaneously on a single builder. When running job or agent setup, the --num-slots=X parameter defines the number of steps that can run simultaneously (EC procedures pass in the resource step limit). A lock file is created under the workspace root (D:\Build) and a reservation file is created for the first slot that can be allocated (slot-1, slot-2, etc...). The slot number is used to define the workspace name that should be used. Change 3758498 by Ben.Marsh Re-throw exceptions when a file cannot be deleted when cleaning a target. Change 3758921 by Steve.Robb ThreadSanitizer fix to FThreadSafeStaticStatBase::HighPerformanceEnable to do a relaxed atomic load on access. DoSetup() now returns the newly-allocated pointer, instead of reloading it from memory. Change 3760599 by Graeme.Thornton Added missing epic header comment to some new source files Change 3760642 by Steve.Robb ThreadSanitizer fix for concurrent access to GMainThreadBlockedOnRenderThread. Change 3760669 by Graeme.Thornton Improvement to OpenSSL based signing key generator. Generate a full RSA key then steal the primes from it, rather than generating the primes manually. Added a test mode to the cryptokeys commandlet to test signing key generation Change 3760711 by Steve.Robb ThreadSanitizer fixes to GIsRenderingThreadSuspended. Change 3760739 by Steve.Robb ThreadSanitizer fix for FQueuedThread::TimeToDie. Change 3760763 by Steve.Robb ThreadSanitizer fix for GRunRenderingThreadHeartbeat. Removal of unnecessary/dangerous initializer for GMainThreadBlockedOnRenderThread. Change 3760793 by Steve.Robb Some simple refactoring to remove some volatile reads of BufferStartPos and BufferEndPos. Change 3760817 by Steve.Robb ThreadSanitizer fixes for FAsyncWriter::BufferStartPos and BufferEndPos. Change 3761331 by Josh.Engebretson UnrealBuildTool enforcement of Development and Debug configurations in existing .csproj #jira UE-52416 Change 3761521 by Steve.Robb ThreadSanitizer fixes for FEvent::EventStartCycles and EventUniqueId. Change 3763117 by Graeme.Thornton PR #3722: Optimising FPaths::IsRelative() (Contributed by jovisgCL) Change 3763358 by Graeme.Thornton Ensure that all branches within FGenericPlatformMisc::RootDir() produce an absolute path with no duplicate slashes Remove relative->abs conversion of root dir from FPaths::MakeStandardFilename(), now that we know RootDir() always returns an absolute path Derived from the content of this PR: PR #3742: Treat RootDirectory the same way as Standardized (Contributed by TroutZhang) Change 3764058 by Graeme.Thornton Generate a .code-workspace file for the current workspace. Allows foreign projects to "mount" the UE4 folder so that the engine tasks are avaible, and all engine source is visible to VSCode for searching purposes #jira UE-52359 Change 3764705 by Steve.Robb Better handling of whitespace in ImportText_Internal() for set and map properties. Containers are now emptied upon import failure, to avoid leaving bad container states (unhashed, partial data). Fix to USetProperty's temp buffer size to avoid buffer overruns. Duplicate map keys are now skipped during import, same as USetProperty's behavior. Change 3764731 by Steve.Robb Don't re-run UHT if only source files have changed in the same folder as headers. This was already done for hot reload, but there's no reason why it should be limited to that. Change 3765923 by Graeme.Thornton VSCode - "taskName" -> "label" for C# build tasks Change 3766018 by Steve.Robb constexpr constructor for TAtomic. Change 3766037 by Steve.Robb Misc tidyings in HotReload.cpp. Change 3766046 by Steve.Robb ThreadSanitizer fixes to ENamedThreads::RenderThread and ENamedThreads::ENamedThreads_Local. Change 3766288 by Steve.Robb Improved efficiency of adding/removing elements to UGCObjectReferencer::ReferencedObjects. Change 3766374 by Josh.Engebretson Fix issue with ini quoted value comparison #jira UE-52066 Change 3766532 by Josh.Engebretson PR #3680: Added NetSerialize to FDateTime fixing UE-22533 (Contributed by druhasu) #jira UE-46156 Change 3766740 by Steve.Robb TMultiMap::Append added. Change 3767523 by Steve.Robb ThreadSanitizer fix for UE4Delegates_Private::GNextID. Change 3767601 by Steve.Robb ThreadSanitizer fix for FStats::GameThreadStatsFrame. Change 3770567 by Ben.Marsh Add a FAnnotatedArchiveFormatter interface which allows querying structural type information that may not be in binary archives. Change 3770826 by Ben.Marsh Move StructuredArchive implementation into Core, so primitive types can implement serialization overloads for it. Change 3770875 by Steve.Robb Redundant UScriptStruct::PostLoad removed, which was causing a race condition in async loading. This was re-establishing the CppStructOps, but that is unnecessary because native classes cannot change as a result of a load - only BP structs can, and they don't have CppStructOps. Change 3772167 by Ben.Marsh Add a context-free binary formatter that can serialize tagged data. This functions as a lower-overhead binary intermediate format for JSON data. Change 3772248 by Steve.Robb ThreadSanitizer fixes to FMalloc call counters. Change 3772383 by Ben.Marsh Separate archive metadata from FArchive into FArchiveContext, so it can be safely exposed to consumers of FStructuredArchive. Change 3772906 by Graeme.Thornton TextAssetCommandlet - Utility commandlet for testing/converting to text asset format Change 3772932 by Ben.Marsh Fix "String:" prefix not being stripped from escaped string values. Change 3772942 by Graeme.Thornton Add experimental setting to enable in-editor text asset format functionality Add "export to text" option into the content browser asset actions context menu Change 3772955 by Ben.Marsh Add a new "stream" compound type to FStructuredArchive, which allows serializing a sequence of elements similarly to an array, but without serializing an explicit size. Allows passing through data to an underlying binary archive without breaking compatibility. Change 3772963 by Ben.Marsh Allow querying record keys and stream lengths from annotated archive formatters, since these archives have markup for field boundaries. Change 3773010 by Graeme.Thornton Added CORE_API to FArchiveFromStructuredArchive Gave text asset format experimental option a slightly less random tooltip comment Change 3773057 by Ben.Marsh Add a flag to FArchive to determine whether the archive is text (IsTextFormat()). Add support for seeking within FArchiveFromStructuredArchive. For text formats, data is serialized to an in-memory buffer, with names and objects serialized as indices into an array. For non-text formats, data is serialized directly to the underlying archive. Also rename FStructuredArchive::TryEnterSlot() to TryEnterField(). Change 3773118 by Steve.Robb TSignedIntType and TUnsignedIntType type traits for getting an integer type of a given size. Change 3773122 by Steve.Robb TAtomic fixes for pointer arithmetic. TSignedIntType used instead of reimplementing its own trait. Change 3773123 by Steve.Robb Unit tests for TAtomic. Change 3773138 by Steve.Robb Run numeric tests on integer types instead of basic tests. Fix for compiler warnings when subtracting from unsigned atomics. Change 3773166 by Steve.Robb Refactoring of arithmetic operations into its own class, then basing the pointer and integral versions on that. Change 3774216 by Gil.Gribb UE4 - Fix rare crash in the pak precacher immediately after unmounting a pak file. Change 3774426 by Ben.Marsh Copy all C# tools to a staging directory before compiling them. This prevents access violations when compiling tools like iPhonePackager that reference DotNETCommon, and ensures we strip NotForLicensees folders out of them all. See: https://answers.unrealengine.com/questions/726010/418-will-not-build-from-source.html Change 3774658 by Ben.Marsh Improve error reporting while generating intellisense for project files. Include the name of the target being compiled, and allow project file generation to continue without it. Change 3775141 by Ben.Marsh Always output HTML5 diagnostics at "information" verbosity, to avoid every line being prefixed with "WARNING:" and screwing up the EC postprocessor. Change 3775459 by Ben.Marsh Removing .NET Framework Perforce DLL as runtime dependency of engine third party library. The actual library is linked statically. Change 3775522 by Ben.Marsh UGS: Treat .uproject and .uplugin files as code changes. Change 3775597 by Ben.Marsh Fix post-build steps for plugins not being executed. #jira UE-52754 Change 3777895 by Graeme.Thornton StructuredArchiveFromArchive - An adapter class for wrapping an existing FArchive with a structured archive Change 3777931 by Graeme.Thornton Refactored FArchiveUObjects serialization code into some static helpers Added FArchiveUObjectFromStructuredArchive which allows the adaption of a structured archive into an FArchive that supports the extra UObect serialization functions for weak/soft pointers Change 3777942 by Graeme.Thornton Added missing CORE_API to FStructuredArchive::FStream Added FStructuredArchive::FSlot insertion operator for char Added specialization of TArray<uint8> serializer for structured archives which serializes the contents as one value Change 3778084 by Graeme.Thornton Adding FPackageName::GetTextAssetPackageExtension() to access the file extension we use for text asset files Change 3778096 by Graeme.Thornton Add a constructor to FArchiveUObjectFromStructuredArchive that takes a slot and passes it to the base class Change 3778389 by Josh.Engebretson Fix an optimization issue with CPU benchmarking Add better support for debugging/testing local rocket builds UDN Link: https://udn.unrealengine.com/questions/400909/command-scalability-auto-gives-inaccurate-cpu-benc.html #jira UE-52192 Change 3778701 by Josh.Engebretson Ensure plugin content folders are mounted consistently. Fixes TryConvertFilenameToLongPackageName failing to work on plugin assets UDN Link: https://udn.unrealengine.com/questions/276386/tryconvertfilenametolongpackagename-fails-for-plug.html #jira UE-40317 Change 3778832 by Chad.Garyet Adding enterprise path support for PCB's for UGS Change 3780258 by Graeme.Thornton TextAssetCommandlet - Accumulate timings for loading packages and saving packages Change 3780463 by Graeme.Thornton CryptoKeys improvements - Enable CryptoKeys plugin by default - Attempt to inherit settings from the old system by default - Hide ini/index encryption settings from packaging settings and just inherit previous values into new system Minor UBT change to remove a trailing comma from the end of encryption/signing key binary strings Change 3780557 by Ben.Marsh Fix LoginFlow module not being precompiled for the binary release. Change 3780846 by Josh.Engebretson Improve filename to long package name resolution when provided a relative path Change 3780863 by Ben.Marsh UAT: Add a better error message when a C# project has an invalid reference. Change 3780911 by Ben.Marsh Update the BuildEditorAndTools.xml script to allow submitting archived binaries to Perforce. The "Submit To Perforce For UGS" node creates a zip of all the binaries that have been built, and submits it to the stream specified by the 'ArchiveStream' argument. Change 3780956 by Josh.Engebretson Add support for ! (RemoveKey) config command to UBT UDN Link: https://udn.unrealengine.com/questions/397267/index.html #jira UE-52033 Change 3782957 by Robert.Manuszewski UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Change 3784503 by Ben.Marsh Optimizations for FStructuredArchive: * Store the depth explicitly in element objects, to avoid having to loop through the scope stack to find it. * Prevent shrinking of arrays when removing elements. * Add an inline allocator to the scope and container stacks. Change 3784700 by Ben.Marsh Remove the inline allocator from FStructuredArchive; checking whether the inline or backup allocator is being used is slower than just allocating up-front. Change 3784989 by Ben.Marsh Compile out all the FStructuredArchive validation code when WITH_TEXT_ARCHIVE_SUPPORT = 0. Change 3786860 by Gil.Gribb UE4 - Remove no buffering flag from windows async IO because it disabled the disk cache entirely. Change 3787159 by Ben.Marsh Guard against UE4.0 backwards compatibility path when determining if an engine is a source distribution. Change 3787493 by Josh.Engebretson Parallel pak generation now uses MaxDegreeOfParallelism option which is now set to the number of CPU cores Moved cryptography settings parsing out of threaded CreatePak method to avoid concurrency issue in ConfigCache.TryReadFile Fix for multiple threads parsing ini keys (PR 3995) #PR 3995 #jira 52913 #jira 49503 Change 3787773 by Steve.Robb Fix for missing final values from FOREACH_ENUM_ macros. Change 3788287 by Ben.Marsh TBA: Add checks in debug builds that key names in maps and records for FStructuredArchive are unique. Change 3788678 by Ben.Marsh Fix compile error due to inability to instantiate TArray<> of forward declared struct. Convert set of key names to an array to avoid including Set.h in public header for FStructuredArchive. Change 3789353 by Graeme.Thornton Removed unused/rotten modes from TextAsset commandlet. Used existing "-iterations=n" switch to control a global iteration over the given command. Useful for performance testing. Change 3789396 by Ben.Marsh Move code to validate container keys/sizes into DO_GUARD_SLOW checks, and allocate container metadata instances dynamically to fix problems with references to things not declared in headers that can't be included from StructuredArchive.h Change 3789772 by Ben.Marsh Always strip trailing slashes from the end of paths specified by .build.cs files; they can cause quoted paths to be escaped on the command line. Change 3790003 by Ben.Marsh TBA: Rename FStructuredArchive::EElementType::Object to FStructuredArchive::EElementType::Record. Change 3790051 by Steve.Robb PIE is disabled during a hot reload. Hot reload in editor is disabled during PIE. Hot reload from IDE is deferred until after PIE is exited. Compiling multiple times before a hot reload (e.g. compiling multiple times in PIE) will now load the most recent change. #jira UE-20357 #jira UE-52137 Change 3790709 by Steve.Robb Better move support for TVariant. EVariantTypes switched over to using an enum class to aid debugger visualization. Change 3791422 by Ben.Marsh TBA: Return the type of a field from an annotated archive formatter at the point that we enter it, rather than querying all the time. Change 3791489 by Graeme.Thornton TBA: Change StructuredArchiveFromArchive adapter to use the archive.Open() result directly, now that it's a slot and not a record Change 3792344 by Ben.Marsh Improvements to base64 encoding library. * Now supports encoding and decoding with ANSICHAR and WIDECHAR implementations. * Added support for decoding base-64 blobs without padding marks. * Added support for decoding into pre-allocated buffer. * Added constexpr functions for determining the encoded and maximum decoded size of an input buffer. * Prevent writes past the end of allocated buffer (no longer need to manually remove padding bytes). Change 3792949 by Ben.Marsh TBA: Rename FAnnotatedArchiveFormatter to FAnnotatedStructuredArchiveFormatter. Change 3794078 by Robert.Manuszewski Fixing a crash that could happen when FGCObjects were constructed and destructed when shutting down the engine #jira UE-52392 Change 3794413 by Ben.Marsh TBA: Remove the element type parameter to SetScope(). It isn't really needed; we can just assume the element ID correctly identifies the item on the stack. Change 3794731 by Ben.Marsh TBA: Optimize creation of stack elements for empty slots in FStructuredArchive. This saves a lot of bookkeeping when serializing a large number of individual fields. Since only one slot can be active at a time (and it only exists temporarily, until we write into it), we can just store the element ID assigned to it in a member variable. Change 3795081 by Ben.Marsh UBT: Move LinuxCommon.cs into Platform/Linux folder. Change 3795137 by Ben.Marsh UBT: Allow modules to specify private compiler definitions from the build.cs file, only visible within that module (via the "PrivateDefinitions" property). Change 3795247 by Ben.Marsh Fix missing header when creating a new interface from the editor new code wizard. #jira UE-53174 Change 3796025 by Graeme.Thornton Fixed some deprecated "Definitions" warnings in OpenCV build files Change 3796103 by Graeme.Thornton Disable experimental text asset option - it does nothing useful yet. Change 3796157 by Graeme.Thornton Fix path type mismatch in visual studio source code accessor meaning that the DTE comms wouldn't identify a running instance of VS as having the current solution open. #jira UE-53206 Change 3796315 by Ben.Marsh Move Formatter to the correct position for initializer. #jira UE-53208 Change 3797082 by Ben.Marsh UAT: Work around for exception thrown by launching cook with "-platform=Android_ETC1 -targetplatform=Android -cookflavor=ETC1". Anrdoid_ETC1 is not a valid platform (it's a cook platform), and can't be parsed by UAT. #jira UE-53232 Change 3799050 by Ben.Marsh Make UnrealPak.version files writable for Mac and Linux. Change 3801012 by Graeme.Thornton VSCode - Update source accessor to use code workspace as it's target, rather than just the project directory Change 3801214 by Gil.Gribb UE4 - Remove assert to work around minor problem with lock free lists. #jira UE-49600 Change 3801219 by Steve.Robb WeakObjectPtrs now warn when casting away const. Change 3801299 by Graeme.Thornton Fix quote issue with foreign project build tasks on PC Change 3803292 by Graeme.Thornton Fix crash on startup when using cook-on-the-side. Force a flush of the asset registry background scanning when creating the cook-on-the-side platform registries Change 3803559 by Steve.Robb TSAN fix for FMalloc::MaxSingleAlloc. Change 3803735 by Graeme.Thornton Last set of cryptokeys changes - Added some comments for editor exposed settings - Split "encrypt assets" option into "encrypt uassets" and "encrypt all assets" Change 3803929 by Ben.Marsh UGS: Show an in-place error panel when a project fails to open, allowing the user to retry and have their tabs saved instead of creating a modal dialog. Change 3624590 by Steve.Robb AddReferencedObjects now generates a compile error with containers of UObject*s where the UObjectType is forward-declared, as these which won't be added to the reference collector. Tidy-up of existing calls to AddReferencedObjects. Change 3629473 by Ben.Marsh Build: Rename the option for embedding source server information in PDB files for installed engine builds. Change 3632894 by Steve.Robb VARARG* macros deprecated and usage replaced with variadic templates. Change 3640704 by Steve.Robb MakeWeakObjectPtr added, which deduces a TWeakObjectPtr type from a raw pointer type. Fix to TWeakObjectPtr's constructor which implicitly removed const. Fixes to everything which didn't compile as a result. Change 3650813 by Graeme.Thornton Removed FStartupPackages and associated code Change 3651000 by Ben.Marsh Return the stack size from FPlatformStackWalk::CaptureStackBacktrace() rather than checking for the first null pointer, to prevent truncated callstacks if parts of the stack are zeroed out. #jira UE-49980 Change 3690842 by Steve.Robb FPlatformAtomics::AtomicRead added - needs optimizing. AtomicRead() used in FThreadSafeCounter::GetValue(). Change 3699416 by Steve.Robb Fix to debugger visualization of TArray with a TInlineAllocator or TFixedAllocator. Improved readability of TSparseArray visualization. Change 3720812 by Steve.Robb Atomic functions for 8-bit and 16-bit. Android, Linux and Switch implementations now just use the Clang implementation. AtomicRead64 deprecated in favor of the int64* AtomicRead overload. Change 3722698 by Steve.Robb VS debugger visualizers for TAtomic. Change 3732270 by Steve.Robb Relaxed stores and loads. Change 3749315 by Graeme.Thornton If UAT is invoked with platforms in both the -platform and -targetplatform command line switches, build using all of them rather than just the ones in -targetplatform #jira UE-52034 Change 3750657 by Josh.Engebretson Fixed issue when debugging editor cook/package and project launch operations #jira UE-52207 Change 3758514 by Steve.Robb Fixes to FString::Printf having non-literals being passed as its formatting string. Change 3763356 by Steve.Robb ENamedThreads::RenderThread and ENamedThreads::RenderThread_Local encapsulated by getters and setters. Change 3770549 by Steve.Robb Removal of obsolete PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS and PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES. Tidy up of existing code which uses it. Change 3770553 by Ben.Marsh Adding structured serialization API to Core/CoreUObject for use with text-based assets. * FStructuredArchive abstracts an archive which is made up of compound types (records, arrays, and maps). Values are stored in slots within these types. * Records are string -> value dictionaries where the key names can be compiled out in non-editor builds or when WITH_TEXT_ARCHIVE_SUPPORT = 0. * Maps are string -> value dictionaries where the key names are present regardless of the build type. * Proxy objects are defined to express the context for serialization (FStructuredArchive::FRecord, FStructuredArchive::FArray, FStructuredArchive::FMap, FStructuredArchive::FSlot) which allows basic validation through static typing. These objects act as lightweight handles, and can be cheaply constructed and passed around on the stack. Most serialization to and from the archive is done through these objects. * Runtime checks perform additional validation to ensure that serialized data is well formed and written in a forward-only manner, regardless of the underlying archive type. * The actual input/output format is determined by a separate interface (FArchiveFormatter). Context validation (always causing matching LeaveArray for every EnterArray, etc...) is done by FStructuredArchive, so implementing these classes is fairly trivial. FArchiveFormatter can be de-virtualized in non-editor builds, where WITH_TEXT_ARCHIVE_SUPPORT = 0. * Includes implementations of FArchiveFormatter for binary and JSON formats. Change 3771105 by Steve.Robb Deprecation warnings for PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES and PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS. Fix for incorrect warning formatting on Clang platforms. Change 3771520 by Steve.Robb Start moving Clang-using platforms' pre-setup stuff into a Clang-specific header. Change 3771564 by Steve.Robb More common macros moved to the Clang pre-setup header. Change 3771613 by Steve.Robb EMIT_CUSTOM_WARNING_AT_LINE moved to ClangPlatformCompilerPreSetup.h. Change 3772881 by Ben.Marsh Add support for serializing FName and UObject through FStructuredArchive. In order to allow custom linker behavior when serializing objects: * The constructor to JSON input formatter now takes a delegate to convert a string object name into a UObject pointer. * The constructor to tagged binary formatter takes a delegate to serialize a UObject pointer into any form it chooses (likely an integer index into the import table) Object and name types are stored as strings in JSON, using an "Object:" or "Name:" prefix to differentiate them from regular strings. Any strings that already contain one of these prefixes are prepended with a "String:" prefix (as is any string that already has a "String:" prefix). Change 3772941 by Graeme.Thornton Make build work when including StructuredArchive.h from core container types Added standard header to new files Add structured archive serializer for TArray Fix bug in structured archive where containers weren't being popped from the scope stack Change 3772972 by Ben.Marsh Add an adapter which presents a legacy FArchive interface to a FStructuredArchive slot. Data is serialized into this slot as a stream of elements; raw data is buffered up into fixed size chunks, names and objects are serialized separately. When used with FBinaryArchiveFormatter, this should result in all data being passed through to the underlying archive in a backwards compatible way, wiith no additional bookkeeping fields. Change 3773006 by Ben.Marsh Rename FStructuredArchive::FRecord::EnterSlot() to EnterField(). Change 3773013 by Steve.Robb bUseInlining target rule added to UnrealBuildTool, which defaults to true, to allow inlining to be disabled for debugging purposes. Change 3774499 by Ben.Marsh Minor fixes for FStructuredArchive related classes: * Text-based archive formats are now compiled out when WITH_TEXT_ARCHIVE_SUPPORT = 0. * Fixed issue with FTaggedBinaryArchiveFormatter state becoming corrupted when looking ahead at field types. * FArchiveFieldName constructor is now explicit, to fix cases where strings were being passed directly to serialize functions. Change 3774600 by Ben.Marsh Add CopyFormattedData() function, which can copy data from one formatter to another. Add a test case to SerializationAPI that converts from data -> JSON -> binary -> JSON -> data. This function can be used to implement a generic visitor pattern, by implementing a FArchiveFormatter which receives the deserialized data. Change 3789721 by Ben.Marsh TBA: Split FTaggedBinaryArchiveFormatter into separate classes for reading and writing. Change 3789920 by Ben.Marsh TBA: Support automatic coercion between any numeric types in tagged binary archives. Also report the smallest type that can contain a value, rather than just in32/double. #jira UECORE-364 Change 3789982 by Ben.Marsh TBA: Change FStructuredArchive::Open() to return a slot, rather than a record, to make it easier to implement a raw FArchive adapter. Change 3792466 by Ben.Marsh TBA: Better handling of raw data in text based assets. Short sequences of binary data are Base64 encoded as a single string. Longer sequences are stored as an array of Base64 encoded lines, push a SHA1 hash to detect cases where the data was merged incorrectly. In order to allow inference of the correct type for a field, other fields called "Base64" will be escaped to "_Base64", and any field beginning with "_" will have an additional underscore inserted. Reading files back in reverses these transformations. Change 3792935 by Ben.Marsh TBA: Rename FArchiveFormatter to FStructuredArchiveFormatter for consistency with FStructuredArchive. Change 3795100 by Ben.Marsh UBT: Rename the ModuleRules Definitions property to PublicDefinitions, to make its semantics clearer. Change 3795106 by Ben.Marsh Replace all internal usages of ModuleRules.Definitions, and replace it with ModuleRules.PublicDefinitions. Change 3796275 by Ben.Marsh Fix paths to Version.h includes from resource files. Change 3800683 by Josh.Engebretson Remove WER from Mac and Linux crash reports in favor of unified runtime-xml format #jira UE-50073 Change 3803545 by Steve.Robb TWeakObjPtr const-dropping assignment fix. Fixes to change. [CL 3805231 by Ben Marsh in Main branch]
2017-12-12 18:32:45 -05:00
FModuleManager& ModuleManager = FModuleManager::Get();
bool bResult = true;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3805092) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3623004 by Ben.Marsh Fix RemoteExecutor not taking the remote machine specs into account. Change 3623172 by Ben.Marsh UGS: Fix "More Info..." button not using P4 server override. Change 3628820 by Ben.Marsh PR #3979: Get working directory from task element, not tool node (Contributed by nullbus) Change 3630424 by Graeme.Thornton Make the AES key parameter const in FAES::EncryptData() Change 3632786 by Steve.Robb FString constructor fixed to not take an ignored void* parameter, which can be misleading. Change 3639534 by Ben.Marsh Remove old P4.NET library. Doesn't seem to be used by anything. Change 3640536 by Steve.Robb GitHub #4007 : Delete unnecessary specialization of MakeArrayView #jira UE-49617 Change 3641155 by Gil.Gribb UE4 - Speculative fix for problem with summary reading in FAsyncArchive2. Change 3643932 by Ben.Marsh Add an example build script for updating the version number, then compiling and staging the editor and tools to an output directory. Optionally submits at the end (requires -Submit argument). Change 3644825 by Ben.Marsh Use VSWHERE to find the location of MsBuild.exe, if available. https://github.com/EpicGames/UnrealEngine/pull/3879#issuecomment-329688645 Change 3647395 by Ben.Marsh Allow compiling of monolithic binaries from BuildEditorAndTools.xml, using the -set:GameTarget=FooGame -set:TargetPlatforms=Win32;Win64 options. Change 3650300 by Ben.Marsh UAT: Remove code that deletes cooked data on a failed cook. The engine should write packages out transactionally now (by writing to a temporary file and moving into place), and deleting the cooked data just prevents post-mortem analysis. Change 3650856 by Robert.Manuszewski Adding checks to prevent FlushAsyncLoading and LoadObject/LoadPackage from being called from any threads other than the game thread Change 3651022 by Gil.Gribb UE4 - Possible fix for mysterious ensure indicating problematic recursion in the pak precacher. Change 3658331 by Steve.Robb Fix for the parsing of large integer values. Change 3661958 by Gil.Gribb UE4 - Fixed rare hang in task graph. Change 3664021 by Robert.Manuszewski Fix for a potential GC crash caused by stale pointer in AnimInstanceProxy See https://udn.unrealengine.com/questions/392432/gc-issue-uaniminstancemontageinstances-empty-but-u.html Change 3664254 by Steve.Robb Use ANSI allocator when thread sanitizer is enabled. This allows the generation of more accurate and meaningful reports. Change 3664436 by Steve.Robb Use TUniquePtr instead of a thread-unsafe TSharedPtr to move data between threads. Change 3666461 by Graeme.Thornton Improvements to signing/encryption key embedding and runtime access - Changed method of embedding key into the executable to make it more secure - Added FAESKey class to wrap a 32 byte key Change 3666462 by Graeme.Thornton Cut ShooterGame AES key down to 32 characters Change 3677560 by Ben.Marsh PR #4074: UBT: Add include and library-related fields to module JSON output (Contributed by adamrehn) Change 3683534 by Steve.Robb Refactoring of enum/struct lookup during hot reload. Change 3683754 by Steve.Robb Alignment fixes to allow int64 on 32-bit platforms Support for integral types in IsAligned. Static asserts so that alignment functions will no longer be called with non-intergal, non-pointer types. Some fixes to existing code. Change 3686670 by Steve.Robb Fix for thread-unsafe modification of static array in FString::ParseIntoArrayWS. Change 3687540 by Ben.Marsh Fix all UBT/UAT output going to stderr rather than stdout. Change 3688931 by Gil.Gribb UE4 - Critical fix for a rare race condition in the pak file async IO layer. Change 3690000 by Graeme.Thornton Manual copy of 4.18 CL 3687869 Make UBT include the destination INI file for a given hierarchy if it exists Renamed VSCode enum value to VisualStudioCode, so it matches the source accessor plugin name Change 3690030 by Graeme.Thornton VSCode fixes - Source Code Accessor plugin changes. Add new interface method to open a solution at a given path - GameProjectUtils now uses the source navigation API to open solutions rather than hardcoding which solution file types to look for - Various fixes for vscode project file generation #jira UE-50554 Change 3690885 by Steve.Robb Atomic reads in FReferenceControllerOps<ESPMode::ThreadSafe>. Change 3691052 by Steve.Robb Free stats thread on shutdown. Change 3695138 by Steve.Robb AsConst helper function added. Change 3696627 by James.Hopkin Changed player controller iterator typedefs to use TWeakObjectPtr rather than the deprecated TAutoWeakObjectPtr (review-3606695) Change 3697099 by Steve.Robb GitHub #4105 : Removed redundant class access modifier Change 3697154 by Steve.Robb Removal of deprecated functions in delegates. Mutable lambdas to can now be bound to delegates. Change 3697180 by Steve.Robb GitHub #4115 : Incorrect CPPMacroType used for USoftClassProperty Change 3697239 by Steve.Robb Allow TArray::Insert to take an array with any allocator type. Change 3697269 by Steve.Robb RelocateConstructItems instead of MoveConstructItems. Change 3697558 by Steve.Robb New _GetRef functions for TArray, which return a reference to the newly-added element. Unit tests for these functions. Change 3699776 by Steve.Robb TSAN warning suppression around IAsyncReadRequest::bCompleteAndCallbackCalled. Change 3702397 by Steve.Robb TIsTrivial type trait. Change 3702569 by Steve.Robb Allow a TGuardValue to be assigned to a different type from the one being guarded. Change 3706644 by Robert.Manuszewski Different stack ingore count for development builds for FArchiveStackTrace Change 3709272 by Steve.Robb Removal of redundant UpdateVertices, which causes a race condition on the renderer thread. Change 3709452 by Robert.Manuszewski Fixed a bug where with async time limit set to a low value the async loading could hang because the linker would keep reloading the preload dependencies Change 3709454 by Robert.Manuszewski Added command line option -NOEDL to disable EDL Change 3709487 by Steve.Robb Remove use of PLATFORM_HAS_64BIT_ATOMICS, which is always 1. Change 3709645 by Ben.Marsh Fix race condition between multiple instances of UBT trying to write out the XML config cache. Change 3711193 by Ben.Marsh Add an editor setting for the shared DDC location to use. #jira UE-51487 Change 3713811 by Steve.Robb Update .modules files after a hot reload. Don't check for directory timestamp changes as a way of detecting new files if hot reloading with a makefile, as this is already done during makefile invalidation checks. Pass hotreload flags around in UBT instead of relying on global state. This fixes the hot reload iteration speed regression without also regressing the fix to UE-42205. #jira UE-51472 Change 3715654 by Steve.Robb GitHub #4156 : Fixed not compiling template function Algo::UpperBoundBy. Change 3718782 by Steve.Robb TSharedPtr, TSharedRef and TWeakPtr assignment are now implemented as copy-and-swap to avoid an invalid smart pointer state being visible to any destructors being called. Change 3720830 by Steve.Robb Initial import of TAtomic object wrapper, which guarantees atomic access to an object. Change 3720881 by Steve.Robb FCompression ThreadSanitizer data race fixes. Change 3722640 by Graeme.Thornton Guard network platform file heartbeat function with the socket critical section. Stop heartbeat from causing a crash when firing during async loading. #jira UE-51463 Change 3722655 by Steve.Robb Don't null name table because it's already zeroed at startup. Some tidy-ups. Change 3722754 by Steve.Robb Thread sanitizer fix. Small typo fix. Change 3722849 by Graeme.Thornton Improve "caching file" message in networkplatformfile so it says "Requesting file..." and is only output when we actually request the file from the server Change 3723081 by Steve.Robb TAtomic is now aligned to the underlying integer type. TAtomic will now static assert with a better error message when given an unsupported type. Define added for the maximum platform-supported atomic type, and used instead of a (wrong) hardcoded number. Misc renames. Change 3723270 by Ben.Marsh Include /d2cgsummary argument when running UBT with -Timing. Change 3723683 by Ben.Marsh Do not include documentation in the generated project files by default. Suspect that the 30,000 UDN files that get added to the solution take up memory and degrate performance. Change 3725422 by Robert.Manuszewski When serializing compressed archive with multithreaded compression enabled, wait for the oldest async task instead of spinning. Change 3725735 by Robert.Manuszewski Making all CheckDefaultSubobjects related functions const Change 3726167 by Steve.Robb FMinimalName::IsNone added. Change 3726458 by Steve.Robb TAtomic will no longer instantiate for types which are not exactly a size supported by the platform layer. Change 3726542 by Ben.Marsh UGS: Always include the project filename in the editor build command. The project may not be in one of the .uprojectdirs paths. Change 3726595 by Ben.Marsh Allow building multiple game targets in the example BuildEditorAndTools.xml script. Change 3726724 by Ben.Marsh Fix ambiguities in calculating root directory. (GitHub #4172) Change 3726959 by Ben.Marsh Make sure that AutomationTool uses the same list of preprocessor definitions when compiling *.target.cs files as UnrealBuildTool does. Change 3728437 by Steve.Robb VisitTupleElements now supports invocation of a functor taking arguments from multiple tuples in parallel. Some improved documentation. NOTE: This is a backward-incompatible change to VisitTupleElements. Any existing calls will need their arguments swapping. Change 3732262 by Gil.Gribb UE4 - Fixed rare hangs in the task graph. Change 3732755 by Steve.Robb Stats TSAN fixes. Optimizations to FCycleCounter::Start() to only read the stat name once. Change 3735000 by Robert.Manuszewski Always preload the AssetRegistry module on startup. even if EDL is disabled. Even without EDL, if the async loading thread is enabled the AssetRegistryModule will otherwise be loaded from the ASL thread and that will assert. Change 3735292 by Robert.Manuszewski Made sure component visualizer is removed from VisualizersForSelection when UnregisterComponentVisualizer() is called otherwise it may cause crashes when the engine terminates. Change 3735332 by Steve.Robb Refactoring of UDelegateProperty::Identical() to clarify logic. Fixed UMulticastDelegateProperty::Identical() to compare the bound function names. PPF_DeltaComparison removed, as it doesn't seem useful. Change 3737960 by Graeme.Thornton VSCode - Add launch task for generating project files for the given folder Change 3738398 by Graeme.Thornton Make Visual Studio source code accessor's module hotreload handler pass the 'save all files' message to the current accesor, rather than direct to the visual studio accessor #jira UE-51451 Change 3738405 by Graeme.Thornton VSCode: Format c/cpp settings strings using comment path formatting function Change 3738928 by Steve.Robb Fix for lack of null conditional operators in some older Monos. (replicated from CL# 3729574 in Release-4.18) #jira UE-51842 Change 3739135 by Ben.Marsh Fix being unable to package projects in a folder called "Wolf". This is only a restricted folder for Epic's Perforce history. #jira UE-51855 Change 3739360 by Ben.Marsh UAT: Fix issue with P4PORT setting not being parsed correctly. Change 3745959 by James.Hopkin #core Added ImplicitConv for safe upcasts to a specific required type, e.g. deduced delegate payload types Change 3746125 by Steve.Robb FName ThreadSanitizer fixes. Change 3747274 by Steve.Robb TSAN fix for FMediaTicker::Stopping. Change 3747618 by Steve.Robb ThreadSanitizer data race fix for FShaderCompileThreadRunnableBase::bForceFinish. Change 3747720 by Steve.Robb ThreadSanitizer fix for FMessageRouter::Stopping. Change 3749207 by Graeme.Thornton First pass of CryptoKeys plugin. Allows creation/editing/cycling of AES/RSA keys. Change 3749323 by Graeme.Thornton Fix UAT crash when only -targetplatform is specifiied Change 3749349 by Steve.Robb TSAN_SAFE guards around LockFreeList to silence ThreadSanitizer. Change 3749617 by Steve.Robb Logf static_assert for formatting string enabled. Change 3749897 by Steve.Robb FDebug::LogAssertFailedMessage static assert for formatting string enabled. Change 3754011 by Steve.Robb Static asserts that the allocator supports move. Move-enabled our allocators which don't support move. Change 3754227 by Ben.Marsh Fix build command line in generated projects missing a space before the compiler version override. #jira UE-52226 Change 3754562 by Ben.Marsh PR #4206: Replace deprecated wsprintf with secure swprintf for Bootstrap executable (Contributed by jessicafalk) Change 3755616 by Graeme.Thornton Runtime code for using the new crypto ini files to define signing/encryption keys #jira UE-46580 Change 3755666 by James.Hopkin Used ImplicitConv to remove Casts being used for up-casts #review-3745965 Change 3755671 by Graeme.Thornton Add log message in unrealpak to say which config file system it is using for crypto keys Change 3755672 by Graeme.Thornton Updating ShooterGame with new CryptoKeys based security setup Change 3756778 by Ben.Marsh Add support for running multiple jobs simultaneously on a single builder. When running job or agent setup, the --num-slots=X parameter defines the number of steps that can run simultaneously (EC procedures pass in the resource step limit). A lock file is created under the workspace root (D:\Build) and a reservation file is created for the first slot that can be allocated (slot-1, slot-2, etc...). The slot number is used to define the workspace name that should be used. Change 3758498 by Ben.Marsh Re-throw exceptions when a file cannot be deleted when cleaning a target. Change 3758921 by Steve.Robb ThreadSanitizer fix to FThreadSafeStaticStatBase::HighPerformanceEnable to do a relaxed atomic load on access. DoSetup() now returns the newly-allocated pointer, instead of reloading it from memory. Change 3760599 by Graeme.Thornton Added missing epic header comment to some new source files Change 3760642 by Steve.Robb ThreadSanitizer fix for concurrent access to GMainThreadBlockedOnRenderThread. Change 3760669 by Graeme.Thornton Improvement to OpenSSL based signing key generator. Generate a full RSA key then steal the primes from it, rather than generating the primes manually. Added a test mode to the cryptokeys commandlet to test signing key generation Change 3760711 by Steve.Robb ThreadSanitizer fixes to GIsRenderingThreadSuspended. Change 3760739 by Steve.Robb ThreadSanitizer fix for FQueuedThread::TimeToDie. Change 3760763 by Steve.Robb ThreadSanitizer fix for GRunRenderingThreadHeartbeat. Removal of unnecessary/dangerous initializer for GMainThreadBlockedOnRenderThread. Change 3760793 by Steve.Robb Some simple refactoring to remove some volatile reads of BufferStartPos and BufferEndPos. Change 3760817 by Steve.Robb ThreadSanitizer fixes for FAsyncWriter::BufferStartPos and BufferEndPos. Change 3761331 by Josh.Engebretson UnrealBuildTool enforcement of Development and Debug configurations in existing .csproj #jira UE-52416 Change 3761521 by Steve.Robb ThreadSanitizer fixes for FEvent::EventStartCycles and EventUniqueId. Change 3763117 by Graeme.Thornton PR #3722: Optimising FPaths::IsRelative() (Contributed by jovisgCL) Change 3763358 by Graeme.Thornton Ensure that all branches within FGenericPlatformMisc::RootDir() produce an absolute path with no duplicate slashes Remove relative->abs conversion of root dir from FPaths::MakeStandardFilename(), now that we know RootDir() always returns an absolute path Derived from the content of this PR: PR #3742: Treat RootDirectory the same way as Standardized (Contributed by TroutZhang) Change 3764058 by Graeme.Thornton Generate a .code-workspace file for the current workspace. Allows foreign projects to "mount" the UE4 folder so that the engine tasks are avaible, and all engine source is visible to VSCode for searching purposes #jira UE-52359 Change 3764705 by Steve.Robb Better handling of whitespace in ImportText_Internal() for set and map properties. Containers are now emptied upon import failure, to avoid leaving bad container states (unhashed, partial data). Fix to USetProperty's temp buffer size to avoid buffer overruns. Duplicate map keys are now skipped during import, same as USetProperty's behavior. Change 3764731 by Steve.Robb Don't re-run UHT if only source files have changed in the same folder as headers. This was already done for hot reload, but there's no reason why it should be limited to that. Change 3765923 by Graeme.Thornton VSCode - "taskName" -> "label" for C# build tasks Change 3766018 by Steve.Robb constexpr constructor for TAtomic. Change 3766037 by Steve.Robb Misc tidyings in HotReload.cpp. Change 3766046 by Steve.Robb ThreadSanitizer fixes to ENamedThreads::RenderThread and ENamedThreads::ENamedThreads_Local. Change 3766288 by Steve.Robb Improved efficiency of adding/removing elements to UGCObjectReferencer::ReferencedObjects. Change 3766374 by Josh.Engebretson Fix issue with ini quoted value comparison #jira UE-52066 Change 3766532 by Josh.Engebretson PR #3680: Added NetSerialize to FDateTime fixing UE-22533 (Contributed by druhasu) #jira UE-46156 Change 3766740 by Steve.Robb TMultiMap::Append added. Change 3767523 by Steve.Robb ThreadSanitizer fix for UE4Delegates_Private::GNextID. Change 3767601 by Steve.Robb ThreadSanitizer fix for FStats::GameThreadStatsFrame. Change 3770567 by Ben.Marsh Add a FAnnotatedArchiveFormatter interface which allows querying structural type information that may not be in binary archives. Change 3770826 by Ben.Marsh Move StructuredArchive implementation into Core, so primitive types can implement serialization overloads for it. Change 3770875 by Steve.Robb Redundant UScriptStruct::PostLoad removed, which was causing a race condition in async loading. This was re-establishing the CppStructOps, but that is unnecessary because native classes cannot change as a result of a load - only BP structs can, and they don't have CppStructOps. Change 3772167 by Ben.Marsh Add a context-free binary formatter that can serialize tagged data. This functions as a lower-overhead binary intermediate format for JSON data. Change 3772248 by Steve.Robb ThreadSanitizer fixes to FMalloc call counters. Change 3772383 by Ben.Marsh Separate archive metadata from FArchive into FArchiveContext, so it can be safely exposed to consumers of FStructuredArchive. Change 3772906 by Graeme.Thornton TextAssetCommandlet - Utility commandlet for testing/converting to text asset format Change 3772932 by Ben.Marsh Fix "String:" prefix not being stripped from escaped string values. Change 3772942 by Graeme.Thornton Add experimental setting to enable in-editor text asset format functionality Add "export to text" option into the content browser asset actions context menu Change 3772955 by Ben.Marsh Add a new "stream" compound type to FStructuredArchive, which allows serializing a sequence of elements similarly to an array, but without serializing an explicit size. Allows passing through data to an underlying binary archive without breaking compatibility. Change 3772963 by Ben.Marsh Allow querying record keys and stream lengths from annotated archive formatters, since these archives have markup for field boundaries. Change 3773010 by Graeme.Thornton Added CORE_API to FArchiveFromStructuredArchive Gave text asset format experimental option a slightly less random tooltip comment Change 3773057 by Ben.Marsh Add a flag to FArchive to determine whether the archive is text (IsTextFormat()). Add support for seeking within FArchiveFromStructuredArchive. For text formats, data is serialized to an in-memory buffer, with names and objects serialized as indices into an array. For non-text formats, data is serialized directly to the underlying archive. Also rename FStructuredArchive::TryEnterSlot() to TryEnterField(). Change 3773118 by Steve.Robb TSignedIntType and TUnsignedIntType type traits for getting an integer type of a given size. Change 3773122 by Steve.Robb TAtomic fixes for pointer arithmetic. TSignedIntType used instead of reimplementing its own trait. Change 3773123 by Steve.Robb Unit tests for TAtomic. Change 3773138 by Steve.Robb Run numeric tests on integer types instead of basic tests. Fix for compiler warnings when subtracting from unsigned atomics. Change 3773166 by Steve.Robb Refactoring of arithmetic operations into its own class, then basing the pointer and integral versions on that. Change 3774216 by Gil.Gribb UE4 - Fix rare crash in the pak precacher immediately after unmounting a pak file. Change 3774426 by Ben.Marsh Copy all C# tools to a staging directory before compiling them. This prevents access violations when compiling tools like iPhonePackager that reference DotNETCommon, and ensures we strip NotForLicensees folders out of them all. See: https://answers.unrealengine.com/questions/726010/418-will-not-build-from-source.html Change 3774658 by Ben.Marsh Improve error reporting while generating intellisense for project files. Include the name of the target being compiled, and allow project file generation to continue without it. Change 3775141 by Ben.Marsh Always output HTML5 diagnostics at "information" verbosity, to avoid every line being prefixed with "WARNING:" and screwing up the EC postprocessor. Change 3775459 by Ben.Marsh Removing .NET Framework Perforce DLL as runtime dependency of engine third party library. The actual library is linked statically. Change 3775522 by Ben.Marsh UGS: Treat .uproject and .uplugin files as code changes. Change 3775597 by Ben.Marsh Fix post-build steps for plugins not being executed. #jira UE-52754 Change 3777895 by Graeme.Thornton StructuredArchiveFromArchive - An adapter class for wrapping an existing FArchive with a structured archive Change 3777931 by Graeme.Thornton Refactored FArchiveUObjects serialization code into some static helpers Added FArchiveUObjectFromStructuredArchive which allows the adaption of a structured archive into an FArchive that supports the extra UObect serialization functions for weak/soft pointers Change 3777942 by Graeme.Thornton Added missing CORE_API to FStructuredArchive::FStream Added FStructuredArchive::FSlot insertion operator for char Added specialization of TArray<uint8> serializer for structured archives which serializes the contents as one value Change 3778084 by Graeme.Thornton Adding FPackageName::GetTextAssetPackageExtension() to access the file extension we use for text asset files Change 3778096 by Graeme.Thornton Add a constructor to FArchiveUObjectFromStructuredArchive that takes a slot and passes it to the base class Change 3778389 by Josh.Engebretson Fix an optimization issue with CPU benchmarking Add better support for debugging/testing local rocket builds UDN Link: https://udn.unrealengine.com/questions/400909/command-scalability-auto-gives-inaccurate-cpu-benc.html #jira UE-52192 Change 3778701 by Josh.Engebretson Ensure plugin content folders are mounted consistently. Fixes TryConvertFilenameToLongPackageName failing to work on plugin assets UDN Link: https://udn.unrealengine.com/questions/276386/tryconvertfilenametolongpackagename-fails-for-plug.html #jira UE-40317 Change 3778832 by Chad.Garyet Adding enterprise path support for PCB's for UGS Change 3780258 by Graeme.Thornton TextAssetCommandlet - Accumulate timings for loading packages and saving packages Change 3780463 by Graeme.Thornton CryptoKeys improvements - Enable CryptoKeys plugin by default - Attempt to inherit settings from the old system by default - Hide ini/index encryption settings from packaging settings and just inherit previous values into new system Minor UBT change to remove a trailing comma from the end of encryption/signing key binary strings Change 3780557 by Ben.Marsh Fix LoginFlow module not being precompiled for the binary release. Change 3780846 by Josh.Engebretson Improve filename to long package name resolution when provided a relative path Change 3780863 by Ben.Marsh UAT: Add a better error message when a C# project has an invalid reference. Change 3780911 by Ben.Marsh Update the BuildEditorAndTools.xml script to allow submitting archived binaries to Perforce. The "Submit To Perforce For UGS" node creates a zip of all the binaries that have been built, and submits it to the stream specified by the 'ArchiveStream' argument. Change 3780956 by Josh.Engebretson Add support for ! (RemoveKey) config command to UBT UDN Link: https://udn.unrealengine.com/questions/397267/index.html #jira UE-52033 Change 3782957 by Robert.Manuszewski UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Change 3784503 by Ben.Marsh Optimizations for FStructuredArchive: * Store the depth explicitly in element objects, to avoid having to loop through the scope stack to find it. * Prevent shrinking of arrays when removing elements. * Add an inline allocator to the scope and container stacks. Change 3784700 by Ben.Marsh Remove the inline allocator from FStructuredArchive; checking whether the inline or backup allocator is being used is slower than just allocating up-front. Change 3784989 by Ben.Marsh Compile out all the FStructuredArchive validation code when WITH_TEXT_ARCHIVE_SUPPORT = 0. Change 3786860 by Gil.Gribb UE4 - Remove no buffering flag from windows async IO because it disabled the disk cache entirely. Change 3787159 by Ben.Marsh Guard against UE4.0 backwards compatibility path when determining if an engine is a source distribution. Change 3787493 by Josh.Engebretson Parallel pak generation now uses MaxDegreeOfParallelism option which is now set to the number of CPU cores Moved cryptography settings parsing out of threaded CreatePak method to avoid concurrency issue in ConfigCache.TryReadFile Fix for multiple threads parsing ini keys (PR 3995) #PR 3995 #jira 52913 #jira 49503 Change 3787773 by Steve.Robb Fix for missing final values from FOREACH_ENUM_ macros. Change 3788287 by Ben.Marsh TBA: Add checks in debug builds that key names in maps and records for FStructuredArchive are unique. Change 3788678 by Ben.Marsh Fix compile error due to inability to instantiate TArray<> of forward declared struct. Convert set of key names to an array to avoid including Set.h in public header for FStructuredArchive. Change 3789353 by Graeme.Thornton Removed unused/rotten modes from TextAsset commandlet. Used existing "-iterations=n" switch to control a global iteration over the given command. Useful for performance testing. Change 3789396 by Ben.Marsh Move code to validate container keys/sizes into DO_GUARD_SLOW checks, and allocate container metadata instances dynamically to fix problems with references to things not declared in headers that can't be included from StructuredArchive.h Change 3789772 by Ben.Marsh Always strip trailing slashes from the end of paths specified by .build.cs files; they can cause quoted paths to be escaped on the command line. Change 3790003 by Ben.Marsh TBA: Rename FStructuredArchive::EElementType::Object to FStructuredArchive::EElementType::Record. Change 3790051 by Steve.Robb PIE is disabled during a hot reload. Hot reload in editor is disabled during PIE. Hot reload from IDE is deferred until after PIE is exited. Compiling multiple times before a hot reload (e.g. compiling multiple times in PIE) will now load the most recent change. #jira UE-20357 #jira UE-52137 Change 3790709 by Steve.Robb Better move support for TVariant. EVariantTypes switched over to using an enum class to aid debugger visualization. Change 3791422 by Ben.Marsh TBA: Return the type of a field from an annotated archive formatter at the point that we enter it, rather than querying all the time. Change 3791489 by Graeme.Thornton TBA: Change StructuredArchiveFromArchive adapter to use the archive.Open() result directly, now that it's a slot and not a record Change 3792344 by Ben.Marsh Improvements to base64 encoding library. * Now supports encoding and decoding with ANSICHAR and WIDECHAR implementations. * Added support for decoding base-64 blobs without padding marks. * Added support for decoding into pre-allocated buffer. * Added constexpr functions for determining the encoded and maximum decoded size of an input buffer. * Prevent writes past the end of allocated buffer (no longer need to manually remove padding bytes). Change 3792949 by Ben.Marsh TBA: Rename FAnnotatedArchiveFormatter to FAnnotatedStructuredArchiveFormatter. Change 3794078 by Robert.Manuszewski Fixing a crash that could happen when FGCObjects were constructed and destructed when shutting down the engine #jira UE-52392 Change 3794413 by Ben.Marsh TBA: Remove the element type parameter to SetScope(). It isn't really needed; we can just assume the element ID correctly identifies the item on the stack. Change 3794731 by Ben.Marsh TBA: Optimize creation of stack elements for empty slots in FStructuredArchive. This saves a lot of bookkeeping when serializing a large number of individual fields. Since only one slot can be active at a time (and it only exists temporarily, until we write into it), we can just store the element ID assigned to it in a member variable. Change 3795081 by Ben.Marsh UBT: Move LinuxCommon.cs into Platform/Linux folder. Change 3795137 by Ben.Marsh UBT: Allow modules to specify private compiler definitions from the build.cs file, only visible within that module (via the "PrivateDefinitions" property). Change 3795247 by Ben.Marsh Fix missing header when creating a new interface from the editor new code wizard. #jira UE-53174 Change 3796025 by Graeme.Thornton Fixed some deprecated "Definitions" warnings in OpenCV build files Change 3796103 by Graeme.Thornton Disable experimental text asset option - it does nothing useful yet. Change 3796157 by Graeme.Thornton Fix path type mismatch in visual studio source code accessor meaning that the DTE comms wouldn't identify a running instance of VS as having the current solution open. #jira UE-53206 Change 3796315 by Ben.Marsh Move Formatter to the correct position for initializer. #jira UE-53208 Change 3797082 by Ben.Marsh UAT: Work around for exception thrown by launching cook with "-platform=Android_ETC1 -targetplatform=Android -cookflavor=ETC1". Anrdoid_ETC1 is not a valid platform (it's a cook platform), and can't be parsed by UAT. #jira UE-53232 Change 3799050 by Ben.Marsh Make UnrealPak.version files writable for Mac and Linux. Change 3801012 by Graeme.Thornton VSCode - Update source accessor to use code workspace as it's target, rather than just the project directory Change 3801214 by Gil.Gribb UE4 - Remove assert to work around minor problem with lock free lists. #jira UE-49600 Change 3801219 by Steve.Robb WeakObjectPtrs now warn when casting away const. Change 3801299 by Graeme.Thornton Fix quote issue with foreign project build tasks on PC Change 3803292 by Graeme.Thornton Fix crash on startup when using cook-on-the-side. Force a flush of the asset registry background scanning when creating the cook-on-the-side platform registries Change 3803559 by Steve.Robb TSAN fix for FMalloc::MaxSingleAlloc. Change 3803735 by Graeme.Thornton Last set of cryptokeys changes - Added some comments for editor exposed settings - Split "encrypt assets" option into "encrypt uassets" and "encrypt all assets" Change 3803929 by Ben.Marsh UGS: Show an in-place error panel when a project fails to open, allowing the user to retry and have their tabs saved instead of creating a modal dialog. Change 3624590 by Steve.Robb AddReferencedObjects now generates a compile error with containers of UObject*s where the UObjectType is forward-declared, as these which won't be added to the reference collector. Tidy-up of existing calls to AddReferencedObjects. Change 3629473 by Ben.Marsh Build: Rename the option for embedding source server information in PDB files for installed engine builds. Change 3632894 by Steve.Robb VARARG* macros deprecated and usage replaced with variadic templates. Change 3640704 by Steve.Robb MakeWeakObjectPtr added, which deduces a TWeakObjectPtr type from a raw pointer type. Fix to TWeakObjectPtr's constructor which implicitly removed const. Fixes to everything which didn't compile as a result. Change 3650813 by Graeme.Thornton Removed FStartupPackages and associated code Change 3651000 by Ben.Marsh Return the stack size from FPlatformStackWalk::CaptureStackBacktrace() rather than checking for the first null pointer, to prevent truncated callstacks if parts of the stack are zeroed out. #jira UE-49980 Change 3690842 by Steve.Robb FPlatformAtomics::AtomicRead added - needs optimizing. AtomicRead() used in FThreadSafeCounter::GetValue(). Change 3699416 by Steve.Robb Fix to debugger visualization of TArray with a TInlineAllocator or TFixedAllocator. Improved readability of TSparseArray visualization. Change 3720812 by Steve.Robb Atomic functions for 8-bit and 16-bit. Android, Linux and Switch implementations now just use the Clang implementation. AtomicRead64 deprecated in favor of the int64* AtomicRead overload. Change 3722698 by Steve.Robb VS debugger visualizers for TAtomic. Change 3732270 by Steve.Robb Relaxed stores and loads. Change 3749315 by Graeme.Thornton If UAT is invoked with platforms in both the -platform and -targetplatform command line switches, build using all of them rather than just the ones in -targetplatform #jira UE-52034 Change 3750657 by Josh.Engebretson Fixed issue when debugging editor cook/package and project launch operations #jira UE-52207 Change 3758514 by Steve.Robb Fixes to FString::Printf having non-literals being passed as its formatting string. Change 3763356 by Steve.Robb ENamedThreads::RenderThread and ENamedThreads::RenderThread_Local encapsulated by getters and setters. Change 3770549 by Steve.Robb Removal of obsolete PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS and PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES. Tidy up of existing code which uses it. Change 3770553 by Ben.Marsh Adding structured serialization API to Core/CoreUObject for use with text-based assets. * FStructuredArchive abstracts an archive which is made up of compound types (records, arrays, and maps). Values are stored in slots within these types. * Records are string -> value dictionaries where the key names can be compiled out in non-editor builds or when WITH_TEXT_ARCHIVE_SUPPORT = 0. * Maps are string -> value dictionaries where the key names are present regardless of the build type. * Proxy objects are defined to express the context for serialization (FStructuredArchive::FRecord, FStructuredArchive::FArray, FStructuredArchive::FMap, FStructuredArchive::FSlot) which allows basic validation through static typing. These objects act as lightweight handles, and can be cheaply constructed and passed around on the stack. Most serialization to and from the archive is done through these objects. * Runtime checks perform additional validation to ensure that serialized data is well formed and written in a forward-only manner, regardless of the underlying archive type. * The actual input/output format is determined by a separate interface (FArchiveFormatter). Context validation (always causing matching LeaveArray for every EnterArray, etc...) is done by FStructuredArchive, so implementing these classes is fairly trivial. FArchiveFormatter can be de-virtualized in non-editor builds, where WITH_TEXT_ARCHIVE_SUPPORT = 0. * Includes implementations of FArchiveFormatter for binary and JSON formats. Change 3771105 by Steve.Robb Deprecation warnings for PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES and PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS. Fix for incorrect warning formatting on Clang platforms. Change 3771520 by Steve.Robb Start moving Clang-using platforms' pre-setup stuff into a Clang-specific header. Change 3771564 by Steve.Robb More common macros moved to the Clang pre-setup header. Change 3771613 by Steve.Robb EMIT_CUSTOM_WARNING_AT_LINE moved to ClangPlatformCompilerPreSetup.h. Change 3772881 by Ben.Marsh Add support for serializing FName and UObject through FStructuredArchive. In order to allow custom linker behavior when serializing objects: * The constructor to JSON input formatter now takes a delegate to convert a string object name into a UObject pointer. * The constructor to tagged binary formatter takes a delegate to serialize a UObject pointer into any form it chooses (likely an integer index into the import table) Object and name types are stored as strings in JSON, using an "Object:" or "Name:" prefix to differentiate them from regular strings. Any strings that already contain one of these prefixes are prepended with a "String:" prefix (as is any string that already has a "String:" prefix). Change 3772941 by Graeme.Thornton Make build work when including StructuredArchive.h from core container types Added standard header to new files Add structured archive serializer for TArray Fix bug in structured archive where containers weren't being popped from the scope stack Change 3772972 by Ben.Marsh Add an adapter which presents a legacy FArchive interface to a FStructuredArchive slot. Data is serialized into this slot as a stream of elements; raw data is buffered up into fixed size chunks, names and objects are serialized separately. When used with FBinaryArchiveFormatter, this should result in all data being passed through to the underlying archive in a backwards compatible way, wiith no additional bookkeeping fields. Change 3773006 by Ben.Marsh Rename FStructuredArchive::FRecord::EnterSlot() to EnterField(). Change 3773013 by Steve.Robb bUseInlining target rule added to UnrealBuildTool, which defaults to true, to allow inlining to be disabled for debugging purposes. Change 3774499 by Ben.Marsh Minor fixes for FStructuredArchive related classes: * Text-based archive formats are now compiled out when WITH_TEXT_ARCHIVE_SUPPORT = 0. * Fixed issue with FTaggedBinaryArchiveFormatter state becoming corrupted when looking ahead at field types. * FArchiveFieldName constructor is now explicit, to fix cases where strings were being passed directly to serialize functions. Change 3774600 by Ben.Marsh Add CopyFormattedData() function, which can copy data from one formatter to another. Add a test case to SerializationAPI that converts from data -> JSON -> binary -> JSON -> data. This function can be used to implement a generic visitor pattern, by implementing a FArchiveFormatter which receives the deserialized data. Change 3789721 by Ben.Marsh TBA: Split FTaggedBinaryArchiveFormatter into separate classes for reading and writing. Change 3789920 by Ben.Marsh TBA: Support automatic coercion between any numeric types in tagged binary archives. Also report the smallest type that can contain a value, rather than just in32/double. #jira UECORE-364 Change 3789982 by Ben.Marsh TBA: Change FStructuredArchive::Open() to return a slot, rather than a record, to make it easier to implement a raw FArchive adapter. Change 3792466 by Ben.Marsh TBA: Better handling of raw data in text based assets. Short sequences of binary data are Base64 encoded as a single string. Longer sequences are stored as an array of Base64 encoded lines, push a SHA1 hash to detect cases where the data was merged incorrectly. In order to allow inference of the correct type for a field, other fields called "Base64" will be escaped to "_Base64", and any field beginning with "_" will have an additional underscore inserted. Reading files back in reverses these transformations. Change 3792935 by Ben.Marsh TBA: Rename FArchiveFormatter to FStructuredArchiveFormatter for consistency with FStructuredArchive. Change 3795100 by Ben.Marsh UBT: Rename the ModuleRules Definitions property to PublicDefinitions, to make its semantics clearer. Change 3795106 by Ben.Marsh Replace all internal usages of ModuleRules.Definitions, and replace it with ModuleRules.PublicDefinitions. Change 3796275 by Ben.Marsh Fix paths to Version.h includes from resource files. Change 3800683 by Josh.Engebretson Remove WER from Mac and Linux crash reports in favor of unified runtime-xml format #jira UE-50073 Change 3803545 by Steve.Robb TWeakObjPtr const-dropping assignment fix. Fixes to change. [CL 3805231 by Ben Marsh in Main branch]
2017-12-12 18:32:45 -05:00
for (const FModuleDescriptor& Module : Modules)
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3805092) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3623004 by Ben.Marsh Fix RemoteExecutor not taking the remote machine specs into account. Change 3623172 by Ben.Marsh UGS: Fix "More Info..." button not using P4 server override. Change 3628820 by Ben.Marsh PR #3979: Get working directory from task element, not tool node (Contributed by nullbus) Change 3630424 by Graeme.Thornton Make the AES key parameter const in FAES::EncryptData() Change 3632786 by Steve.Robb FString constructor fixed to not take an ignored void* parameter, which can be misleading. Change 3639534 by Ben.Marsh Remove old P4.NET library. Doesn't seem to be used by anything. Change 3640536 by Steve.Robb GitHub #4007 : Delete unnecessary specialization of MakeArrayView #jira UE-49617 Change 3641155 by Gil.Gribb UE4 - Speculative fix for problem with summary reading in FAsyncArchive2. Change 3643932 by Ben.Marsh Add an example build script for updating the version number, then compiling and staging the editor and tools to an output directory. Optionally submits at the end (requires -Submit argument). Change 3644825 by Ben.Marsh Use VSWHERE to find the location of MsBuild.exe, if available. https://github.com/EpicGames/UnrealEngine/pull/3879#issuecomment-329688645 Change 3647395 by Ben.Marsh Allow compiling of monolithic binaries from BuildEditorAndTools.xml, using the -set:GameTarget=FooGame -set:TargetPlatforms=Win32;Win64 options. Change 3650300 by Ben.Marsh UAT: Remove code that deletes cooked data on a failed cook. The engine should write packages out transactionally now (by writing to a temporary file and moving into place), and deleting the cooked data just prevents post-mortem analysis. Change 3650856 by Robert.Manuszewski Adding checks to prevent FlushAsyncLoading and LoadObject/LoadPackage from being called from any threads other than the game thread Change 3651022 by Gil.Gribb UE4 - Possible fix for mysterious ensure indicating problematic recursion in the pak precacher. Change 3658331 by Steve.Robb Fix for the parsing of large integer values. Change 3661958 by Gil.Gribb UE4 - Fixed rare hang in task graph. Change 3664021 by Robert.Manuszewski Fix for a potential GC crash caused by stale pointer in AnimInstanceProxy See https://udn.unrealengine.com/questions/392432/gc-issue-uaniminstancemontageinstances-empty-but-u.html Change 3664254 by Steve.Robb Use ANSI allocator when thread sanitizer is enabled. This allows the generation of more accurate and meaningful reports. Change 3664436 by Steve.Robb Use TUniquePtr instead of a thread-unsafe TSharedPtr to move data between threads. Change 3666461 by Graeme.Thornton Improvements to signing/encryption key embedding and runtime access - Changed method of embedding key into the executable to make it more secure - Added FAESKey class to wrap a 32 byte key Change 3666462 by Graeme.Thornton Cut ShooterGame AES key down to 32 characters Change 3677560 by Ben.Marsh PR #4074: UBT: Add include and library-related fields to module JSON output (Contributed by adamrehn) Change 3683534 by Steve.Robb Refactoring of enum/struct lookup during hot reload. Change 3683754 by Steve.Robb Alignment fixes to allow int64 on 32-bit platforms Support for integral types in IsAligned. Static asserts so that alignment functions will no longer be called with non-intergal, non-pointer types. Some fixes to existing code. Change 3686670 by Steve.Robb Fix for thread-unsafe modification of static array in FString::ParseIntoArrayWS. Change 3687540 by Ben.Marsh Fix all UBT/UAT output going to stderr rather than stdout. Change 3688931 by Gil.Gribb UE4 - Critical fix for a rare race condition in the pak file async IO layer. Change 3690000 by Graeme.Thornton Manual copy of 4.18 CL 3687869 Make UBT include the destination INI file for a given hierarchy if it exists Renamed VSCode enum value to VisualStudioCode, so it matches the source accessor plugin name Change 3690030 by Graeme.Thornton VSCode fixes - Source Code Accessor plugin changes. Add new interface method to open a solution at a given path - GameProjectUtils now uses the source navigation API to open solutions rather than hardcoding which solution file types to look for - Various fixes for vscode project file generation #jira UE-50554 Change 3690885 by Steve.Robb Atomic reads in FReferenceControllerOps<ESPMode::ThreadSafe>. Change 3691052 by Steve.Robb Free stats thread on shutdown. Change 3695138 by Steve.Robb AsConst helper function added. Change 3696627 by James.Hopkin Changed player controller iterator typedefs to use TWeakObjectPtr rather than the deprecated TAutoWeakObjectPtr (review-3606695) Change 3697099 by Steve.Robb GitHub #4105 : Removed redundant class access modifier Change 3697154 by Steve.Robb Removal of deprecated functions in delegates. Mutable lambdas to can now be bound to delegates. Change 3697180 by Steve.Robb GitHub #4115 : Incorrect CPPMacroType used for USoftClassProperty Change 3697239 by Steve.Robb Allow TArray::Insert to take an array with any allocator type. Change 3697269 by Steve.Robb RelocateConstructItems instead of MoveConstructItems. Change 3697558 by Steve.Robb New _GetRef functions for TArray, which return a reference to the newly-added element. Unit tests for these functions. Change 3699776 by Steve.Robb TSAN warning suppression around IAsyncReadRequest::bCompleteAndCallbackCalled. Change 3702397 by Steve.Robb TIsTrivial type trait. Change 3702569 by Steve.Robb Allow a TGuardValue to be assigned to a different type from the one being guarded. Change 3706644 by Robert.Manuszewski Different stack ingore count for development builds for FArchiveStackTrace Change 3709272 by Steve.Robb Removal of redundant UpdateVertices, which causes a race condition on the renderer thread. Change 3709452 by Robert.Manuszewski Fixed a bug where with async time limit set to a low value the async loading could hang because the linker would keep reloading the preload dependencies Change 3709454 by Robert.Manuszewski Added command line option -NOEDL to disable EDL Change 3709487 by Steve.Robb Remove use of PLATFORM_HAS_64BIT_ATOMICS, which is always 1. Change 3709645 by Ben.Marsh Fix race condition between multiple instances of UBT trying to write out the XML config cache. Change 3711193 by Ben.Marsh Add an editor setting for the shared DDC location to use. #jira UE-51487 Change 3713811 by Steve.Robb Update .modules files after a hot reload. Don't check for directory timestamp changes as a way of detecting new files if hot reloading with a makefile, as this is already done during makefile invalidation checks. Pass hotreload flags around in UBT instead of relying on global state. This fixes the hot reload iteration speed regression without also regressing the fix to UE-42205. #jira UE-51472 Change 3715654 by Steve.Robb GitHub #4156 : Fixed not compiling template function Algo::UpperBoundBy. Change 3718782 by Steve.Robb TSharedPtr, TSharedRef and TWeakPtr assignment are now implemented as copy-and-swap to avoid an invalid smart pointer state being visible to any destructors being called. Change 3720830 by Steve.Robb Initial import of TAtomic object wrapper, which guarantees atomic access to an object. Change 3720881 by Steve.Robb FCompression ThreadSanitizer data race fixes. Change 3722640 by Graeme.Thornton Guard network platform file heartbeat function with the socket critical section. Stop heartbeat from causing a crash when firing during async loading. #jira UE-51463 Change 3722655 by Steve.Robb Don't null name table because it's already zeroed at startup. Some tidy-ups. Change 3722754 by Steve.Robb Thread sanitizer fix. Small typo fix. Change 3722849 by Graeme.Thornton Improve "caching file" message in networkplatformfile so it says "Requesting file..." and is only output when we actually request the file from the server Change 3723081 by Steve.Robb TAtomic is now aligned to the underlying integer type. TAtomic will now static assert with a better error message when given an unsupported type. Define added for the maximum platform-supported atomic type, and used instead of a (wrong) hardcoded number. Misc renames. Change 3723270 by Ben.Marsh Include /d2cgsummary argument when running UBT with -Timing. Change 3723683 by Ben.Marsh Do not include documentation in the generated project files by default. Suspect that the 30,000 UDN files that get added to the solution take up memory and degrate performance. Change 3725422 by Robert.Manuszewski When serializing compressed archive with multithreaded compression enabled, wait for the oldest async task instead of spinning. Change 3725735 by Robert.Manuszewski Making all CheckDefaultSubobjects related functions const Change 3726167 by Steve.Robb FMinimalName::IsNone added. Change 3726458 by Steve.Robb TAtomic will no longer instantiate for types which are not exactly a size supported by the platform layer. Change 3726542 by Ben.Marsh UGS: Always include the project filename in the editor build command. The project may not be in one of the .uprojectdirs paths. Change 3726595 by Ben.Marsh Allow building multiple game targets in the example BuildEditorAndTools.xml script. Change 3726724 by Ben.Marsh Fix ambiguities in calculating root directory. (GitHub #4172) Change 3726959 by Ben.Marsh Make sure that AutomationTool uses the same list of preprocessor definitions when compiling *.target.cs files as UnrealBuildTool does. Change 3728437 by Steve.Robb VisitTupleElements now supports invocation of a functor taking arguments from multiple tuples in parallel. Some improved documentation. NOTE: This is a backward-incompatible change to VisitTupleElements. Any existing calls will need their arguments swapping. Change 3732262 by Gil.Gribb UE4 - Fixed rare hangs in the task graph. Change 3732755 by Steve.Robb Stats TSAN fixes. Optimizations to FCycleCounter::Start() to only read the stat name once. Change 3735000 by Robert.Manuszewski Always preload the AssetRegistry module on startup. even if EDL is disabled. Even without EDL, if the async loading thread is enabled the AssetRegistryModule will otherwise be loaded from the ASL thread and that will assert. Change 3735292 by Robert.Manuszewski Made sure component visualizer is removed from VisualizersForSelection when UnregisterComponentVisualizer() is called otherwise it may cause crashes when the engine terminates. Change 3735332 by Steve.Robb Refactoring of UDelegateProperty::Identical() to clarify logic. Fixed UMulticastDelegateProperty::Identical() to compare the bound function names. PPF_DeltaComparison removed, as it doesn't seem useful. Change 3737960 by Graeme.Thornton VSCode - Add launch task for generating project files for the given folder Change 3738398 by Graeme.Thornton Make Visual Studio source code accessor's module hotreload handler pass the 'save all files' message to the current accesor, rather than direct to the visual studio accessor #jira UE-51451 Change 3738405 by Graeme.Thornton VSCode: Format c/cpp settings strings using comment path formatting function Change 3738928 by Steve.Robb Fix for lack of null conditional operators in some older Monos. (replicated from CL# 3729574 in Release-4.18) #jira UE-51842 Change 3739135 by Ben.Marsh Fix being unable to package projects in a folder called "Wolf". This is only a restricted folder for Epic's Perforce history. #jira UE-51855 Change 3739360 by Ben.Marsh UAT: Fix issue with P4PORT setting not being parsed correctly. Change 3745959 by James.Hopkin #core Added ImplicitConv for safe upcasts to a specific required type, e.g. deduced delegate payload types Change 3746125 by Steve.Robb FName ThreadSanitizer fixes. Change 3747274 by Steve.Robb TSAN fix for FMediaTicker::Stopping. Change 3747618 by Steve.Robb ThreadSanitizer data race fix for FShaderCompileThreadRunnableBase::bForceFinish. Change 3747720 by Steve.Robb ThreadSanitizer fix for FMessageRouter::Stopping. Change 3749207 by Graeme.Thornton First pass of CryptoKeys plugin. Allows creation/editing/cycling of AES/RSA keys. Change 3749323 by Graeme.Thornton Fix UAT crash when only -targetplatform is specifiied Change 3749349 by Steve.Robb TSAN_SAFE guards around LockFreeList to silence ThreadSanitizer. Change 3749617 by Steve.Robb Logf static_assert for formatting string enabled. Change 3749897 by Steve.Robb FDebug::LogAssertFailedMessage static assert for formatting string enabled. Change 3754011 by Steve.Robb Static asserts that the allocator supports move. Move-enabled our allocators which don't support move. Change 3754227 by Ben.Marsh Fix build command line in generated projects missing a space before the compiler version override. #jira UE-52226 Change 3754562 by Ben.Marsh PR #4206: Replace deprecated wsprintf with secure swprintf for Bootstrap executable (Contributed by jessicafalk) Change 3755616 by Graeme.Thornton Runtime code for using the new crypto ini files to define signing/encryption keys #jira UE-46580 Change 3755666 by James.Hopkin Used ImplicitConv to remove Casts being used for up-casts #review-3745965 Change 3755671 by Graeme.Thornton Add log message in unrealpak to say which config file system it is using for crypto keys Change 3755672 by Graeme.Thornton Updating ShooterGame with new CryptoKeys based security setup Change 3756778 by Ben.Marsh Add support for running multiple jobs simultaneously on a single builder. When running job or agent setup, the --num-slots=X parameter defines the number of steps that can run simultaneously (EC procedures pass in the resource step limit). A lock file is created under the workspace root (D:\Build) and a reservation file is created for the first slot that can be allocated (slot-1, slot-2, etc...). The slot number is used to define the workspace name that should be used. Change 3758498 by Ben.Marsh Re-throw exceptions when a file cannot be deleted when cleaning a target. Change 3758921 by Steve.Robb ThreadSanitizer fix to FThreadSafeStaticStatBase::HighPerformanceEnable to do a relaxed atomic load on access. DoSetup() now returns the newly-allocated pointer, instead of reloading it from memory. Change 3760599 by Graeme.Thornton Added missing epic header comment to some new source files Change 3760642 by Steve.Robb ThreadSanitizer fix for concurrent access to GMainThreadBlockedOnRenderThread. Change 3760669 by Graeme.Thornton Improvement to OpenSSL based signing key generator. Generate a full RSA key then steal the primes from it, rather than generating the primes manually. Added a test mode to the cryptokeys commandlet to test signing key generation Change 3760711 by Steve.Robb ThreadSanitizer fixes to GIsRenderingThreadSuspended. Change 3760739 by Steve.Robb ThreadSanitizer fix for FQueuedThread::TimeToDie. Change 3760763 by Steve.Robb ThreadSanitizer fix for GRunRenderingThreadHeartbeat. Removal of unnecessary/dangerous initializer for GMainThreadBlockedOnRenderThread. Change 3760793 by Steve.Robb Some simple refactoring to remove some volatile reads of BufferStartPos and BufferEndPos. Change 3760817 by Steve.Robb ThreadSanitizer fixes for FAsyncWriter::BufferStartPos and BufferEndPos. Change 3761331 by Josh.Engebretson UnrealBuildTool enforcement of Development and Debug configurations in existing .csproj #jira UE-52416 Change 3761521 by Steve.Robb ThreadSanitizer fixes for FEvent::EventStartCycles and EventUniqueId. Change 3763117 by Graeme.Thornton PR #3722: Optimising FPaths::IsRelative() (Contributed by jovisgCL) Change 3763358 by Graeme.Thornton Ensure that all branches within FGenericPlatformMisc::RootDir() produce an absolute path with no duplicate slashes Remove relative->abs conversion of root dir from FPaths::MakeStandardFilename(), now that we know RootDir() always returns an absolute path Derived from the content of this PR: PR #3742: Treat RootDirectory the same way as Standardized (Contributed by TroutZhang) Change 3764058 by Graeme.Thornton Generate a .code-workspace file for the current workspace. Allows foreign projects to "mount" the UE4 folder so that the engine tasks are avaible, and all engine source is visible to VSCode for searching purposes #jira UE-52359 Change 3764705 by Steve.Robb Better handling of whitespace in ImportText_Internal() for set and map properties. Containers are now emptied upon import failure, to avoid leaving bad container states (unhashed, partial data). Fix to USetProperty's temp buffer size to avoid buffer overruns. Duplicate map keys are now skipped during import, same as USetProperty's behavior. Change 3764731 by Steve.Robb Don't re-run UHT if only source files have changed in the same folder as headers. This was already done for hot reload, but there's no reason why it should be limited to that. Change 3765923 by Graeme.Thornton VSCode - "taskName" -> "label" for C# build tasks Change 3766018 by Steve.Robb constexpr constructor for TAtomic. Change 3766037 by Steve.Robb Misc tidyings in HotReload.cpp. Change 3766046 by Steve.Robb ThreadSanitizer fixes to ENamedThreads::RenderThread and ENamedThreads::ENamedThreads_Local. Change 3766288 by Steve.Robb Improved efficiency of adding/removing elements to UGCObjectReferencer::ReferencedObjects. Change 3766374 by Josh.Engebretson Fix issue with ini quoted value comparison #jira UE-52066 Change 3766532 by Josh.Engebretson PR #3680: Added NetSerialize to FDateTime fixing UE-22533 (Contributed by druhasu) #jira UE-46156 Change 3766740 by Steve.Robb TMultiMap::Append added. Change 3767523 by Steve.Robb ThreadSanitizer fix for UE4Delegates_Private::GNextID. Change 3767601 by Steve.Robb ThreadSanitizer fix for FStats::GameThreadStatsFrame. Change 3770567 by Ben.Marsh Add a FAnnotatedArchiveFormatter interface which allows querying structural type information that may not be in binary archives. Change 3770826 by Ben.Marsh Move StructuredArchive implementation into Core, so primitive types can implement serialization overloads for it. Change 3770875 by Steve.Robb Redundant UScriptStruct::PostLoad removed, which was causing a race condition in async loading. This was re-establishing the CppStructOps, but that is unnecessary because native classes cannot change as a result of a load - only BP structs can, and they don't have CppStructOps. Change 3772167 by Ben.Marsh Add a context-free binary formatter that can serialize tagged data. This functions as a lower-overhead binary intermediate format for JSON data. Change 3772248 by Steve.Robb ThreadSanitizer fixes to FMalloc call counters. Change 3772383 by Ben.Marsh Separate archive metadata from FArchive into FArchiveContext, so it can be safely exposed to consumers of FStructuredArchive. Change 3772906 by Graeme.Thornton TextAssetCommandlet - Utility commandlet for testing/converting to text asset format Change 3772932 by Ben.Marsh Fix "String:" prefix not being stripped from escaped string values. Change 3772942 by Graeme.Thornton Add experimental setting to enable in-editor text asset format functionality Add "export to text" option into the content browser asset actions context menu Change 3772955 by Ben.Marsh Add a new "stream" compound type to FStructuredArchive, which allows serializing a sequence of elements similarly to an array, but without serializing an explicit size. Allows passing through data to an underlying binary archive without breaking compatibility. Change 3772963 by Ben.Marsh Allow querying record keys and stream lengths from annotated archive formatters, since these archives have markup for field boundaries. Change 3773010 by Graeme.Thornton Added CORE_API to FArchiveFromStructuredArchive Gave text asset format experimental option a slightly less random tooltip comment Change 3773057 by Ben.Marsh Add a flag to FArchive to determine whether the archive is text (IsTextFormat()). Add support for seeking within FArchiveFromStructuredArchive. For text formats, data is serialized to an in-memory buffer, with names and objects serialized as indices into an array. For non-text formats, data is serialized directly to the underlying archive. Also rename FStructuredArchive::TryEnterSlot() to TryEnterField(). Change 3773118 by Steve.Robb TSignedIntType and TUnsignedIntType type traits for getting an integer type of a given size. Change 3773122 by Steve.Robb TAtomic fixes for pointer arithmetic. TSignedIntType used instead of reimplementing its own trait. Change 3773123 by Steve.Robb Unit tests for TAtomic. Change 3773138 by Steve.Robb Run numeric tests on integer types instead of basic tests. Fix for compiler warnings when subtracting from unsigned atomics. Change 3773166 by Steve.Robb Refactoring of arithmetic operations into its own class, then basing the pointer and integral versions on that. Change 3774216 by Gil.Gribb UE4 - Fix rare crash in the pak precacher immediately after unmounting a pak file. Change 3774426 by Ben.Marsh Copy all C# tools to a staging directory before compiling them. This prevents access violations when compiling tools like iPhonePackager that reference DotNETCommon, and ensures we strip NotForLicensees folders out of them all. See: https://answers.unrealengine.com/questions/726010/418-will-not-build-from-source.html Change 3774658 by Ben.Marsh Improve error reporting while generating intellisense for project files. Include the name of the target being compiled, and allow project file generation to continue without it. Change 3775141 by Ben.Marsh Always output HTML5 diagnostics at "information" verbosity, to avoid every line being prefixed with "WARNING:" and screwing up the EC postprocessor. Change 3775459 by Ben.Marsh Removing .NET Framework Perforce DLL as runtime dependency of engine third party library. The actual library is linked statically. Change 3775522 by Ben.Marsh UGS: Treat .uproject and .uplugin files as code changes. Change 3775597 by Ben.Marsh Fix post-build steps for plugins not being executed. #jira UE-52754 Change 3777895 by Graeme.Thornton StructuredArchiveFromArchive - An adapter class for wrapping an existing FArchive with a structured archive Change 3777931 by Graeme.Thornton Refactored FArchiveUObjects serialization code into some static helpers Added FArchiveUObjectFromStructuredArchive which allows the adaption of a structured archive into an FArchive that supports the extra UObect serialization functions for weak/soft pointers Change 3777942 by Graeme.Thornton Added missing CORE_API to FStructuredArchive::FStream Added FStructuredArchive::FSlot insertion operator for char Added specialization of TArray<uint8> serializer for structured archives which serializes the contents as one value Change 3778084 by Graeme.Thornton Adding FPackageName::GetTextAssetPackageExtension() to access the file extension we use for text asset files Change 3778096 by Graeme.Thornton Add a constructor to FArchiveUObjectFromStructuredArchive that takes a slot and passes it to the base class Change 3778389 by Josh.Engebretson Fix an optimization issue with CPU benchmarking Add better support for debugging/testing local rocket builds UDN Link: https://udn.unrealengine.com/questions/400909/command-scalability-auto-gives-inaccurate-cpu-benc.html #jira UE-52192 Change 3778701 by Josh.Engebretson Ensure plugin content folders are mounted consistently. Fixes TryConvertFilenameToLongPackageName failing to work on plugin assets UDN Link: https://udn.unrealengine.com/questions/276386/tryconvertfilenametolongpackagename-fails-for-plug.html #jira UE-40317 Change 3778832 by Chad.Garyet Adding enterprise path support for PCB's for UGS Change 3780258 by Graeme.Thornton TextAssetCommandlet - Accumulate timings for loading packages and saving packages Change 3780463 by Graeme.Thornton CryptoKeys improvements - Enable CryptoKeys plugin by default - Attempt to inherit settings from the old system by default - Hide ini/index encryption settings from packaging settings and just inherit previous values into new system Minor UBT change to remove a trailing comma from the end of encryption/signing key binary strings Change 3780557 by Ben.Marsh Fix LoginFlow module not being precompiled for the binary release. Change 3780846 by Josh.Engebretson Improve filename to long package name resolution when provided a relative path Change 3780863 by Ben.Marsh UAT: Add a better error message when a C# project has an invalid reference. Change 3780911 by Ben.Marsh Update the BuildEditorAndTools.xml script to allow submitting archived binaries to Perforce. The "Submit To Perforce For UGS" node creates a zip of all the binaries that have been built, and submits it to the stream specified by the 'ArchiveStream' argument. Change 3780956 by Josh.Engebretson Add support for ! (RemoveKey) config command to UBT UDN Link: https://udn.unrealengine.com/questions/397267/index.html #jira UE-52033 Change 3782957 by Robert.Manuszewski UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Change 3784503 by Ben.Marsh Optimizations for FStructuredArchive: * Store the depth explicitly in element objects, to avoid having to loop through the scope stack to find it. * Prevent shrinking of arrays when removing elements. * Add an inline allocator to the scope and container stacks. Change 3784700 by Ben.Marsh Remove the inline allocator from FStructuredArchive; checking whether the inline or backup allocator is being used is slower than just allocating up-front. Change 3784989 by Ben.Marsh Compile out all the FStructuredArchive validation code when WITH_TEXT_ARCHIVE_SUPPORT = 0. Change 3786860 by Gil.Gribb UE4 - Remove no buffering flag from windows async IO because it disabled the disk cache entirely. Change 3787159 by Ben.Marsh Guard against UE4.0 backwards compatibility path when determining if an engine is a source distribution. Change 3787493 by Josh.Engebretson Parallel pak generation now uses MaxDegreeOfParallelism option which is now set to the number of CPU cores Moved cryptography settings parsing out of threaded CreatePak method to avoid concurrency issue in ConfigCache.TryReadFile Fix for multiple threads parsing ini keys (PR 3995) #PR 3995 #jira 52913 #jira 49503 Change 3787773 by Steve.Robb Fix for missing final values from FOREACH_ENUM_ macros. Change 3788287 by Ben.Marsh TBA: Add checks in debug builds that key names in maps and records for FStructuredArchive are unique. Change 3788678 by Ben.Marsh Fix compile error due to inability to instantiate TArray<> of forward declared struct. Convert set of key names to an array to avoid including Set.h in public header for FStructuredArchive. Change 3789353 by Graeme.Thornton Removed unused/rotten modes from TextAsset commandlet. Used existing "-iterations=n" switch to control a global iteration over the given command. Useful for performance testing. Change 3789396 by Ben.Marsh Move code to validate container keys/sizes into DO_GUARD_SLOW checks, and allocate container metadata instances dynamically to fix problems with references to things not declared in headers that can't be included from StructuredArchive.h Change 3789772 by Ben.Marsh Always strip trailing slashes from the end of paths specified by .build.cs files; they can cause quoted paths to be escaped on the command line. Change 3790003 by Ben.Marsh TBA: Rename FStructuredArchive::EElementType::Object to FStructuredArchive::EElementType::Record. Change 3790051 by Steve.Robb PIE is disabled during a hot reload. Hot reload in editor is disabled during PIE. Hot reload from IDE is deferred until after PIE is exited. Compiling multiple times before a hot reload (e.g. compiling multiple times in PIE) will now load the most recent change. #jira UE-20357 #jira UE-52137 Change 3790709 by Steve.Robb Better move support for TVariant. EVariantTypes switched over to using an enum class to aid debugger visualization. Change 3791422 by Ben.Marsh TBA: Return the type of a field from an annotated archive formatter at the point that we enter it, rather than querying all the time. Change 3791489 by Graeme.Thornton TBA: Change StructuredArchiveFromArchive adapter to use the archive.Open() result directly, now that it's a slot and not a record Change 3792344 by Ben.Marsh Improvements to base64 encoding library. * Now supports encoding and decoding with ANSICHAR and WIDECHAR implementations. * Added support for decoding base-64 blobs without padding marks. * Added support for decoding into pre-allocated buffer. * Added constexpr functions for determining the encoded and maximum decoded size of an input buffer. * Prevent writes past the end of allocated buffer (no longer need to manually remove padding bytes). Change 3792949 by Ben.Marsh TBA: Rename FAnnotatedArchiveFormatter to FAnnotatedStructuredArchiveFormatter. Change 3794078 by Robert.Manuszewski Fixing a crash that could happen when FGCObjects were constructed and destructed when shutting down the engine #jira UE-52392 Change 3794413 by Ben.Marsh TBA: Remove the element type parameter to SetScope(). It isn't really needed; we can just assume the element ID correctly identifies the item on the stack. Change 3794731 by Ben.Marsh TBA: Optimize creation of stack elements for empty slots in FStructuredArchive. This saves a lot of bookkeeping when serializing a large number of individual fields. Since only one slot can be active at a time (and it only exists temporarily, until we write into it), we can just store the element ID assigned to it in a member variable. Change 3795081 by Ben.Marsh UBT: Move LinuxCommon.cs into Platform/Linux folder. Change 3795137 by Ben.Marsh UBT: Allow modules to specify private compiler definitions from the build.cs file, only visible within that module (via the "PrivateDefinitions" property). Change 3795247 by Ben.Marsh Fix missing header when creating a new interface from the editor new code wizard. #jira UE-53174 Change 3796025 by Graeme.Thornton Fixed some deprecated "Definitions" warnings in OpenCV build files Change 3796103 by Graeme.Thornton Disable experimental text asset option - it does nothing useful yet. Change 3796157 by Graeme.Thornton Fix path type mismatch in visual studio source code accessor meaning that the DTE comms wouldn't identify a running instance of VS as having the current solution open. #jira UE-53206 Change 3796315 by Ben.Marsh Move Formatter to the correct position for initializer. #jira UE-53208 Change 3797082 by Ben.Marsh UAT: Work around for exception thrown by launching cook with "-platform=Android_ETC1 -targetplatform=Android -cookflavor=ETC1". Anrdoid_ETC1 is not a valid platform (it's a cook platform), and can't be parsed by UAT. #jira UE-53232 Change 3799050 by Ben.Marsh Make UnrealPak.version files writable for Mac and Linux. Change 3801012 by Graeme.Thornton VSCode - Update source accessor to use code workspace as it's target, rather than just the project directory Change 3801214 by Gil.Gribb UE4 - Remove assert to work around minor problem with lock free lists. #jira UE-49600 Change 3801219 by Steve.Robb WeakObjectPtrs now warn when casting away const. Change 3801299 by Graeme.Thornton Fix quote issue with foreign project build tasks on PC Change 3803292 by Graeme.Thornton Fix crash on startup when using cook-on-the-side. Force a flush of the asset registry background scanning when creating the cook-on-the-side platform registries Change 3803559 by Steve.Robb TSAN fix for FMalloc::MaxSingleAlloc. Change 3803735 by Graeme.Thornton Last set of cryptokeys changes - Added some comments for editor exposed settings - Split "encrypt assets" option into "encrypt uassets" and "encrypt all assets" Change 3803929 by Ben.Marsh UGS: Show an in-place error panel when a project fails to open, allowing the user to retry and have their tabs saved instead of creating a modal dialog. Change 3624590 by Steve.Robb AddReferencedObjects now generates a compile error with containers of UObject*s where the UObjectType is forward-declared, as these which won't be added to the reference collector. Tidy-up of existing calls to AddReferencedObjects. Change 3629473 by Ben.Marsh Build: Rename the option for embedding source server information in PDB files for installed engine builds. Change 3632894 by Steve.Robb VARARG* macros deprecated and usage replaced with variadic templates. Change 3640704 by Steve.Robb MakeWeakObjectPtr added, which deduces a TWeakObjectPtr type from a raw pointer type. Fix to TWeakObjectPtr's constructor which implicitly removed const. Fixes to everything which didn't compile as a result. Change 3650813 by Graeme.Thornton Removed FStartupPackages and associated code Change 3651000 by Ben.Marsh Return the stack size from FPlatformStackWalk::CaptureStackBacktrace() rather than checking for the first null pointer, to prevent truncated callstacks if parts of the stack are zeroed out. #jira UE-49980 Change 3690842 by Steve.Robb FPlatformAtomics::AtomicRead added - needs optimizing. AtomicRead() used in FThreadSafeCounter::GetValue(). Change 3699416 by Steve.Robb Fix to debugger visualization of TArray with a TInlineAllocator or TFixedAllocator. Improved readability of TSparseArray visualization. Change 3720812 by Steve.Robb Atomic functions for 8-bit and 16-bit. Android, Linux and Switch implementations now just use the Clang implementation. AtomicRead64 deprecated in favor of the int64* AtomicRead overload. Change 3722698 by Steve.Robb VS debugger visualizers for TAtomic. Change 3732270 by Steve.Robb Relaxed stores and loads. Change 3749315 by Graeme.Thornton If UAT is invoked with platforms in both the -platform and -targetplatform command line switches, build using all of them rather than just the ones in -targetplatform #jira UE-52034 Change 3750657 by Josh.Engebretson Fixed issue when debugging editor cook/package and project launch operations #jira UE-52207 Change 3758514 by Steve.Robb Fixes to FString::Printf having non-literals being passed as its formatting string. Change 3763356 by Steve.Robb ENamedThreads::RenderThread and ENamedThreads::RenderThread_Local encapsulated by getters and setters. Change 3770549 by Steve.Robb Removal of obsolete PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS and PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES. Tidy up of existing code which uses it. Change 3770553 by Ben.Marsh Adding structured serialization API to Core/CoreUObject for use with text-based assets. * FStructuredArchive abstracts an archive which is made up of compound types (records, arrays, and maps). Values are stored in slots within these types. * Records are string -> value dictionaries where the key names can be compiled out in non-editor builds or when WITH_TEXT_ARCHIVE_SUPPORT = 0. * Maps are string -> value dictionaries where the key names are present regardless of the build type. * Proxy objects are defined to express the context for serialization (FStructuredArchive::FRecord, FStructuredArchive::FArray, FStructuredArchive::FMap, FStructuredArchive::FSlot) which allows basic validation through static typing. These objects act as lightweight handles, and can be cheaply constructed and passed around on the stack. Most serialization to and from the archive is done through these objects. * Runtime checks perform additional validation to ensure that serialized data is well formed and written in a forward-only manner, regardless of the underlying archive type. * The actual input/output format is determined by a separate interface (FArchiveFormatter). Context validation (always causing matching LeaveArray for every EnterArray, etc...) is done by FStructuredArchive, so implementing these classes is fairly trivial. FArchiveFormatter can be de-virtualized in non-editor builds, where WITH_TEXT_ARCHIVE_SUPPORT = 0. * Includes implementations of FArchiveFormatter for binary and JSON formats. Change 3771105 by Steve.Robb Deprecation warnings for PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES and PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS. Fix for incorrect warning formatting on Clang platforms. Change 3771520 by Steve.Robb Start moving Clang-using platforms' pre-setup stuff into a Clang-specific header. Change 3771564 by Steve.Robb More common macros moved to the Clang pre-setup header. Change 3771613 by Steve.Robb EMIT_CUSTOM_WARNING_AT_LINE moved to ClangPlatformCompilerPreSetup.h. Change 3772881 by Ben.Marsh Add support for serializing FName and UObject through FStructuredArchive. In order to allow custom linker behavior when serializing objects: * The constructor to JSON input formatter now takes a delegate to convert a string object name into a UObject pointer. * The constructor to tagged binary formatter takes a delegate to serialize a UObject pointer into any form it chooses (likely an integer index into the import table) Object and name types are stored as strings in JSON, using an "Object:" or "Name:" prefix to differentiate them from regular strings. Any strings that already contain one of these prefixes are prepended with a "String:" prefix (as is any string that already has a "String:" prefix). Change 3772941 by Graeme.Thornton Make build work when including StructuredArchive.h from core container types Added standard header to new files Add structured archive serializer for TArray Fix bug in structured archive where containers weren't being popped from the scope stack Change 3772972 by Ben.Marsh Add an adapter which presents a legacy FArchive interface to a FStructuredArchive slot. Data is serialized into this slot as a stream of elements; raw data is buffered up into fixed size chunks, names and objects are serialized separately. When used with FBinaryArchiveFormatter, this should result in all data being passed through to the underlying archive in a backwards compatible way, wiith no additional bookkeeping fields. Change 3773006 by Ben.Marsh Rename FStructuredArchive::FRecord::EnterSlot() to EnterField(). Change 3773013 by Steve.Robb bUseInlining target rule added to UnrealBuildTool, which defaults to true, to allow inlining to be disabled for debugging purposes. Change 3774499 by Ben.Marsh Minor fixes for FStructuredArchive related classes: * Text-based archive formats are now compiled out when WITH_TEXT_ARCHIVE_SUPPORT = 0. * Fixed issue with FTaggedBinaryArchiveFormatter state becoming corrupted when looking ahead at field types. * FArchiveFieldName constructor is now explicit, to fix cases where strings were being passed directly to serialize functions. Change 3774600 by Ben.Marsh Add CopyFormattedData() function, which can copy data from one formatter to another. Add a test case to SerializationAPI that converts from data -> JSON -> binary -> JSON -> data. This function can be used to implement a generic visitor pattern, by implementing a FArchiveFormatter which receives the deserialized data. Change 3789721 by Ben.Marsh TBA: Split FTaggedBinaryArchiveFormatter into separate classes for reading and writing. Change 3789920 by Ben.Marsh TBA: Support automatic coercion between any numeric types in tagged binary archives. Also report the smallest type that can contain a value, rather than just in32/double. #jira UECORE-364 Change 3789982 by Ben.Marsh TBA: Change FStructuredArchive::Open() to return a slot, rather than a record, to make it easier to implement a raw FArchive adapter. Change 3792466 by Ben.Marsh TBA: Better handling of raw data in text based assets. Short sequences of binary data are Base64 encoded as a single string. Longer sequences are stored as an array of Base64 encoded lines, push a SHA1 hash to detect cases where the data was merged incorrectly. In order to allow inference of the correct type for a field, other fields called "Base64" will be escaped to "_Base64", and any field beginning with "_" will have an additional underscore inserted. Reading files back in reverses these transformations. Change 3792935 by Ben.Marsh TBA: Rename FArchiveFormatter to FStructuredArchiveFormatter for consistency with FStructuredArchive. Change 3795100 by Ben.Marsh UBT: Rename the ModuleRules Definitions property to PublicDefinitions, to make its semantics clearer. Change 3795106 by Ben.Marsh Replace all internal usages of ModuleRules.Definitions, and replace it with ModuleRules.PublicDefinitions. Change 3796275 by Ben.Marsh Fix paths to Version.h includes from resource files. Change 3800683 by Josh.Engebretson Remove WER from Mac and Linux crash reports in favor of unified runtime-xml format #jira UE-50073 Change 3803545 by Steve.Robb TWeakObjPtr const-dropping assignment fix. Fixes to change. [CL 3805231 by Ben Marsh in Main branch]
2017-12-12 18:32:45 -05:00
if (Module.IsCompiledInCurrentConfiguration() && !ModuleManager.IsModuleUpToDate(Module.Name))
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
OutIncompatibleFiles.Add(Module.Name.ToString());
bResult = false;
}
}
return bResult;
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3805828 by Gil.Gribb UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works. Change 3806784 by Ben.Marsh UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT. Change 3807549 by Graeme.Thornton Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it. Change 3807727 by Graeme.Thornton Unhide the text asset format experimental editor option Change 3807746 by Josh.Engebretson Remove WER from iOS platform Change 3807928 by Robert.Manuszewski When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet Change 3808221 by Steve.Robb GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule() ^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway. Change 3809233 by Graeme.Thornton TBA: Misc changes to text asset commandlet - Rename mode to "loadsave" - Add -outputFormat option which can be assigned "text" or "binary" - When saving binary, use a differentiated filename so that source assets aren't overwritten Change 3809518 by Ben.Marsh Remove the outdated UnrealSync automation script. Change 3809643 by Steve.Robb GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value #jira UE-53037 Change 3809862 by Steve.Robb GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately #jira UE-42593 Change 3811190 by Graeme.Thornton Add support for writing specific log channels to their own files Change 3811197 by Graeme.Thornton Minor updates to output formatting and timing for the text asset commandlet Change 3811257 by Robert.Manuszewski Cluster creation will now be time-sliced Change 3811565 by Steve.Robb Define out non-monolithic module functions. Change 3812561 by Steve.Robb GitHub #3886 : Enable Brace-Initialization for Declaring Variables Incorrect semi-colon search removed after discussion with author. Test added. #jira UE-48242 Change 3812864 by Steve.Robb Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins. See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html #jira UE-53089 Change 3820358 by Ben.Marsh PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist) Change 3822594 by Ben.Marsh UAT: Improvements to log file handling. - Always create log files in the final location, rather than writing to a temp directory and copying in later. - Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX. - Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is. - Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location. Change 3823695 by Ben.Marsh UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk). Now always queries changes up to the last change for which zipped binaries are available. Change 3823845 by Ben.Marsh UBT: Exclude C# projects for unsupported platforms when generating project files. Change 3824180 by Ben.Marsh UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes). #jira Change 3825777 by Steve.Robb Fix to return value of StringToBytes. Change 3825810 by Ben.Marsh UBT: Reduce length of include paths for MSVC toolchain. Change 3825822 by Robert.Manuszewski Optimized PIE lazy pointer fixup. Should be up to 8x faster now. Change 3826734 by Ben.Marsh Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency. Change 3827730 by Steve.Robb Try to avoid decltype(auto) if it's not supported. See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html Change 3827745 by Steve.Robb Initializer list support for TMap. Change 3827770 by Steve.Robb GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType() #jira UE-53813 Change 3829189 by Ben.Marsh UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off. Change 3830444 by Steve.Robb BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library. This should be revisited when Core has its own JSON library. Change 3830718 by Ben.Marsh Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups. The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip. For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it. When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk. #jira UE-53845 Change 3831064 by Ben.Marsh Fix log file contention when spawning UBT recursively. Change 3832654 by Ben.Marsh UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it. Change 3832680 by Ben.Marsh UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade. Change 3832695 by Ben.Marsh UGS: Invert the options in the 'Show Changes' submenu for simplicity. Change 3833528 by Ben.Marsh UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write]. Change 3833543 by Ben.Marsh UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules. Change 3834354 by Robert.Manuszewski Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks. #jira UE-52035 Change 3834400 by Robert.Manuszewski Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup. #jira UE-52035 Change 3834947 by Steve.Robb USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal. Change 3835004 by Ben.Marsh Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL. Change 3835340 by Ben.Marsh Fix errors making installed build from directories with spaces in the name. Change 3835972 by Ben.Marsh UBT: Improved diagnostic message for targets which don't need a version file. Change 3836019 by Ben.Marsh UBT: Fix warnings caused by defining linkage macros for third party libraries. Change 3836269 by Ben.Marsh Fix message box larger than the screen height being created when a large number of modules are incompatible on startup. Change 3836543 by Ben.Marsh Enable SoundMod plugin on Linux, since it's already supported through the editor. Change 3836546 by Ben.Marsh PR #4412: fix type mismatch (Contributed by nakapon) Change 3836805 by Ben.Marsh Fix commandlet to compile marketplace plugins. Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3837036 by Ben.Marsh UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds. Change 3837037 by Ben.Marsh UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro). Change 3837040 by Ben.Marsh UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed. Change 3837247 by Ben.Marsh UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files). Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor. Change 3837262 by Ben.Marsh UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module. Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets. Change 3837343 by Ben.Marsh UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead. Change 3837356 by Ben.Marsh Fix invalid character encodings. Change 3837727 by Graeme.Thornton UnrealPak: KeyGenerator: Only generate prime table when required, not all the time Change 3837823 by Ben.Marsh UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window. Change 3837831 by Graeme.Thornton UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives Change 3837857 by Robert.Manuszewski PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch) Change 3837943 by Robert.Manuszewski PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch) Change 3838451 by Ben.Marsh UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread. #jira UE-53996 Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 3843790 by Graeme.Thornton UnrealPak: Log the size of all encrypted data Change 3844258 by Ben.Marsh Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace. Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure. #jira UE-54157 Change 3845796 by Ben.Marsh Workaround for slow performance of String.EndsWith() on Mono. Change 3845823 by Ben.Marsh Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun. #jira UE-54123 Change 3845901 by Arciel.Rekman Linux: fix crash due to lambda lifetime issues (UE-54040). - The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+). (Edigrating 3819174 to Dev-Core) Change 3846439 by Ben.Marsh Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates. Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main. Change 3816608 by Ben.Marsh UBT: Use DirectoryReference objects for all include paths. Change 3816954 by Ben.Marsh UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere. Change 3816986 by Ben.Marsh UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly. Change 3816991 by Ben.Marsh UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules. Change 3823090 by Ben.Marsh UAT: Improve logging for child UAT instances. - Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder. - Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway. - Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read. - Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output. Change 3826082 by Ben.Marsh UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target. Change 3827025 by Ben.Marsh UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling. Change 3829927 by James.Hopkin Made HTTP interface const correct Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3835826 by Ben.Marsh UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced. Change 3835969 by Ben.Marsh UBT: Fix cases where text is being written directly to the console rather than via logging functions. Change 3837777 by Steve.Robb Format string type checking added to FOutputDevice::Logf. Fixes for those. Change 3838569 by Steve.Robb Algo moved up a folder. [CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
#endif
#undef LOCTEXT_NAMESPACE